using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Drawing; using bbiwarg.Recognition.HandRecognition; using Emgu.CV; using Emgu.CV.Structure; namespace bbiwarg.Utility { /// /// Class to represent a quadrangle in 2 dimensions, a quagrangle is a geomatric shape composed of 4 arbitrary points. /// public class Quadrangle { /// /// point in the top left corner /// public Vector2D TopLeft { get; private set; } /// /// point in the top right corner /// public Vector2D TopRight { get; private set; } /// /// point in the bottom right corner /// public Vector2D BottomRight { get; private set; } /// /// point in the bottom left corner /// public Vector2D BottomLeft { get; private set; } /// /// all 4 points of the quadrangle in clockwise order, begining at the top left corner /// public Vector2D[] Corners { get { return new Vector2D[4] { TopLeft, TopRight, BottomRight, BottomLeft }; } } /// /// Standard constructor of quadrangle, which sets the 4 points. /// /// top left point /// top right point /// bottom right point /// bottom left point public Quadrangle(Vector2D topLeft, Vector2D topRight, Vector2D bottomRight, Vector2D bottomLeft) { TopLeft = topLeft; TopRight = topRight; BottomRight = bottomRight; BottomLeft = bottomLeft; } /// /// Computes the relative position of a point inside the quadrangle, iff the point is inside the output varies between (0,0) and (1,1), else it is smaller or greater. /// /// the point which relative position should be computed /// a point between (0,0) and (1,1), iff the point is inside the quadrangle public Vector2D getRelativePosition(Vector2D p) { Vector2D a, b, c, d; a = TopLeft; b = TopRight; c = BottomRight; d = BottomLeft; float C = (a.Y - p.Y) * (d.X - p.X) - (a.X - p.X) * (d.Y - p.Y); float B = (a.Y - p.Y) * (c.X - d.X) + (b.Y - a.Y) * (d.X - p.X) - (a.X - p.X) * (c.Y - d.Y) - (b.X - a.X) * (d.Y - p.Y); float A = (b.Y - a.Y) * (c.X - d.X) - (b.X - a.X) * (c.Y - d.Y); float D = B * B - 4 * A * C; float u = (-B - (float)Math.Sqrt(D)) / (2 * A); float p1x = a.X + (b.X - a.X) * u; float p2x = d.X + (c.X - d.X) * u; float px = p.X; float v = (px - p1x) / (p2x - p1x); return new Vector2D(u, v); } /// /// Checks whether a point is inside the quadrangle or not, a tolerance can be set, which allows that the decision is based on a quadrangle which is tolerance times greater/smaller than the original quadrangle. /// /// the point /// the tolerance value /// true iff the point is inside the quadrangle(plus tolerance) public bool isInside(Vector2D point, float tolerance=0.0f) { Vector2D relativePos = getRelativePosition(point); float min = 0 - tolerance; float max = 1 + tolerance; return (relativePos.X >= min && relativePos.X <= max) && (relativePos.Y >= min && relativePos.Y <= max); } } }