Files
rxing/src/common/quad.rs
2023-03-08 12:46:52 -06:00

218 lines
6.4 KiB
Rust

use crate::Point;
#[derive(Clone, Copy, Debug)]
pub struct Quadrilateral(pub [Point; 4]);
impl Quadrilateral {
// using Base = std::array<T, 4>;
// using Base::at;
// public:
// using Point = T;
#[allow(dead_code)]
pub fn new(tl: Point, tr: Point, br: Point, bl: Point) -> Self {
Self([tl, tr, br, bl])
}
// pub fn with_f32( tl:f32, tr:f32, br:f32, bl:f32) -> Self {
// Self([tl, tr,br, bl ])
// }
pub fn with_points(tl: Point, tr: Point, br: Point, bl: Point) -> Self {
Self([tl, tr, br, bl])
}
pub fn top_left(&self) -> &Point {
&self.0[0]
} //const noexcept { return at(0); }
pub fn top_right(&self) -> &Point {
&self.0[1]
} //const noexcept { return at(1); }
pub fn bottom_right(&self) -> &Point {
&self.0[2]
} //const noexcept { return at(2); }
pub fn bottom_left(&self) -> &Point {
&self.0[3]
} //const noexcept { return at(3); }
#[allow(dead_code)]
pub fn orientation(&self) -> f64 {
let centerLine =
(*self.top_right() + *self.bottom_right()) - (*self.top_left() + *self.bottom_left());
if (centerLine == Point { x: 0.0, y: 0.0 }) {
return 0.0;
}
let centerLineF = Point::normalized(centerLine);
f32::atan2(centerLineF.y, centerLineF.x).into()
}
pub fn points(&self) -> &[Point] {
&self.0
}
}
impl Quadrilateral {
#[allow(dead_code)]
pub fn rectangle(width: i32, height: i32, margin: Option<i32>) -> Quadrilateral {
let margin = margin.unwrap_or(0);
Quadrilateral([
Point {
x: margin as f32,
y: margin as f32,
},
Point {
x: width as f32 - margin as f32,
y: margin as f32,
},
Point {
x: width as f32 - margin as f32,
y: height as f32 - margin as f32,
},
Point {
x: margin as f32,
y: height as f32 - margin as f32,
},
])
}
#[allow(dead_code)]
pub fn centered_square(size: i32) -> Quadrilateral {
Self::scale(
&Quadrilateral([
Point { x: -1.0, y: -1.0 },
Point { x: 1.0, y: -1.0 },
Point { x: 1.0, y: 1.0 },
Point { x: -1.0, y: 1.0 },
]),
size / 2,
)
}
#[allow(dead_code)]
pub fn line(y: i32, xStart: i32, xStop: i32) -> Quadrilateral {
Quadrilateral([
Point {
x: xStart as f32,
y: y as f32,
},
Point {
x: xStop as f32,
y: y as f32,
},
Point {
x: xStop as f32,
y: y as f32,
},
Point {
x: xStart as f32,
y: y as f32,
},
])
}
#[allow(dead_code)]
pub fn is_convex(&self) -> bool {
let N = self.0.len();
let mut sign = false;
let mut m = f32::INFINITY;
let mut M = 0.0_f32;
for i in 0..N
// for(int i = 0; i < N; i++)
{
let d1 = self.0[(i + 2) % N] - self.0[(i + 1) % N];
let d2 = self.0[i] - self.0[(i + 1) % N];
let cp = d1.cross(d2);
// m = if m.abs() > cp { cp } else { m.abs() };
// M = if M.abs() > cp { M.abs() } else { cp };
m = f32::min((m).abs(), cp);
M = f32::max((M).abs(), cp);
if i == 0 {
sign = cp > 0.0;
} else if sign != (cp > 0.0) {
return false;
}
}
// It turns out being convex is not enough to prevent a "numerical instability"
// that can cause the corners being projected inside the image boundaries but
// some points near the corners being projected outside. This has been observed
// where one corner is almost in line with two others. The M/m ratio is below 2
// for the complete existing sample set. For very "skewed" QRCodes a value of
// around 3 is realistic. A value of 14 has been observed to trigger the
// instability.
M / m < 4.0
}
#[allow(dead_code)]
pub fn scale(&self, factor: i32) -> Quadrilateral {
Quadrilateral([
self.0[0] * factor as f32,
self.0[1] * factor as f32,
self.0[2] * factor as f32,
self.0[3] * factor as f32,
])
}
#[allow(dead_code)]
pub fn center(&self) -> Point {
let reduced: Point = self.0.iter().sum();
let size = self.0.len() as f32;
reduced / size
// return Reduce(q) / Size(q);
}
#[allow(dead_code)]
pub fn rotated_corners(&self, n: Option<i32>, mirror: Option<bool>) -> Quadrilateral {
let n = if let Some(n) = n { n } else { 1 };
let mirror = if let Some(m) = mirror { m } else { false };
let mut res = self.clone();
res.0.rotate_left(((n + 4) % 4) as usize);
// std::rotate_copy(q.begin(), q.begin() + ((n + 4) % 4), q.end(), res.begin());
if mirror {
res.0.swap(1, 3);
}
// {std::swap(res[1], res[3]);}
res
}
#[allow(dead_code)]
pub fn is_inside(&self, p: Point) -> bool {
// Test if p is on the same side (right or left) of all polygon segments
let mut pos = 0;
let mut neg = 0;
for i in 0..self.0.len()
// for (int i = 0; i < Size(q); ++i)
{
if Point::cross(p - self.0[i], self.0[(i + 1) % self.0.len()] - self.0[i]) < 0.0 {
neg += 1;
} else {
pos += 1;
}
// (cross(p - q[i], q[(i + 1) % Size(q)] - q[i]) < 0 ? neg : pos)++;
}
pos == 0 || neg == 0
}
#[allow(dead_code)]
pub fn have_intersecting_bounding_boxes(&self, b: &Quadrilateral) -> bool {
// TODO: this is only a quick and dirty approximation that works for the trivial standard cases
let x = b.top_right().x < self.top_left().x || b.top_left().x > self.top_right().x;
let y = b.bottom_left().y < self.top_left().y || b.top_left().y > self.bottom_left().y;
!(x || y)
}
}
impl Default for Quadrilateral {
fn default() -> Self {
Self([Point { x: 0.0, y: 0.0 }; 4])
}
}