// -*- mode:c++; tab-width:2; indent-tabs-mode:nil; c-basic-offset:2 -*- /* * ResultPoint.cpp * zxing * * Created by Christian Brunschen on 13/05/2008. * Copyright 2008 ZXing authors All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include using zxing::common::detector::MathUtils; namespace zxing { ResultPoint::ResultPoint() : posX_(0), posY_(0) {} ResultPoint::ResultPoint(float x, float y) : posX_(x), posY_(y) {} ResultPoint::ResultPoint(int x, int y) : posX_(float(x)), posY_(float(y)) {} ResultPoint::~ResultPoint() {} float ResultPoint::getX() const { return posX_; } float ResultPoint::getY() const { return posY_; } bool ResultPoint::equals(Ref other) { return posX_ == other->getX() && posY_ == other->getY(); } /** *

Orders an array of three ResultPoints in an order [A,B,C] such that AB < AC and * BC < AC and the angle between BC and BA is less than 180 degrees. */ void ResultPoint::orderBestPatterns(std::vector > &patterns) { // Find distances between pattern centers float zeroOneDistance = distance(patterns[0]->getX(), patterns[1]->getX(),patterns[0]->getY(), patterns[1]->getY()); float oneTwoDistance = distance(patterns[1]->getX(), patterns[2]->getX(),patterns[1]->getY(), patterns[2]->getY()); float zeroTwoDistance = distance(patterns[0]->getX(), patterns[2]->getX(),patterns[0]->getY(), patterns[2]->getY()); Ref pointA, pointB, pointC; // Assume one closest to other two is B; A and C will just be guesses at first if (oneTwoDistance >= zeroOneDistance && oneTwoDistance >= zeroTwoDistance) { pointB = patterns[0]; pointA = patterns[1]; pointC = patterns[2]; } else if (zeroTwoDistance >= oneTwoDistance && zeroTwoDistance >= zeroOneDistance) { pointB = patterns[1]; pointA = patterns[0]; pointC = patterns[2]; } else { pointB = patterns[2]; pointA = patterns[0]; pointC = patterns[1]; } // Use cross product to figure out whether A and C are correct or flipped. // This asks whether BC x BA has a positive z component, which is the arrangement // we want for A, B, C. If it's negative, then we've got it flipped around and // should swap A and C. if (crossProductZ(pointA, pointB, pointC) < 0.0f) { Ref temp = pointA; pointA = pointC; pointC = temp; } patterns[0] = pointA; patterns[1] = pointB; patterns[2] = pointC; } float ResultPoint::distance(Ref pattern1, Ref pattern2) { return MathUtils::distance(pattern1->posX_, pattern1->posY_, pattern2->posX_, pattern2->posY_); } float ResultPoint::distance(float x1, float x2, float y1, float y2) { float xDiff = x1 - x2; float yDiff = y1 - y2; return (float) sqrt((double) (xDiff * xDiff + yDiff * yDiff)); } float ResultPoint::crossProductZ(Ref pointA, Ref pointB, Ref pointC) { float bX = pointB->getX(); float bY = pointB->getY(); return ((pointC->getX() - bX) * (pointA->getY() - bY)) - ((pointC->getY() - bY) * (pointA->getX() - bX)); } }