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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
- {
- 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<Gray, Byte> 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<PointF> contourPoints = new Contour<PointF>(new MemStorage());
- contourPoints.Push(BottomLeft);
- contourPoints.Push(TopLeft);
- contourPoints.Push(TopRight);
- contourPoints.Push(BottomRight);
- Area = (float) contourPoints.Area;
- Mask = new Image<Gray, byte>(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, Hand.HandSide side)
- {
- Vector2D a, b, c, d;
- if (side == Hand.HandSide.Left)
- {
- a = BottomLeft;
- b = TopLeft;
- c = TopRight;
- d = BottomRight;
- }
- else
- {
- a = BottomRight;
- b = TopRight;
- c = TopLeft;
- 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(v, u);
- }
- }
- }
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