/* * Copyright (c) 2013 New Designs Unlimited, LLC * Opensource Automated License Plate Recognition [http://www.openalpr.com] * * This file is part of OpenAlpr. * * OpenAlpr is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License * version 3 as published by the Free Software Foundation * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see . */ #include "platecorners.h" using namespace cv; using namespace std; PlateCorners::PlateCorners(Mat inputImage, PlateLines* plateLines, CharacterRegion* charRegion, Config* config) { this->config = config; if (this->config->debugPlateCorners) cout << "PlateCorners constructor" << endl; this->inputImage = inputImage; this->plateLines = plateLines; this->charRegion = charRegion; this->bestHorizontalScore = 9999999999999; this->bestVerticalScore = 9999999999999; Point topPoint = charRegion->getTopLine().midpoint(); Point bottomPoint = charRegion->getBottomLine().closestPointOnSegmentTo(topPoint); this->charHeight = distanceBetweenPoints(topPoint, bottomPoint); //this->charHeight = distanceBetweenPoints(charRegion->getCharArea()[0], charRegion->getCharArea()[3]); //this->charHeight = this->charHeight - 2; // Adjust since this height is a box around our char. // Adjust the char height for the difference in size... //this->charHeight = ((float) inputImage.size().height / (float) TEMPLATE_PLATE_HEIGHT) * this->charHeight; this->charAngle = angleBetweenPoints(charRegion->getCharArea()[0], charRegion->getCharArea()[1]); } PlateCorners::~PlateCorners() { } vector PlateCorners::findPlateCorners() { if (this->config->debugPlateCorners) cout << "PlateCorners::findPlateCorners" << endl; timespec startTime; getTime(&startTime); int horizontalLines = this->plateLines->horizontalLines.size(); int verticalLines = this->plateLines->verticalLines.size(); // layout horizontal lines for (int h1 = NO_LINE; h1 < horizontalLines; h1++) { for (int h2 = NO_LINE; h2 < horizontalLines; h2++) { if (h1 == h2 && h1 != NO_LINE) continue; this->scoreHorizontals(h1, h2); } } // layout vertical lines for (int v1 = NO_LINE; v1 < verticalLines; v1++) { for (int v2 = NO_LINE; v2 < verticalLines; v2++) { if (v1 == v2 && v1 != NO_LINE) continue; this->scoreVerticals(v1, v2); } } if (this->config->debugPlateCorners) { cout << "Drawing debug stuff..." << endl; Mat imgCorners = Mat(inputImage.size(), inputImage.type()); inputImage.copyTo(imgCorners); for (int i = 0; i < 4; i++) circle(imgCorners, charRegion->getCharArea()[i], 2, Scalar(0, 0, 0)); line(imgCorners, this->bestTop.p1, this->bestTop.p2, Scalar(255, 0, 0), 1, CV_AA); line(imgCorners, this->bestRight.p1, this->bestRight.p2, Scalar(0, 0, 255), 1, CV_AA); line(imgCorners, this->bestBottom.p1, this->bestBottom.p2, Scalar(0, 0, 255), 1, CV_AA); line(imgCorners, this->bestLeft.p1, this->bestLeft.p2, Scalar(255, 0, 0), 1, CV_AA); displayImage(config, "Winning top/bottom Boundaries", imgCorners); } // Check if a left/right edge has been established. if (bestLeft.p1.x == 0 && bestLeft.p1.y == 0 && bestLeft.p2.x == 0 && bestLeft.p2.y == 0) confidence = 0; else if (bestTop.p1.x == 0 && bestTop.p1.y == 0 && bestTop.p2.x == 0 && bestTop.p2.y == 0) confidence = 0; else confidence = 100; vector corners; corners.push_back(bestTop.intersection(bestLeft)); corners.push_back(bestTop.intersection(bestRight)); corners.push_back(bestBottom.intersection(bestRight)); corners.push_back(bestBottom.intersection(bestLeft)); if (config->debugTiming) { timespec endTime; getTime(&endTime); cout << "Plate Corners Time: " << diffclock(startTime, endTime) << "ms." << endl; } return corners; } void PlateCorners::scoreVerticals(int v1, int v2) { float score = 0; // Lower is better LineSegment left; LineSegment right; float charHeightToPlateWidthRatio = config->plateWidthMM / config->charHeightMM; float idealPixelWidth = this->charHeight * (charHeightToPlateWidthRatio * 1.03); // Add 3% so we don't clip any characters if (v1 == NO_LINE && v2 == NO_LINE) { //return; Point centerTop = charRegion->getCharBoxTop().midpoint(); Point centerBottom = charRegion->getCharBoxBottom().midpoint(); LineSegment