/* * 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. */ package com.google.zxing; import com.google.zxing.common.detector.MathUtils; /** * <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> * * @author Sean Owen */ public class ResultPoint { private final float x; private final float y; public ResultPoint(float x, float y) { this.x = x; this.y = y; } public final float getX() { return x; } public final float getY() { return y; } @Override public final boolean equals(Object other) { if (other instanceof ResultPoint) { ResultPoint otherPoint = (ResultPoint) other; return x == otherPoint.x && y == otherPoint.y; } return false; } @Override public final int hashCode() { return 31 * Float.floatToIntBits(x) + Float.floatToIntBits(y); } @Override public final String toString() { StringBuilder result = new StringBuilder(25); result.append('('); result.append(x); result.append(','); result.append(y); result.append(')'); return result.toString(); } /** * <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. */ 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; ResultPoint pointB; ResultPoint 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; } /** * @return 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)); } }