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@zxing/library

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TypeScript port of ZXing multi-format 1D/2D barcode image processing library.

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/* * 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;