/* * Copyright 2007 ZXing authors * * 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. */ using System; using ZXing.Common.Detector; namespace ZXing { /// /// Encapsulates a point of interest in an image containing a barcode. Typically, this /// would be the location of a finder pattern or the corner of the barcode, for example. /// /// Sean Owen /// www.Redivivus.in (suraj.supekar@redivivus.in) - Ported from ZXING Java Source public class ResultPoint { private readonly float x; private readonly float y; private readonly byte[] bytesX; private readonly byte[] bytesY; private String toString; /// /// Initializes a new instance of the class. /// public ResultPoint() { } /// /// Initializes a new instance of the class. /// /// The x. /// The y. public ResultPoint(float x, float y) { this.x = x; this.y = y; // calculate only once for GetHashCode bytesX = BitConverter.GetBytes(x); bytesY = BitConverter.GetBytes(y); } /// /// Gets the X. /// virtual public float X { get { return x; } } /// /// Gets the Y. /// virtual public float Y { get { return y; } } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public override bool Equals(Object other) { var otherPoint = other as ResultPoint; if (otherPoint == null) return false; return x == otherPoint.x && y == otherPoint.y; } /// /// Returns a hash code for this instance. /// /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. /// public override int GetHashCode() { return 31 * ((bytesX[0] << 24) + (bytesX[1] << 16) + (bytesX[2] << 8) + bytesX[3]) + (bytesY[0] << 24) + (bytesY[1] << 16) + (bytesY[2] << 8) + bytesY[3]; } /// /// Returns a that represents this instance. /// /// /// A that represents this instance. /// public override String ToString() { if (toString == null) { var result = new System.Text.StringBuilder(25); result.AppendFormat(System.Globalization.CultureInfo.CurrentUICulture, "({0}, {1})", x, y); toString = result.ToString(); } return toString; } /// /// 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. /// public static void orderBestPatterns(ResultPoint[] patterns) { // Find distances between pattern centers float zeroOneDistance = distance(patterns[0], patterns[1]); float oneTwoDistance = distance(patterns[1], patterns[2]); float zeroTwoDistance = distance(patterns[0], patterns[2]); ResultPoint 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) { ResultPoint temp = pointA; pointA = pointC; pointC = temp; } patterns[0] = pointA; patterns[1] = pointB; patterns[2] = pointC; } /// /// distance between two points /// public static float distance(ResultPoint pattern1, ResultPoint pattern2) { return MathUtils.distance(pattern1.x, pattern1.y, pattern2.x, pattern2.y); } /// /// Returns the z component of the cross product between vectors BC and BA. /// private static float crossProductZ(ResultPoint pointA, ResultPoint pointB, ResultPoint pointC) { float bX = pointB.x; float bY = pointB.y; return ((pointC.x - bX) * (pointA.y - bY)) - ((pointC.y - bY) * (pointA.x - bX)); } } }