OrdinalQuadrilateral.cs 5.1 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using o0.Geometry2D.Float;
  4. using Unity.VisualScripting;
  5. namespace ZIM
  6. {
  7. // 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
  8. public class OrdinalQuadrilateral : Geometry<OrdinalQuadrilateral>
  9. {
  10. public Vector A;
  11. public Vector B;
  12. public Vector C;
  13. public Vector D;
  14. public override int Count => 4;
  15. public OrdinalQuadrilateral(Vector a, Vector b, Vector c, Vector d)
  16. {
  17. this.A = a;
  18. this.B = b;
  19. this.C = c;
  20. this.D = d;
  21. }
  22. public OrdinalQuadrilateral(IEnumerable<Vector> enumable)
  23. {
  24. var e = enumable.GetEnumerator();
  25. this.A = e.MoveNext() ? e.Current : default;
  26. this.B = e.MoveNext() ? e.Current : default;
  27. this.C = e.MoveNext() ? e.Current : default;
  28. this.D = e.MoveNext() ? e.Current : default;
  29. }
  30. public static OrdinalQuadrilateral Identity { get; } = new OrdinalQuadrilateral(new Vector(0, 0), new Vector(1, 0), new Vector(0, 1), new Vector(1, 1));
  31. /// <summary>四边形的质心(顶点平均值)</summary>
  32. public Vector Centroid => new Vector(A.x + B.x + C.x + D.x, A.y + B.y + C.y + D.y) / 4f;
  33. public override Vector this[int index]
  34. {
  35. get
  36. {
  37. switch (index % Count)
  38. {
  39. default:
  40. case 0:
  41. return A;
  42. case 1:
  43. return B;
  44. case 2:
  45. return C;
  46. case 3:
  47. return D;
  48. }
  49. }
  50. set
  51. {
  52. switch (index % Count)
  53. {
  54. default:
  55. case 0:
  56. A = value;
  57. break;
  58. case 1:
  59. B = value;
  60. break;
  61. case 2:
  62. C = value;
  63. break;
  64. case 3:
  65. D = value;
  66. break;
  67. }
  68. }
  69. }
  70. public override string ToString()
  71. {
  72. return $"[{A}, {B}, {C}, {D}]";
  73. }
  74. // AABB包围盒,返回矩形左下角和右上角的坐标
  75. public (Vector, Vector) AABBRect()
  76. {
  77. float minX = this[0].x;
  78. float maxX = this[0].x;
  79. float minY = this[0].y;
  80. float maxY = this[0].y;
  81. for (int i = 1; i < Count; i++)
  82. {
  83. minX = Math.Min(minX, this[i].x);
  84. maxX = Math.Max(maxX, this[i].x);
  85. minY = Math.Min(minY, this[i].y);
  86. maxY = Math.Max(maxY, this[i].y);
  87. }
  88. return (new Vector(minX, minY), new Vector(maxX, maxY));
  89. }
  90. public Vector InterpolationFactors(Vector p)
  91. {
  92. float u, v;
  93. 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);
  94. 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);
  95. float _c = (p.x - C.x) * (D.y - C.y) - (p.y - C.y) * (D.x - C.x);
  96. if (_a < float.Epsilon)
  97. {
  98. v = -_c / _b;
  99. }
  100. else
  101. {
  102. float delta = _b * _b - 4 * _a * _c;
  103. if (delta < 0)
  104. {
  105. return default;
  106. throw new Exception("Delta is smaller than zero.");
  107. }
  108. float sqrtDelta = (float)Math.Sqrt(delta);
  109. v = (-_b + sqrtDelta) / (2 * _a);
  110. if (v < 0 || v > 1)
  111. v = (-_b - sqrtDelta) / (2 * _a);
  112. }
  113. u = ((p.x - C.x) - (A.x - C.x) * v) / ((D.x - C.x) + (C.x - D.x + B.x - A.x) * v);
  114. return new Vector(u, 1 - v);
  115. }
  116. public static OrdinalQuadrilateral Fit(IEnumerable<Vector> pixels, Vector textureSize)
  117. {
  118. Vector[] vertex = new Vector[4] { new Vector(0, 0), new Vector(textureSize.x, 0), new Vector(textureSize.y, 0), textureSize };
  119. 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 };
  120. (float, Vector)[] min = new (float, Vector)[4] { (float.MaxValue, default), (float.MaxValue, default), (float.MaxValue, default), (float.MaxValue, default) };
  121. foreach (var i in pixels)
  122. {
  123. for (int j = 0; j < 4; j++)
  124. {
  125. var len = (i - vertex[j]).Dot(dir[j]);
  126. if (len < min[j].Item1)
  127. min[j] = (len, i);
  128. }
  129. }
  130. return new OrdinalQuadrilateral(min[0].Item2, min[1].Item2, min[2].Item2, min[3].Item2);
  131. }
  132. }
  133. }