示例#1
0
        // rotate the points by the given radians about their centroid
        public static List <PointR> RotateByRadians(List <PointR> points, double radians)
        {
            List <PointR> newPoints = new List <PointR>(points.Count);
            PointR        c         = Centroid(points);

            double cos = Math.Cos(radians);
            double sin = Math.Sin(radians);

            double cx = c.X;
            double cy = c.Y;

            for (int i = 0; i < points.Count; i++)
            {
                PointR p = (PointR)points[i];

                double dx = p.X - cx;
                double dy = p.Y - cy;

                PointR q = PointR.Empty;
                q.X = dx * cos - dy * sin + cx;
                q.Y = dx * sin + dy * cos + cy;

                newPoints.Add(q);
            }
            return(newPoints);
        }
示例#2
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        // scales the points so that they form the size given. does not restore the
        // origin of the box.
        // adapted from ScaleTo() to smartly handle 1D scaling -- ie, if a gesture is 1D,
        // scale to the longer dimension only, or we warp our gestures too much
        // Lisa 12/28/2007
        public static List <PointR> ScaleTo1D(List <PointR> points, SizeR sz)
        {
            List <PointR> newPoints = new List <PointR>(points.Count);
            RectangleR    r         = FindBox(points);

            // scale both by same factor
            double scaleFactor = 0.0;

            if (r.Width > r.Height)
            {
                scaleFactor = r.Width;
            }
            else
            {
                scaleFactor = r.Height;
            }

            for (int i = 0; i < points.Count; i++)
            {
                PointR p = (PointR)points[i];
                if (r.Width != 0d)
                {
                    p.X *= (sz.Width / scaleFactor);
                }

                if (r.Height != 0d)
                {
                    p.Y *= (sz.Height / scaleFactor);
                }
                newPoints.Add(p);
            }
            return(newPoints);
        }
示例#3
0
        // determines the angle, in radians, between two points. the angle is defined
        // by the circle centered on the start point with a radius to the end point,
        // where 0 radians is straight right from start (+x-axis) and PI/2 radians is
        // straight down (+y-axis).
        public static double AngleInRadians(PointR start, PointR end, bool positiveOnly)
        {
            double radians = 0.0;

            if (start.X != end.X)
            {
                radians = Math.Atan2(end.Y - start.Y, end.X - start.X);
            }
            else // pure vertical movement
            {
                if (end.Y < start.Y)
                {
                    radians = -Math.PI / 2.0; // -90 degrees is straight up
                }
                else if (end.Y > start.Y)
                {
                    radians = Math.PI / 2.0; // 90 degrees is straight down
                }
            }
            if (positiveOnly && radians < 0.0)
            {
                radians += Math.PI * 2.0;
            }
            return(radians);
        }
 // copy constructor
 public PointR(PointR p)
 {
     X = p.X;
     Y = p.Y;
     T = p.T;
     P = p.P;
 }
示例#5
0
        // new scaling methods rewritten by Lisa as of 8/9/2009 from input from Jake
        public static List <PointR> Scale(List <PointR> pts, double oneDRatio, SizeR size) // scales the oriented bbox based on 1D or 2D
        {
            if (NDollarParameters.Instance.UseUniformScaling)                              // scale to a uniform circle
            {
                // do new thing
                PointR centroid      = Utils.Centroid(pts);
                double radiusSquared = 1.0d;
                foreach (PointR point in pts)
                {
                    double distanceSquared = Math.Pow((centroid.X - point.X), 2.0) + Math.Pow((centroid.Y - point.Y), 2.0);
                    if (distanceSquared > radiusSquared)
                    {
                        radiusSquared = distanceSquared;
                    }
                }

                double factor = size.Width / Math.Sqrt(radiusSquared);//Assume that size is a square and arbitrarily select width
                //this could also be replaced with a constant value (250?)

                List <PointR> scaledPts = new List <PointR>();
                for (int i = 0; i < pts.Count; i++)
                {
                    PointR p = new PointR((PointR)pts[i]);
                    p.X *= factor;
                    p.Y *= factor;
                    scaledPts.Add(p);
                }
                return(scaledPts);
            }
            else // do old thing
            {
                return(Utils.ScaleByDimension(pts, oneDRatio, size));
            }
        }
示例#6
0
        public static double Distance(PointR p1, PointR p2)
        {
            double dx = p2.X - p1.X;
            double dy = p2.Y - p1.Y;

            return(Math.Sqrt(dx * dx + dy * dy));
        }
示例#7
0
        // Rotate a point 'p' around a point 'c' by the given radians.
        // Rotation (around the origin) amounts to a 2x2 matrix of the form:
        //
        //		[ cos A		-sin A	] [ p.x ]
        //		[ sin A		cos A	] [ p.y ]
        //
        // Note that the C# Math coordinate system has +x-axis stright right and
        // +y-axis straight down. Rotation is clockwise such that from +x-axis to
        // +y-axis is +90 degrees, from +x-axis to -x-axis is +180 degrees, and
        // from +x-axis to -y-axis is -90 degrees.
        public static PointR RotatePoint(PointR p, PointR c, double radians)
        {
            PointR q = PointR.Empty;

