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https://gitee.com/akwkevin/aistudio.-wpf.-diagram
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271 lines
8.8 KiB
C#
271 lines
8.8 KiB
C#
/*
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* Copyright 2008 ZXing authors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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namespace ZXing.QrCode.Internal
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{
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/// <summary>
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///
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/// </summary>
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/// <author>Satoru Takabayashi</author>
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/// <author>Daniel Switkin</author>
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/// <author>Sean Owen</author>
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public static class MaskUtil
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{
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// Penalty weights from section 6.8.2.1
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private const int N1 = 3;
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private const int N2 = 3;
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private const int N3 = 40;
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private const int N4 = 10;
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/// <summary>
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/// Apply mask penalty rule 1 and return the penalty. Find repetitive cells with the same color and
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/// give penalty to them. Example: 00000 or 11111.
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/// </summary>
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/// <param name="matrix">The matrix.</param>
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/// <returns></returns>
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public static int applyMaskPenaltyRule1(ByteMatrix matrix)
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{
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return applyMaskPenaltyRule1Internal(matrix, true) + applyMaskPenaltyRule1Internal(matrix, false);
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}
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/// <summary>
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/// Apply mask penalty rule 2 and return the penalty. Find 2x2 blocks with the same color and give
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/// penalty to them. This is actually equivalent to the spec's rule, which is to find MxN blocks and give a
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/// penalty proportional to (M-1)x(N-1), because this is the number of 2x2 blocks inside such a block.
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/// </summary>
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/// <param name="matrix">The matrix.</param>
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/// <returns></returns>
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public static int applyMaskPenaltyRule2(ByteMatrix matrix)
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{
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int penalty = 0;
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var array = matrix.Array;
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int width = matrix.Width;
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int height = matrix.Height;
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for (int y = 0; y < height - 1; y++)
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{
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for (int x = 0; x < width - 1; x++)
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{
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int value = array[y][x];
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if (value == array[y][x + 1] && value == array[y + 1][x] && value == array[y + 1][x + 1])
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{
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penalty++;
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}
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}
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}
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return N2 * penalty;
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}
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/// <summary>
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/// Apply mask penalty rule 3 and return the penalty. Find consecutive cells of 00001011101 or
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/// 10111010000, and give penalty to them. If we find patterns like 000010111010000, we give
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/// penalties twice (i.e. 40 * 2).
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/// </summary>
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/// <param name="matrix">The matrix.</param>
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/// <returns></returns>
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public static int applyMaskPenaltyRule3(ByteMatrix matrix)
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{
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int numPenalties = 0;
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byte[][] array = matrix.Array;
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int width = matrix.Width;
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int height = matrix.Height;
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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byte[] arrayY = array[y]; // We can at least optimize this access
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if (x + 6 < width &&
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arrayY[x] == 1 &&
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arrayY[x + 1] == 0 &&
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arrayY[x + 2] == 1 &&
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arrayY[x + 3] == 1 &&
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arrayY[x + 4] == 1 &&
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arrayY[x + 5] == 0 &&
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arrayY[x + 6] == 1 &&
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(isWhiteHorizontal(arrayY, x - 4, x) || isWhiteHorizontal(arrayY, x + 7, x + 11)))
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{
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numPenalties++;
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}
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if (y + 6 < height &&
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array[y][x] == 1 &&
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array[y + 1][x] == 0 &&
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array[y + 2][x] == 1 &&
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array[y + 3][x] == 1 &&
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array[y + 4][x] == 1 &&
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array[y + 5][x] == 0 &&
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array[y + 6][x] == 1 &&
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(isWhiteVertical(array, x, y - 4, y) || isWhiteVertical(array, x, y + 7, y + 11)))
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{
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numPenalties++;
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}
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}
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}
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return numPenalties * N3;
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}
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private static bool isWhiteHorizontal(byte[] rowArray, int from, int to)
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{
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for (int i = from; i < to; i++)
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{
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if (i >= 0 && i < rowArray.Length && rowArray[i] == 1)
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{
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return false;
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}
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}
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return true;
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}
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private static bool isWhiteVertical(byte[][] array, int col, int from, int to)
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{
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for (int i = from; i < to; i++)
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{
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if (i >= 0 && i < array.Length && array[i][col] == 1)
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Apply mask penalty rule 4 and return the penalty. Calculate the ratio of dark cells and give
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/// penalty if the ratio is far from 50%. It gives 10 penalty for 5% distance.
