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/*
* 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;
namespace com.google.zxing
{
/// <summary> <p>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.</p>
///
/// </summary>
/// <author> Sean Owen
/// </author>
/// <author>www.Redivivus.in (suraj.supekar@redivivus.in) - Ported from ZXING Java Source
/// </author>
public class ResultPoint
{
virtual public float X
{
get
{
return x;
}
}
virtual public float Y
{
get
{
return y;
}
}
//UPGRADE_NOTE: Final was removed from the declaration of 'x '. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1003'"
private float x;
//UPGRADE_NOTE: Final was removed from the declaration of 'y '. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1003'"
private float y;
public ResultPoint(float x, float y)
{
this.x = x;
this.y = y;
}
public override bool Equals(System.Object other)
{
if (other is ResultPoint)
{
ResultPoint otherPoint = (ResultPoint) other;
return x == otherPoint.x && y == otherPoint.y;
}
return false;
}
public override int GetHashCode()
{
// Redivivus.in Java to c# Porting update
// 30/01/2010
// Commented function body
//return 31 * Float.floatToIntBits(x) + Float.floatToIntBits(y);
return 0;
}
public override System.String ToString()
{
System.Text.StringBuilder result = new System.Text.StringBuilder(25);
result.Append('(');
result.Append(x);
result.Append(',');
result.Append(y);
result.Append(')');
return result.ToString();
}
/// <summary> <p>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.
/// </summary>
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;
}
/// <returns> distance between two points
/// </returns>
public static float distance(ResultPoint pattern1, ResultPoint pattern2)
{
float xDiff = pattern1.X - pattern2.X;
float yDiff = pattern1.Y - pattern2.Y;
//UPGRADE_WARNING: Data types in Visual C# might be different. Verify the accuracy of narrowing conversions. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1042'"
return (float) System.Math.Sqrt((double) (xDiff * xDiff + yDiff * yDiff));
}
/// <summary> Returns the z component of the cross product between vectors BC and BA.</summary>
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));
}
}
}
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