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- 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
- {
- /// <summary>
- /// Class to represent a quadrangle in 2 dimensions, a quagrangle is a geomatric shape composed of 4 arbitrary points.
- /// </summary>
- public class Quadrangle
- {
- /// <summary>
- /// point in the top left corner
- /// </summary>
- public Vector2D TopLeft { get; private set; }
- /// <summary>
- /// point in the top right corner
- /// </summary>
- public Vector2D TopRight { get; private set; }
- /// <summary>
- /// point in the bottom right corner
- /// </summary>
- public Vector2D BottomRight { get; private set; }
- /// <summary>
- /// point in the bottom left corner
- /// </summary>
- public Vector2D BottomLeft { get; private set; }
- /// <summary>
- /// all 4 points of the quadrangle in clockwise order, begining at the top left corner
- /// </summary>
- public Vector2D[] Corners { get { return new Vector2D[4] { TopLeft, TopRight, BottomRight, BottomLeft }; } }
- /// <summary>
- /// Standard constructor of quadrangle, which sets the 4 points
- /// </summary>
- /// <param name="topLeft">top left point <see cref="topLeft"/></param>
- /// <param name="topRight">top right point <see cref="topRight"/></param>
- /// <param name="bottomRight">bottom right point <see cref="bottomRight"/></param>
- /// <param name="bottomLeft">bottom left point <see cref="bottomLeft"/></param>
- public Quadrangle(Vector2D topLeft, Vector2D topRight, Vector2D bottomRight, Vector2D bottomLeft)
- {
- TopLeft = topLeft;
- TopRight = topRight;
- BottomRight = bottomRight;
- BottomLeft = bottomLeft;
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="p">the point which relative position should be computed</param>
- /// <returns>a point between (0,0) and (1,1), iff the point is inside the quadrangle</returns>
- 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);
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="point">the point</param>
- /// <param name="tolerance">the tolerance value</param>
- /// <returns>true iff the point is inside the quadrangle(plus tolerance)</returns>
- 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);
- }
- }
- }
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