📄 dmtxvector2.c
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/*libdmtx - Data Matrix Encoding/Decoding LibraryCopyright (c) 2008 Mike LaughtonThis library is free software; you can redistribute it and/ormodify it under the terms of the GNU Lesser General PublicLicense as published by the Free Software Foundation; eitherversion 2.1 of the License, or (at your option) any later version.This library is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNULesser General Public License for more details.You should have received a copy of the GNU Lesser General PublicLicense along with this library; if not, write to the Free SoftwareFoundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USAContact: mike@dragonflylogic.com*//* $Id: dmtxvector2.c 498 2008-11-06 23:43:56Z mblaughton $ *//** * @file dmtxvector2.c * @brief 2D Vector math *//** * * */extern DmtxVector2 *dmtxVector2AddTo(DmtxVector2 *v1, const DmtxVector2 *v2){ v1->X += v2->X; v1->Y += v2->Y; return v1;}/** * * */extern DmtxVector2 *dmtxVector2Add(DmtxVector2 *vOut, const DmtxVector2 *v1, const DmtxVector2 *v2){ *vOut = *v1; return dmtxVector2AddTo(vOut, v2);}/** * * */extern DmtxVector2 *dmtxVector2SubFrom(DmtxVector2 *v1, const DmtxVector2 *v2){ v1->X -= v2->X; v1->Y -= v2->Y; return v1;}/** * * */extern DmtxVector2 *dmtxVector2Sub(DmtxVector2 *vOut, const DmtxVector2 *v1, const DmtxVector2 *v2){ *vOut = *v1; return dmtxVector2SubFrom(vOut, v2);}/** * * */extern DmtxVector2 *dmtxVector2ScaleBy(DmtxVector2 *v, double s){ v->X *= s; v->Y *= s; return v;}/** * * */extern DmtxVector2 *dmtxVector2Scale(DmtxVector2 *vOut, const DmtxVector2 *v, double s){ *vOut = *v; return dmtxVector2ScaleBy(vOut, s);}/** * * */extern doubledmtxVector2Cross(const DmtxVector2 *v1, const DmtxVector2 *v2){ return (v1->X * v2->Y) - (v1->Y * v2->X);}/** * * */extern doubledmtxVector2Norm(DmtxVector2 *v){ double mag; mag = dmtxVector2Mag(v); if(mag <= DMTX_ALMOST_ZERO) return -1.0; dmtxVector2ScaleBy(v, 1/mag); return mag;}/** * * */extern doubledmtxVector2Dot(const DmtxVector2 *v1, const DmtxVector2 *v2){ return (v1->X * v2->X) + (v1->Y * v2->Y);}/** * * */extern doubledmtxVector2Mag(const DmtxVector2 *v){ return sqrt(v->X * v->X + v->Y * v->Y);}/** * * */extern doubledmtxDistanceFromRay2(const DmtxRay2 *r, const DmtxVector2 *q){ DmtxVector2 vSubTmp; /* Assumes that v is a unit vector */ assert(fabs(1.0 - dmtxVector2Mag(&(r->v))) <= DMTX_ALMOST_ZERO); return dmtxVector2Cross(&(r->v), dmtxVector2Sub(&vSubTmp, q, &(r->p)));}/** * * */extern doubledmtxDistanceAlongRay2(const DmtxRay2 *r, const DmtxVector2 *q){ DmtxVector2 vSubTmp;/* Assumes that v is a unit vector */#ifdef DEBUG if(fabs(1.0 - dmtxVector2Mag(v)) > DMTX_ALMOST_ZERO) { ; /* XXX big error goes here */ }#endif return dmtxVector2Dot(dmtxVector2Sub(&vSubTmp, q, &(r->p)), &(r->v));}/** * * */extern intdmtxRay2Intersect(DmtxVector2 *point, const DmtxRay2 *p0, const DmtxRay2 *p1){ double numer, denom; DmtxVector2 w; denom = dmtxVector2Cross(&(p1->v), &(p0->v)); if(fabs(denom) <= DMTX_ALMOST_ZERO) return DMTX_FAILURE; dmtxVector2Sub(&w, &(p1->p), &(p0->p)); numer = dmtxVector2Cross(&(p1->v), &w); return dmtxPointAlongRay2(point, p0, numer/denom);}/** * * */extern intdmtxPointAlongRay2(DmtxVector2 *point, const DmtxRay2 *r, double t){ DmtxVector2 vTmp; /* Ray should always have unit length of 1 */ assert(fabs(1.0 - dmtxVector2Mag(&(r->v))) <= DMTX_ALMOST_ZERO); dmtxVector2Scale(&vTmp, &(r->v), t); dmtxVector2Add(point, &(r->p), &vTmp); return DMTX_SUCCESS;}/** * * */extern DmtxVector2dmtxRemoveLensDistortion(DmtxVector2 point, DmtxImage *img, double k1, double k2){ int width, height; double radiusPow2, radiusPow4; double factor; DmtxVector2 pointShifted; DmtxVector2 correctedPoint; /* XXX this function can be rewritten using vector math notation */ width = dmtxImageGetProp(img, DmtxPropScaledWidth); height = dmtxImageGetProp(img, DmtxPropScaledHeight); pointShifted.X = point.X - width/2.0; pointShifted.Y = point.Y - height/2.0; radiusPow2 = pointShifted.X * pointShifted.X + pointShifted.Y * pointShifted.Y; radiusPow4 = radiusPow2 * radiusPow2; factor = 1 + (k1 * radiusPow2) + (k2 * radiusPow4); correctedPoint.X = pointShifted.X * factor + width/2.0; correctedPoint.Y = pointShifted.Y * factor + height/2.0; return correctedPoint;}
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