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此仓库是为了提升国内下载速度的镜像仓库,每日同步一次。 原始仓库: https://github.com/micjahn/ZXing.Net
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ResultPoint.cs 6.94 KB
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micjahn 提交于 2018-06-28 13:28 +08:00 . #23 Strange indentation
/*
* 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
{
/// <summary>
/// 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.
/// </summary>
/// <author>Sean Owen</author>
public class ResultPoint
{
private readonly float x;
private readonly float y;
private readonly byte[] bytesX;
private readonly byte[] bytesY;
private String toString;
/// <summary>
/// Initializes a new instance of the <see cref="ResultPoint"/> class.
/// </summary>
public ResultPoint()
{
}
/// <summary>
/// Initializes a new instance of the <see cref="ResultPoint"/> class.
/// </summary>
/// <param name="x">The x.</param>
/// <param name="y">The y.</param>
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);
}
/// <summary>
/// Gets the X.
/// </summary>
virtual public float X
{
get
{
return x;
}
}
/// <summary>
/// Gets the Y.
/// </summary>
virtual public float Y
{
get
{
return y;
}
}
/// <summary>
/// Determines whether the specified <see cref="System.Object"/> is equal to this instance.
/// </summary>
/// <param name="other">The <see cref="System.Object"/> to compare with this instance.</param>
/// <returns>
/// <c>true</c> if the specified <see cref="System.Object"/> is equal to this instance; otherwise, <c>false</c>.
/// </returns>
public override bool Equals(Object other)
{
var otherPoint = other as ResultPoint;
if (otherPoint == null)
return false;
return x == otherPoint.x && y == otherPoint.y;
}
/// <summary>
/// Returns a hash code for this instance.
/// </summary>
/// <returns>
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
/// </returns>
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];
}
/// <summary>
/// Returns a <see cref="System.String"/> that represents this instance.
/// </summary>
/// <returns>
/// A <see cref="System.String"/> that represents this instance.
/// </returns>
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;
}
/// <summary>
/// Orders an array of three ResultPoints in an order [A,B,C] such that AB is less than AC and
/// BC is less than AC and the angle between BC and BA is less than 180 degrees.
/// </summary>
/// <param name="patterns">array of three <see cref="ResultPoint" /> to order</param>
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;
}
/// <summary>
/// calculates the distance between two points
/// </summary>
/// <param name="pattern1">first pattern</param>
/// <param name="pattern2">second pattern</param>
/// <returns>
/// distance between two points
/// </returns>
public static float distance(ResultPoint pattern1, ResultPoint pattern2)
{
return MathUtils.distance(pattern1.x, pattern1.y, pattern2.x, pattern2.y);
}
/// <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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