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/// </summary>
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/// <param name="matrix">The matrix.</param>
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/// <returns></returns>
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public static int applyMaskPenaltyRule4(ByteMatrix matrix)
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{
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int numDarkCells = 0;
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var array = matrix.Array;
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int width = matrix.Width;
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int height = matrix.Height;
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for (int y = 0; y < height; y++)
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{
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var arrayY = array[y];
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for (int x = 0; x < width; x++)
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{
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if (arrayY[x] == 1)
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{
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numDarkCells++;
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}
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}
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}
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var numTotalCells = matrix.Height * matrix.Width;
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var darkRatio = (double)numDarkCells / numTotalCells;
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var fivePercentVariances = (int)(Math.Abs(darkRatio - 0.5) * 20.0); // * 100.0 / 5.0
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return fivePercentVariances * N4;
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}
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/// <summary>
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/// Return the mask bit for "getMaskPattern" at "x" and "y". See 8.8 of JISX0510:2004 for mask
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/// pattern conditions.
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/// </summary>
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/// <param name="maskPattern">The mask pattern.</param>
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/// <param name="x">The x.</param>
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/// <param name="y">The y.</param>
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/// <returns></returns>
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public static bool getDataMaskBit(int maskPattern, int x, int y)
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{
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int intermediate, temp;
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switch (maskPattern)
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{
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case 0:
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intermediate = (y + x) & 0x1;
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break;
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case 1:
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intermediate = y & 0x1;
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break;
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case 2:
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intermediate = x % 3;
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break;
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case 3:
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intermediate = (y + x) % 3;
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break;
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case 4:
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intermediate = (((int)((uint)y >> 1)) + (x / 3)) & 0x1;
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break;
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case 5:
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temp = y * x;
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intermediate = (temp & 0x1) + (temp % 3);
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break;
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case 6:
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temp = y * x;
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intermediate = (((temp & 0x1) + (temp % 3)) & 0x1);
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break;
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case 7:
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temp = y * x;
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intermediate = (((temp % 3) + ((y + x) & 0x1)) & 0x1);
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break;
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default:
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throw new ArgumentException("Invalid mask pattern: " + maskPattern);
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}
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return intermediate == 0;
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}
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/// <summary>
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/// Helper function for applyMaskPenaltyRule1. We need this for doing this calculation in both
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/// vertical and horizontal orders respectively.
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/// </summary>
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/// <param name="matrix">The matrix.</param>
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/// <param name="isHorizontal">if set to <c>true</c> [is horizontal].</param>
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/// <returns></returns>
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private static int applyMaskPenaltyRule1Internal(ByteMatrix matrix, bool isHorizontal)
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{
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int penalty = 0;
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int iLimit = isHorizontal ? matrix.Height : matrix.Width;
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int jLimit = isHorizontal ? matrix.Width : matrix.Height;
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var array = matrix.Array;
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for (int i = 0; i < iLimit; i++)
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{
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int numSameBitCells = 0;
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int prevBit = -1;
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for (int j = 0; j < jLimit; j++)
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{
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int bit = isHorizontal ? array[i][j] : array[j][i];
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if (bit == prevBit)
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{
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numSameBitCells++;
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}
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else
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{
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if (numSameBitCells >= 5)
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{
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penalty += N1 + (numSameBitCells - 5);
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}
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numSameBitCells = 1; // Include the cell itself.
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prevBit = bit;
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}
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}
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if (numSameBitCells >= 5)
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{
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penalty += N1 + (numSameBitCells - 5);
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}
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}
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return penalty;
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}
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}
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} |