First version of the iphone client that actually works, for at least a subset
[zxing.git] / cpp / core / src / common / PerspectiveTransform.cpp
diff --git a/cpp/core/src/common/PerspectiveTransform.cpp b/cpp/core/src/common/PerspectiveTransform.cpp
new file mode 100644 (file)
index 0000000..a032b8e
--- /dev/null
@@ -0,0 +1,151 @@
+/*
+ *  PerspectiveTransform.cpp
+ *  zxing
+ *
+ *  Created by Christian Brunschen on 12/05/2008.
+ *  Copyright 2008 Google UK. All rights reserved.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "PerspectiveTransform.h"
+
+namespace common {
+  PerspectiveTransform::PerspectiveTransform(float a11, float a21, float a31,
+                                             float a12, float a22, float a32,
+                                             float a13, float a23, float a33) {
+    this->a11 = a11;
+    this->a12 = a12;
+    this->a13 = a13;
+    this->a21 = a21;
+    this->a22 = a22;
+    this->a23 = a23;
+    this->a31 = a31;
+    this->a32 = a32;
+    this->a33 = a33;
+  }
+  
+  Ref<PerspectiveTransform>
+  PerspectiveTransform::quadrilateralToQuadrilateral(float x0, float y0,
+                                                     float x1, float y1,
+                                                     float x2, float y2,
+                                                     float x3, float y3,
+                                                     float x0p, float y0p,
+                                                     float x1p, float y1p,
+                                                     float x2p, float y2p,
+                                                     float x3p, float y3p) {      
+    Ref<PerspectiveTransform> qToS = 
+      PerspectiveTransform::quadrilateralToSquare(x0, y0, x1, y1, x2, y2, x3, y3);
+    Ref<PerspectiveTransform> sToQ =
+      PerspectiveTransform::squareToQuadrilateral(x0p, y0p, x1p, y1p, x2p, y2p, x3p, y3p);
+    return sToQ->times(qToS);
+  }
+  
+  Ref<PerspectiveTransform>
+  PerspectiveTransform::squareToQuadrilateral(float x0, float y0,
+                                              float x1, float y1,
+                                              float x2, float y2,
+                                              float x3, float y3) {
+    float dy2 = y3 - y2;
+    float dy3 = y0 - y1 + y2 - y3;
+    if (dy2 == 0.0f && dy3 == 0.0f) {
+      Ref<PerspectiveTransform> result
+      (new PerspectiveTransform(x1 - x0, x2 - x1, x0,
+                                y1 - y0, y2 - y1, y0,
+                                0.0f, 0.0f, 1.0f));
+      return result;
+    } else {
+      float dx1 = x1 - x2;
+      float dx2 = x3 - x2;
+      float dx3 = x0 - x1 + x2 - x3;
+      float dy1 = y1 - y2;
+      float denominator = dx1 * dy2 - dx2 * dy1;
+      float a13 = (dx3 * dy2 - dx2 * dy3) / denominator;
+      float a23 = (dx1 * dy3 - dx3 * dy1) / denominator;
+      Ref<PerspectiveTransform> result
+      (new PerspectiveTransform(x1 - x0 + a13 * x1, x3 - x0 + a23 * x3, x0,
+                                y1 - y0 + a13 * y1, y3 - y0 + a23 * y3, y0,
+                                a13, a23, 1.0f));
+      return result;
+    }
+  }
+  
+  Ref<PerspectiveTransform>
+  PerspectiveTransform::quadrilateralToSquare(float x0, float y0,
+                                              float x1, float y1,
+                                              float x2, float y2,
+                                              float x3, float y3) {
+    // Here, the adjoint serves as the inverse:
+    return
+      squareToQuadrilateral(x0, y0, x1, y1, x2, y2, x3, y3)->buildAdjoint();
+  }
+  
+  Ref<PerspectiveTransform>
+  PerspectiveTransform::buildAdjoint() {
+    // Adjoint is the transpose of the cofactor matrix:
+    Ref<PerspectiveTransform> result
+    (new PerspectiveTransform(a22 * a33 - a23 * a32,
+                                    a23 * a31 - a21 * a33,
+                                    a21 * a32 - a22 * a31,
+                                    a13 * a32 - a12 * a33,
+                                    a11 * a33 - a13 * a31,
+                                    a12 * a31 - a11 * a32,
+                                    a12 * a23 - a13 * a22,
+                                    a13 * a21 - a11 * a23,
+                                    a11 * a22 - a12 * a21));
+    return result;
+  }
+  
+  Ref<PerspectiveTransform>
+  PerspectiveTransform::times(Ref<PerspectiveTransform> other) {
+    Ref<PerspectiveTransform> result
+    (new PerspectiveTransform(a11 * other->a11 + a21 * other->a12 + a31 * other->a13,
+                              a11 * other->a21 + a21 * other->a22 + a31 * other->a23,
+                              a11 * other->a31 + a21 * other->a32 + a31 * other->a33,
+                              a12 * other->a11 + a22 * other->a12 + a32 * other->a13,
+                              a12 * other->a21 + a22 * other->a22 + a32 * other->a23,
+                              a12 * other->a31 + a22 * other->a32 + a32 * other->a33,
+                              a13 * other->a11 + a23 * other->a12 + a33 * other->a13,
+                              a13 * other->a21 + a23 * other->a22 + a33 * other->a23,
+                              a13 * other->a31 + a23 * other->a32 + a33 * other->a33));
+    return result;
+  }
+  
+  void PerspectiveTransform::transformPoints(valarray<float> &points) {
+    int max = points.size();
+    float a11 = this->a11;
+    float a12 = this->a12;
+    float a13 = this->a13;
+    float a21 = this->a21;
+    float a22 = this->a22;
+    float a23 = this->a23;
+    float a31 = this->a31;
+    float a32 = this->a32;
+    float a33 = this->a33;
+    for (int i = 0; i < max; i += 2) {
+      float x = points[i];
+      float y = points[i + 1];
+      float denominator = a13 * x + a23 * y + a33;
+      points[i] = (a11 * x + a21 * y + a31) / denominator;
+      points[i + 1] = (a12 * x + a22 * y + a32) / denominator;
+    }
+  }
+  
+  ostream& operator<<(ostream& out, PerspectiveTransform &pt) {
+    out << pt.a11 << ", " << pt.a12 << ", " << pt.a13 << ", \n";
+    out << pt.a21 << ", " << pt.a22 << ", " << pt.a23 << ", \n";
+    out << pt.a31 << ", " << pt.a32 << ", " << pt.a33 << "\n";
+    return out;
+  }
+  
+}