            q.X = (p.X - c.X) * Math.Cos(radians) - (p.Y - c.Y) * Math.Sin(radians) + c.X;
            q.Y = (p.X - c.X) * Math.Sin(radians) + (p.Y - c.Y) * Math.Cos(radians) + c.Y;
            return(q);
        }
 public override bool Equals(object obj)
 {
     if (obj is PointR)
     {
         PointR p = (PointR)obj;
         return(X == p.X && Y == p.Y);
     }
     return(false);
 }
示例#9
0
        // scales by the percentages contained in the 'sz' parameter. values of 1.0 would result in the
        // identity scale (that is, no change).
        public static List <PointR> ScaleBy(List <PointR> points, SizeR sz)
        {
            List <PointR> newPoints = new List <PointR>(points.Count);

            for (int i = 0; i < points.Count; i++)
            {
                PointR p = (PointR)points[i];
                p.X *= sz.Width;
                p.Y *= sz.Height;
                newPoints.Add(p);
            }
            return(newPoints);
        }
示例#10
0
        // translates the points so that their centroid lies at 'toPt'
        public static List <PointR> TranslateCentroidTo(List <PointR> points, PointR toPt)
        {
            List <PointR> newPoints = new List <PointR>(points.Count);
            PointR        centroid  = Centroid(points);

            for (int i = 0; i < points.Count; i++)
            {
                PointR p = (PointR)points[i];
                p.X += (toPt.X - centroid.X);
                p.Y += (toPt.Y - centroid.Y);
                newPoints.Add(p);
            }
            return(newPoints);
        }
示例#11
0
        // Calculate the angle from the initial point of the array of Points (points[0])
        // to points[index].
        //
        // Returns this angle represented by a unit vector (stored in a Point).
        //
        // **This is used in Gesture.cs:Gesture() to compute the start angle in support
        // of the optimization to not compare candidates to templates whose start angles
        // are widely different. Lisa 8/8/2009
        public static PointR CalcStartUnitVector(List <PointR> points, int index)
        {
            // v is the vector from points[0] to points[index]
            PointR v = new PointR(((PointR)points[index]).X - ((PointR)points[0]).X,
                                  ((PointR)points[index]).Y - ((PointR)points[0]).Y);

            // len is the length of vector v
            double len = Math.Sqrt(v.X * v.X + v.Y * v.Y);

            // the unit vector representing the angle between points[0] and points[index]
            // is the vector v divided by its length len
            // TODO: does there need to be a divide by zero check?
            return(new PointR(v.X / len, v.Y / len));
        }
示例#12
0
        // translates the points so that the upper-left corner of their bounding box lies at 'toPt'
        public static List <PointR> TranslateBBoxTo(List <PointR> points, PointR toPt)
        {
            List <PointR> newPoints = new List <PointR>(points.Count);
            RectangleR    r         = Utils.FindBox(points);

            for (int i = 0; i < points.Count; i++)
            {
                PointR p = (PointR)points[i];
                p.X += (toPt.X - r.X);
                p.Y += (toPt.Y - r.Y);
                newPoints.Add(p);
            }
            return(newPoints);
        }
示例#13
0
        // scales the points so that the length of their shorter side
        // matches the length of the shorter side of the given box.
        // thus, both dimensions are warped proportionally, rather than
        // independently, like in the function ScaleTo.
        public static List <PointR> ScaleToMin(List <PointR> points, RectangleR box)
        {
            List <PointR> newPoints = new List <PointR>(points.Count);
            RectangleR    r         = FindBox(points);

            for (int i = 0; i < points.Count; i++)
            {
                PointR p = (PointR)points[i];
                p.X *= (box.MinSide / r.MinSide);
                p.Y *= (box.MinSide / r.MinSide);
                newPoints.Add(p);
            }
            return(newPoints);
        }
示例#14
0
        // will return result in radians
        public static double AngleBetweenUnitVectors(PointR v1, PointR v2) // gives acute angle between unit vectors from (0,0) to v1, and (0,0) to v2
        {
            // changed this method on 9/28/2009, Lisa
            double test = v1.X * v2.X + v1.Y * v2.Y; // arc cosine of the vector dot product