centerLine = LineSegment(centerBottom.x, centerBottom.y, centerTop.x, centerTop.y); left = centerLine.getParallelLine(idealPixelWidth / 2); right = centerLine.getParallelLine(-1 * idealPixelWidth / 2 ); score += SCORING_MISSING_SEGMENT_PENALTY_VERTICAL * 2; } else if (v1 != NO_LINE && v2 != NO_LINE) { left = this->plateLines->verticalLines[v1]; right = this->plateLines->verticalLines[v2]; } else if (v1 == NO_LINE && v2 != NO_LINE) { right = this->plateLines->verticalLines[v2]; left = right.getParallelLine(idealPixelWidth); score += SCORING_MISSING_SEGMENT_PENALTY_VERTICAL; } else if (v1 != NO_LINE && v2 == NO_LINE) { left = this->plateLines->verticalLines[v1]; right = left.getParallelLine(-1 * idealPixelWidth); score += SCORING_MISSING_SEGMENT_PENALTY_VERTICAL; } // Make sure this line is to the left of our license plate letters if (left.isPointBelowLine(charRegion->getCharBoxLeft().midpoint()) == false) return; // Make sure this line is to the right of our license plate letters if (right.isPointBelowLine(charRegion->getCharBoxRight().midpoint())) return; ///////////////////////////////////////////////////////////////////////// // Score "Distance from the edge... ///////////////////////////////////////////////////////////////////////// float leftDistanceFromEdge = abs((float) (left.p1.x + left.p2.x) / 2); float rightDistanceFromEdge = abs(this->inputImage.cols - ((float) (right.p1.x + right.p2.x) / 2)); float distanceFromEdge = leftDistanceFromEdge + rightDistanceFromEdge; score += distanceFromEdge * SCORING_VERTICALDISTANCE_FROMEDGE_WEIGHT; ///////////////////////////////////////////////////////////////////////// // Score "Boxiness" of the 4 lines. How close is it to a parallelogram? ///////////////////////////////////////////////////////////////////////// float verticalAngleDiff = abs(left.angle - right.angle); score += (verticalAngleDiff) * SCORING_BOXINESS_WEIGHT; ////////////////////////////////////////////////////////////////////////// // SCORE the shape wrt character position and height relative to position ////////////////////////////////////////////////////////////////////////// Point leftMidLinePoint = left.closestPointOnSegmentTo(charRegion->getCharBoxLeft().midpoint()); Point rightMidLinePoint = right.closestPointOnSegmentTo(charRegion->getCharBoxRight().midpoint()); float plateDistance = abs(idealPixelWidth - distanceBetweenPoints(leftMidLinePoint, rightMidLinePoint)); score += plateDistance * SCORING_VERTICALDISTANCE_WEIGHT; if (score < this->bestVerticalScore) { float scorecomponent; if (this->config->debugPlateCorners) { cout << "xx xx Score: charHeight " << this->charHeight << endl; cout << "xx xx Score: idealwidth " << idealPixelWidth << endl; cout << "xx xx Score: v1,v2= " << v1 << "," << v2 << endl; cout << "xx xx Score: Left= " << left.str() << endl; cout << "xx xx Score: Right= " << right.str() << endl; cout << "Vertical breakdown Score:" << endl; cout << " -- Boxiness Score: " << verticalAngleDiff << " -- Weight (" << SCORING_BOXINESS_WEIGHT << ")" << endl; scorecomponent = verticalAngleDiff * SCORING_BOXINESS_WEIGHT; cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of score" << endl; cout << " -- Distance From Edge Score: " << distanceFromEdge << " -- Weight (" << SCORING_VERTICALDISTANCE_FROMEDGE_WEIGHT << ")" << endl; scorecomponent = distanceFromEdge * SCORING_VERTICALDISTANCE_FROMEDGE_WEIGHT; cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of score" << endl; cout << " -- Distance Score: " << plateDistance << " -- Weight (" << SCORING_VERTICALDISTANCE_WEIGHT << ")" << endl; scorecomponent = plateDistance * SCORING_VERTICALDISTANCE_WEIGHT; cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of score" << endl; cout << " -- Score: " << score << endl; } this->bestVerticalScore = score; bestLeft = LineSegment(left.p1.x, left.p1.y, left.p2.x, left.p2.y); bestRight = LineSegment(right.p1.x, right.p1.y, right.p2.x, right.p2.y); } } // Score a collection of lines as a possible license plate region. // If any segments are missing, extrapolate the missing pieces void