qzxing/source/zxing/common/EdgeDetector.cpp

192 lines
5.0 KiB
C++

/*
* EdgeDetector.cpp
* zxing
*
* Created by Ralf Kistner on 7/12/2009.
* 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 <zxing/common/EdgeDetector.h>
#include <algorithm>
#include <cmath>
using namespace std;
namespace zxing {
namespace EdgeDetector {
void findEdgePoints(std::vector<Point>& points, const BitMatrix& image, Point start, Point end, bool invert, int skip, float deviation) {
float xdist = end.x - start.x;
float ydist = end.y - start.y;
float length = sqrt(xdist * xdist + ydist * ydist);
int var;
if (abs(xdist) > abs(ydist)) {
// Horizontal
if (xdist < 0)
skip = -skip;
var = int(abs(deviation * length / xdist));
float dy = ydist / xdist * skip;
bool left = (skip < 0) ^ invert;
int x = int(start.x);
int steps = int(xdist / skip);
for (int i = 0; i < steps; i++) {
x += skip;
if (x < 0 || x >= (int)image.getWidth())
continue; // In case we start off the edge
int my = int(start.y + dy * i);
int ey = min(my + var + 1, (int)image.getHeight() - 1);
int sy = max(my - var, 0);
for (int y = sy + 1; y < ey; y++) {
if (left) {
if (image.get(x, y) && !image.get(x, y + 1)) {
points.push_back(Point(x, y + 0.5f));
}
} else {
if (!image.get(x, y) && image.get(x, y + 1)) {
points.push_back(Point(x, y + 0.5f));
}
}
}
}
} else {
// Vertical
if (ydist < 0)
skip = -skip;
var = int(abs(deviation * length / ydist));
float dx = xdist / ydist * skip;
bool down = (skip > 0) ^ invert;
int y = int(start.y);
int steps = int(ydist / skip);
for (int i = 0; i < steps; i++) {
y += skip;
if (y < 0 || y >= (int)image.getHeight())
continue; // In case we start off the edge
int mx = int(start.x + dx * i);
int ex = min(mx + var + 1, (int)image.getWidth() - 1);
int sx = max(mx - var, 0);
for (int x = sx + 1; x < ex; x++) {
if (down) {
if (image.get(x, y) && !image.get(x + 1, y)) {
points.push_back(Point(x + 0.5f, y));
}
} else {
if (!image.get(x, y) && image.get(x + 1, y)) {
points.push_back(Point(x + 0.5f, y));
}
}
}
}
}
}
Line findLine(const BitMatrix& image, Line estimate, bool invert, int deviation, float threshold, int skip) {
float t = threshold * threshold;
Point start = estimate.start;
Point end = estimate.end;
vector<Point> edges;
edges.clear();
findEdgePoints(edges, image, start, end, invert, skip, deviation);
int n = edges.size();
float xdist = end.x - start.x;
float ydist = end.y - start.y;
bool horizontal = abs(xdist) > abs(ydist);
float max = 0;
Line bestLine(start, end); // prepopulate with the given line, in case we can't find any line for some reason
for (int i = -deviation; i < deviation; i++) {
float x1, y1;
if (horizontal) {
y1 = start.y + i;
x1 = start.x - i * ydist / xdist;
} else {
y1 = start.y - i * xdist / ydist;
x1 = start.x + i;
}
for (int j = -deviation; j < deviation; j++) {
float x2, y2;
if (horizontal) {
y2 = end.y + j;
x2 = end.x - j * ydist / xdist;
} else {
y2 = end.y - j * xdist / ydist;
x2 = end.x + j;
}
float dx = x1 - x2;
float dy = y1 - y2;
float length = sqrt(dx * dx + dy * dy);
float score = 0;
for(int k = 0; k < n; k++) {
const Point& edge = edges[k];
float dist = ((x1 - edge.x) * dy - (y1 - edge.y) * dx) / length;
// Similar to least squares method
float s = t - dist * dist;
if (s > 0)
score += s;
}
if (score > max) {
max = score;
bestLine.start = Point(x1, y1);
bestLine.end = Point(x2, y2);
}
}
}
return bestLine;
}
Point intersection(Line a, Line b) {
float dxa = a.start.x - a.end.x;
float dxb = b.start.x - b.end.x;
float dya = a.start.y - a.end.y;
float dyb = b.start.y - b.end.y;
float p = a.start.x * a.end.y - a.start.y * a.end.x;
float q = b.start.x * b.end.y - b.start.y * b.end.x;
float denom = dxa * dyb - dya * dxb;
if(denom == 0) // Lines don't intersect
return Point(INFINITY, INFINITY);
float x = (p * dxb - dxa * q) / denom;
float y = (p * dyb - dya * q) / denom;
return Point(x, y);
}
} // namespace EdgeDetector
} // namespace zxing