@zxing/library
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TypeScript port of ZXing multi-format 1D/2D barcode image processing library.
114 lines (113 loc) • 4.23 kB
JavaScript
/*
* 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.
*/
/*namespace com.google.zxing {*/
import MathUtils from './common/detector/MathUtils';
import Float from './util/Float';
/**
* <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
*/
var ResultPoint = /** @class */ (function () {
function ResultPoint(x, y) {
this.x = x;
this.y = y;
}
ResultPoint.prototype.getX = function () {
return this.x;
};
ResultPoint.prototype.getY = function () {
return this.y;
};
/*@Override*/
ResultPoint.prototype.equals = function (other) {
if (other instanceof ResultPoint) {
var otherPoint = other;
return this.x === otherPoint.x && this.y === otherPoint.y;
}
return false;
};
/*@Override*/
ResultPoint.prototype.hashCode = function () {
return 31 * Float.floatToIntBits(this.x) + Float.floatToIntBits(this.y);
};
/*@Override*/
ResultPoint.prototype.toString = function () {
return '(' + this.x + ',' + this.y + ')';
};
/**
* 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.
*
* @param patterns array of three {@code ResultPoint} to order
*/
ResultPoint.orderBestPatterns = function (patterns) {
// Find distances between pattern centers
var zeroOneDistance = this.distance(patterns[0], patterns[1]);
var oneTwoDistance = this.distance(patterns[1], patterns[2]);
var zeroTwoDistance = this.distance(patterns[0], patterns[2]);
var pointA;
var pointB;
var 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 (this.crossProductZ(pointA, pointB, pointC) < 0.0) {
var temp = pointA;
pointA = pointC;
pointC = temp;
}
patterns[0] = pointA;
patterns[1] = pointB;
patterns[2] = pointC;
};
/**
* @param pattern1 first pattern
* @param pattern2 second pattern
* @return distance between two points
*/
ResultPoint.distance = function (pattern1, 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.
*/
ResultPoint.crossProductZ = function (pointA, pointB, pointC) {
var bX = pointB.x;
var bY = pointB.y;
return ((pointC.x - bX) * (pointA.y - bY)) - ((pointC.y - bY) * (pointA.x - bX));
};
return ResultPoint;
}());
export default ResultPoint;