178 lines
5.1 KiB
C
178 lines
5.1 KiB
C
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/*
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* Copyright 2020 Axel Waggershauser
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*/
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "Point.h"
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#include "ZXAlgorithms.h"
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#include <array>
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#include <cmath>
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#include <string>
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namespace ZXing {
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template <typename T>
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class Quadrilateral : public std::array<T, 4>
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{
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using Base = std::array<T, 4>;
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using Base::at;
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public:
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using Point = T;
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Quadrilateral() = default;
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Quadrilateral(T tl, T tr, T br, T bl) : Base{tl, tr, br, bl} {}
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template <typename U>
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Quadrilateral(PointT<U> tl, PointT<U> tr, PointT<U> br, PointT<U> bl)
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: Quadrilateral(Point(tl), Point(tr), Point(br), Point(bl))
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{}
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constexpr Point topLeft() const noexcept { return at(0); }
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constexpr Point topRight() const noexcept { return at(1); }
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constexpr Point bottomRight() const noexcept { return at(2); }
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constexpr Point bottomLeft() const noexcept { return at(3); }
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double orientation() const
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{
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auto centerLine = (topRight() + bottomRight()) - (topLeft() + bottomLeft());
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if (centerLine == Point{})
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return 0.;
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auto centerLineF = normalized(centerLine);
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return std::atan2(centerLineF.y, centerLineF.x);
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}
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};
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using QuadrilateralF = Quadrilateral<PointF>;
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using QuadrilateralI = Quadrilateral<PointI>;
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template <typename PointT = PointF>
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Quadrilateral<PointT> Rectangle(int width, int height, typename PointT::value_t margin = 0)
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{
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return {
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PointT{margin, margin}, {width - margin, margin}, {width - margin, height - margin}, {margin, height - margin}};
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}
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template <typename PointT = PointF>
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Quadrilateral<PointT> CenteredSquare(int size)
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{
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return Scale(Quadrilateral(PointT{-1, -1}, {1, -1}, {1, 1}, {-1, 1}), size / 2);
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}
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template <typename PointT = PointI>
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Quadrilateral<PointT> Line(int y, int xStart, int xStop)
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{
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return {PointT{xStart, y}, {xStop, y}, {xStop, y}, {xStart, y}};
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}
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template <typename PointT>
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bool IsConvex(const Quadrilateral<PointT>& poly)
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{
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const int N = Size(poly);
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bool sign = false;
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typename PointT::value_t m = INFINITY, M = 0;
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for(int i = 0; i < N; i++)
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{
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auto d1 = poly[(i + 2) % N] - poly[(i + 1) % N];
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auto d2 = poly[i] - poly[(i + 1) % N];
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auto cp = cross(d1, d2);
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// TODO: see if the isInside check for all boundary points in GridSampler is still required after fixing the wrong fabs()
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// application in the following line
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UpdateMinMax(m, M, std::fabs(cp));
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if (i == 0)
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sign = cp > 0;
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else if (sign != (cp > 0))
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return false;
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}
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// It turns out being convex is not enough to prevent a "numerical instability"
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// that can cause the corners being projected inside the image boundaries but
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// some points near the corners being projected outside. This has been observed
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// where one corner is almost in line with two others. The M/m ratio is below 2
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// for the complete existing sample set. For very "skewed" QRCodes a value of
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// around 3 is realistic. A value of 14 has been observed to trigger the
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// instability.
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return M / m < 4.0;
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}
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template <typename PointT>
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Quadrilateral<PointT> Scale(const Quadrilateral<PointT>& q, int factor)
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{
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return {factor * q[0], factor * q[1], factor * q[2], factor * q[3]};
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}
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template <typename PointT>
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PointT Center(const Quadrilateral<PointT>& q)
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{
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return Reduce(q) / Size(q);
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}
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template <typename PointT>
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Quadrilateral<PointT> RotatedCorners(const Quadrilateral<PointT>& q, int n = 1, bool mirror = false)
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{
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Quadrilateral<PointT> res;
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std::rotate_copy(q.begin(), q.begin() + ((n + 4) % 4), q.end(), res.begin());
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if (mirror)
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std::swap(res[1], res[3]);
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return res;
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}
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template <typename PointT>
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bool IsInside(const PointT& p, const Quadrilateral<PointT>& q)
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{
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// Test if p is on the same side (right or left) of all polygon segments
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int pos = 0, neg = 0;
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for (int i = 0; i < Size(q); ++i)
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(cross(p - q[i], q[(i + 1) % Size(q)] - q[i]) < 0 ? neg : pos)++;
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return pos == 0 || neg == 0;
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}
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template <typename PointT>
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Quadrilateral<PointT> BoundingBox(const Quadrilateral<PointT>& q)
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{
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auto [minX, maxX] = std::minmax({q[0].x, q[1].x, q[2].x, q[3].x});
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auto [minY, maxY] = std::minmax({q[0].y, q[1].y, q[2].y, q[3].y});
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return {PointT{minX, minY}, {maxX, minY}, {maxX, maxY}, {minX, maxY}};
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}
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template <typename PointT>
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bool HaveIntersectingBoundingBoxes(const Quadrilateral<PointT>& a, const Quadrilateral<PointT>& b)
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{
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auto bba = BoundingBox(a), bbb = BoundingBox(b);
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bool x = bbb.topRight().x < bba.topLeft().x || bbb.topLeft().x > bba.topRight().x;
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bool y = bbb.bottomLeft().y < bba.topLeft().y || bbb.topLeft().y > bba.bottomLeft().y;
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return !(x || y);
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}
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template <typename PointT>
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Quadrilateral<PointT> Blend(const Quadrilateral<PointT>& a, const Quadrilateral<PointT>& b)
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{
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auto dist2First = [c = a[0]](auto a, auto b) { return distance(a, c) < distance(b, c); };
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// rotate points such that the the two topLeft points are closest to each other
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auto offset = std::min_element(b.begin(), b.end(), dist2First) - b.begin();
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Quadrilateral<PointT> res;
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for (int i = 0; i < 4; ++i)
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res[i] = (a[i] + b[(i + offset) % 4]) / 2;
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return res;
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}
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template <typename T>
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std::string ToString(const Quadrilateral<PointT<T>>& points)
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{
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std::string res;
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for (const auto& p : points)
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res += std::to_string(p.x) + "x" + std::to_string(p.y) + (&p == &points.back() ? "" : " ");
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return res;
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}
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} // ZXing
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