            // sometimes these two cases can happen because of rounding error in the dot product calculation
            if (test < -1.0)
            {
                test = -1.0; // truncate rounding errors
            }
            if (test > 1.0)
            {
                test = 1.0; // truncate rounding errors
            }
            return(Math.Acos(test));
        }
示例#15
0
        // scales the points so that they form the size given. does not restore the
        // origin of the box.
        public static List <PointR> ScaleTo(List <PointR> points, SizeR sz)
        {
            List <PointR> newPoints = new List <PointR>(points.Count);
            RectangleR    r         = FindBox(points);

            for (int i = 0; i < points.Count; i++)
            {
                PointR p = (PointR)points[i];
                if (r.Width != 0d)
                {
                    p.X *= (sz.Width / r.Width);
                }

                if (r.Height != 0d)
                {
                    p.Y *= (sz.Height / r.Height);
                }
                newPoints.Add(p);
            }
            return(newPoints);
        }
示例#16
0
        public static List <PointR> Resample(List <PointR> points, int n)
        {
            double        I      = PathLength(points) / (n - 1); // interval length
            double        D      = 0.0;
            List <PointR> srcPts = new List <PointR>(points);
            List <PointR> dstPts = new List <PointR>(n);

            dstPts.Add(srcPts[0]);
            for (int i = 1; i < srcPts.Count; i++)
            {
                PointR pt1 = (PointR)srcPts[i - 1];
                PointR pt2 = (PointR)srcPts[i];

                double d = Distance(pt1, pt2);
                if ((D + d) >= I)
                {
                    double qx = pt1.X + ((I - D) / d) * (pt2.X - pt1.X);
                    double qy = pt1.Y + ((I - D) / d) * (pt2.Y - pt1.Y);
                    PointR q  = new PointR(qx, qy);
                    dstPts.Add(q);       // append new point 'q'
                    srcPts.Insert(i, q); // insert 'q' at position i in points s.t. 'q' will be the next i
                    D = 0.0;
                }
                else
                {
                    D += d;
                }
            }
            // somtimes we fall a rounding-error short of adding the last point, so add it if so
            if (dstPts.Count == n - 1)
            {
                dstPts.Add(srcPts[srcPts.Count - 1]);
            }

            return(dstPts);
        }
示例#17
0
        public Gesture(List <PointR> points)
        {
            this.Name      = String.Empty;
            this.RawPoints = new List <PointR>(points); // copy (saved for drawing)

            Points = RawPoints;

            // added for debugging, Lisa 1/2/2008


            // reflects new order of pre-processing steps as of 8/31/2009
            // old order (from 8/8/2009) was
            // 1. check for 1D
            // 2. scale
            // 3. resample
            // 4. translate
            // 5. rotate (if rot-invariant)
            // 6. calculate start angle

            // new order (as of 8/31/2009) is
            // 1. resample
            // 2. rotate (all); save amount
            // 3. check for 1D
            // 4. scale
            // 5. rotate back (if NOT rot-invariant)
            // 6. translate
            // 7. calculate start angle

            // first, resample (influences calculation of centroid)
            Points = Utils.Resample(Points, NDollarParameters.Instance.NumResamplePoints);

            // then, if we are rotation-invariant, rotate to a common reference angle
            // otherwise skip that step
            // Lisa 8/8/2009: this is now set by a flag in the NDollarRecognizer.cs file with all the other flags
            // rotate so that the centroid-to-1st-point is at zero degrees
            double radians = Utils.AngleInRadians(Utils.Centroid(Points), (PointR)Points[0], false);

            Points = Utils.RotateByRadians(Points, -radians);


            // then, resize to a square
            // check for 1D vs 2D (because we resize differently)
            // Lisa 1/2/2008
            // replace with boolean, Lisa 8/9/2009
            this.Is1D = Utils.Is1DGesture(RawPoints);

            // scale to a common (square) dimension
            // moved determination of scale method to within the scale() method for less branching here
            // Lisa 8/9/2009
            Points = Utils.Scale(Points, GeometricRecognizer._1DThreshold, GeometricRecognizer.ResampleScale);


            // next, if NOT rotation-invariant, rotate back
            if (!NDollarParameters.Instance.RotationInvariant)
            {
                Points = Utils.RotateByRadians(Points, +radians); // undo angle
            }

            // next, translate to a common origin
            Points = Utils.TranslateCentroidTo(Points, GeometricRecognizer.ResampleOrigin);


            // finally, save the start angle
            // Lisa 8/8/2009
            // store the start unit vector after post-processing steps
            this.StartUnitVector = Utils.CalcStartUnitVector(Points, NDollarParameters.Instance.StartAngleIndex);

            // Lisa 3/7/2011
            // make the simple vector-based version for Protractor testing
            this.VectorVersion = Vectorize(this.Points);
        }
示例#18
0
        // determines the angle, in degrees, between two points. the angle is defined
        // by the circle centered on the start point with a radius to the end point,
        // where 0 degrees is straight right from start (+x-axis) and 90 degrees is
        // straight down (+y-axis).
        public static double AngleInDegrees(PointR start, PointR end, bool positiveOnly)
        {
            double radians = AngleInRadians(start, end, positiveOnly);

            return(Rad2Deg(radians));
        }