OrdinalQuadrilateral.cs 4.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using o0.Geometry2D.Float;
  4. namespace ZIM
  5. {
  6. // 屏幕识别使用,固定的顶点顺序: 左下,右下,左上,右上,严格遵守
  7. public class OrdinalQuadrilateral : Geometry<OrdinalQuadrilateral>
  8. {
  9. public Vector A;
  10. public Vector B;
  11. public Vector C;
  12. public Vector D;
  13. public override int Count => 4;
  14. public OrdinalQuadrilateral(Vector a, Vector b, Vector c, Vector d)
  15. {
  16. this.A = a;
  17. this.B = b;
  18. this.C = c;
  19. this.D = d;
  20. }
  21. public OrdinalQuadrilateral(IEnumerable<Vector> enumable)
  22. {
  23. var e = enumable.GetEnumerator();
  24. this.A = e.MoveNext() ? e.Current : default;
  25. this.B = e.MoveNext() ? e.Current : default;
  26. this.C = e.MoveNext() ? e.Current : default;
  27. this.D = e.MoveNext() ? e.Current : default;
  28. }
  29. public static OrdinalQuadrilateral Identity { get; } = new OrdinalQuadrilateral(new Vector(0, 0), new Vector(1, 0), new Vector(0, 1), new Vector(1, 1));
  30. public override Vector this[int index]
  31. {
  32. get
  33. {
  34. switch (index % Count)
  35. {
  36. default:
  37. case 0:
  38. return A;
  39. case 1:
  40. return B;
  41. case 2:
  42. return C;
  43. case 3:
  44. return D;
  45. }
  46. }
  47. set
  48. {
  49. switch (index % Count)
  50. {
  51. default:
  52. case 0:
  53. A = value;
  54. break;
  55. case 1:
  56. B = value;
  57. break;
  58. case 2:
  59. C = value;
  60. break;
  61. case 3:
  62. D = value;
  63. break;
  64. }
  65. }
  66. }
  67. public override string ToString()
  68. {
  69. return $"[{A}, {B}, {C}, {D}]";
  70. }
  71. // AABB包围盒,返回矩形左下角和右上角的坐标
  72. public (Vector, Vector) AABBRect()
  73. {
  74. float minX = this[0].x;
  75. float maxX = this[0].x;
  76. float minY = this[0].y;
  77. float maxY = this[0].y;
  78. for (int i = 1; i < Count; i++)
  79. {
  80. minX = Math.Min(minX, this[i].x);
  81. maxX = Math.Max(maxX, this[i].x);
  82. minY = Math.Min(minY, this[i].y);
  83. maxY = Math.Max(maxY, this[i].y);
  84. }
  85. return (new Vector(minX, minY), new Vector(maxX, maxY));
  86. }
  87. public Vector InterpolationFactors(Vector p)
  88. {
  89. float u, v;
  90. float _a = (C.x - D.x + B.x - A.x) * (A.y - C.y) - (C.y - D.y + B.y - A.y) * (A.x - C.x);
  91. float _b = (D.x - C.x) * (A.y - C.y) - (D.y - C.y) * (A.x - C.x) + (p.x - C.x) * (C.y - D.y + B.y - A.y) - (p.y - C.y) * (C.x - D.x + B.x - A.x);
  92. float _c = (p.x - C.x) * (D.y - C.y) - (p.y - C.y) * (D.x - C.x);
  93. if (_a < float.Epsilon)
  94. {
  95. v = -_c / _b;
  96. }
  97. else
  98. {
  99. float delta = _b * _b - 4 * _a * _c;
  100. if (delta < 0)
  101. {
  102. return default;
  103. throw new Exception("Delta is smaller than zero.");
  104. }
  105. float sqrtDelta = (float)Math.Sqrt(delta);
  106. v = (-_b + sqrtDelta) / (2 * _a);
  107. if (v < 0 || v > 1)
  108. v = (-_b - sqrtDelta) / (2 * _a);
  109. }
  110. u = ((p.x - C.x) - (A.x - C.x) * v) / ((D.x - C.x) + (C.x - D.x + B.x - A.x) * v);
  111. return new Vector(u, 1 - v);
  112. }
  113. public static OrdinalQuadrilateral Fit(IEnumerable<Vector> pixels, Vector textureSize)
  114. {
  115. Vector[] vertex = new Vector[4] { new Vector(0, 0), new Vector(textureSize.x, 0), new Vector(textureSize.y, 0), textureSize };
  116. Vector[] dir = new Vector[4] { new Vector(1, 1).Normalized, new Vector(-1, 1).Normalized, new Vector(1, -1).Normalized, new Vector(-1, -1).Normalized };
  117. (float, Vector)[] min = new (float, Vector)[4] { (float.MaxValue, default), (float.MaxValue, default), (float.MaxValue, default), (float.MaxValue, default) };
  118. foreach (var i in pixels)
  119. {
  120. for (int j = 0; j < 4; j++)
  121. {
  122. var len = (i - vertex[j]).Dot(dir[j]);
  123. if (len < min[j].Item1)
  124. min[j] = (len, i);
  125. }
  126. }
  127. return new OrdinalQuadrilateral(min[0].Item2, min[1].Item2, min[2].Item2, min[3].Item2);
  128. }
  129. }
  130. }