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 Quadrangle { public Vector2D[] Vertices { get { return new Vector2D[4] { BottomLeft, TopLeft, TopRight, BottomRight }; } } public Vector2D BottomLeft { get; private set; } public Vector2D TopLeft { get; private set; } public Vector2D TopRight { get; private set; } public Vector2D BottomRight { get; private set; } public float Area { get; private set; } public Image Mask { get; private set; } public Quadrangle(Vector2D bottomLeft, Vector2D topLeft, Vector2D topRight, Vector2D bottomRight, int width, int height) { BottomLeft = bottomLeft; TopLeft = topLeft; TopRight = topRight; BottomRight = bottomRight; Contour contourPoints = new Contour(new MemStorage()); contourPoints.Push(BottomLeft); contourPoints.Push(TopLeft); contourPoints.Push(TopRight); contourPoints.Push(BottomRight); Area = (float)contourPoints.Area; Mask = new Image(width, height); Point[] polyPoints = new Point[4]; polyPoints[0] = BottomLeft; polyPoints[1] = TopLeft; polyPoints[2] = TopRight; polyPoints[3] = BottomRight; Mask.FillConvexPoly(polyPoints, new Gray(255)); } public Vector2D getRelativePosition(Vector2D p) { Vector2D a, b, c, d; a = BottomLeft; b = TopLeft; c = TopRight; d = BottomRight; 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); } public bool isInside(Vector2D point) { Vector2D relativePos = getRelativePosition(point); return (relativePos.X >= 0 && relativePos.X <= 1.0 && relativePos.Y >= 0 && relativePos.Y <= 1.0); } } }