PlateCorners::scoreHorizontals(int h1, int h2) { //if (this->debug) // cout << "PlateCorners::scorePlate" << endl; float score = 0; // Lower is better LineSegment top; LineSegment bottom; float charHeightToPlateHeightRatio = config->plateHeightMM / config->charHeightMM; float idealPixelHeight = this->charHeight * charHeightToPlateHeightRatio; if (h1 == NO_LINE && h2 == NO_LINE) { // return; Point centerLeft = charRegion->getCharBoxLeft().midpoint(); Point centerRight = charRegion->getCharBoxRight().midpoint(); LineSegment centerLine = LineSegment(centerLeft.x, centerLeft.y, centerRight.x, centerRight.y); top = centerLine.getParallelLine(idealPixelHeight / 2); bottom = centerLine.getParallelLine(-1 * idealPixelHeight / 2 ); score += SCORING_MISSING_SEGMENT_PENALTY_HORIZONTAL * 2; } else if (h1 != NO_LINE && h2 != NO_LINE) { top = this->plateLines->horizontalLines[h1]; bottom = this->plateLines->horizontalLines[h2]; } else if (h1 == NO_LINE && h2 != NO_LINE) { bottom = this->plateLines->horizontalLines[h2]; top = bottom.getParallelLine(idealPixelHeight); score += SCORING_MISSING_SEGMENT_PENALTY_HORIZONTAL; } else if (h1 != NO_LINE && h2 == NO_LINE) { top = this->plateLines->horizontalLines[h1]; bottom = top.getParallelLine(-1 * idealPixelHeight); score += SCORING_MISSING_SEGMENT_PENALTY_HORIZONTAL; } // Make sure this line is above our license plate letters if (top.isPointBelowLine(charRegion->getCharBoxTop().midpoint()) == false) return; // Make sure this line is below our license plate letters if (bottom.isPointBelowLine(charRegion->getCharBoxBottom().midpoint())) return; // We now have 4 possible lines. Let's put them to the test and score them... ///////////////////////////////////////////////////////////////////////// // Score "Boxiness" of the 4 lines. How close is it to a parallelogram? ///////////////////////////////////////////////////////////////////////// float horizontalAngleDiff = abs(top.angle - bottom.angle); score += (horizontalAngleDiff) * SCORING_BOXINESS_WEIGHT; // if (this->debug) // cout << "PlateCorners boxiness score: " << (horizontalAngleDiff + verticalAngleDiff) * SCORING_BOXINESS_WEIGHT << endl; ////////////////////////////////////////////////////////////////////////// // SCORE the shape wrt character position and height relative to position ////////////////////////////////////////////////////////////////////////// Point topPoint = top.midpoint(); Point botPoint = bottom.closestPointOnSegmentTo(topPoint); float plateHeightPx = distanceBetweenPoints(topPoint, botPoint); // Get the height difference float heightRatio = charHeight / plateHeightPx; float idealHeightRatio = (config->charHeightMM / config->plateHeightMM); //if (leftRatio < MIN_CHAR_HEIGHT_RATIO || leftRatio > MAX_CHAR_HEIGHT_RATIO || rightRatio < MIN_CHAR_HEIGHT_RATIO || rightRatio > MAX_CHAR_HEIGHT_RATIO) float heightRatioDiff = abs(heightRatio - idealHeightRatio); // Ideal ratio == ~.45 // Get the distance from the top and the distance from the bottom // Take the average distances from the corners of the character region to the top/bottom lines // float topDistance = distanceBetweenPoints(topMidLinePoint, charRegion->getCharBoxTop().midpoint()); // float bottomDistance = distanceBetweenPoints(bottomMidLinePoint, charRegion->getCharBoxBottom().midpoint()); // float idealTopDistance = charHeight * (TOP_WHITESPACE_HEIGHT_MM / CHARACTER_HEIGHT_MM); // float idealBottomDistance = charHeight * (BOTTOM_WHITESPACE_HEIGHT_MM / CHARACTER_HEIGHT_MM); // float distScore = abs(topDistance - idealTopDistance) + abs(bottomDistance - idealBottomDistance); score += heightRatioDiff * SCORING_PLATEHEIGHT_WEIGHT; ////////////////////////////////////////////////////////////////////////// // SCORE the middliness of the stuff. We want our top and bottom line to have the characters right towards the middle ////////////////////////////////////////////////////////////////////////// Point charAreaMidPoint = charRegion->getCharBoxLeft().midpoint(); Point topLineSpot = top.closestPointOnSegmentTo(charAreaMidPoint); Point botLineSpot = bottom.closestPointOnSegmentTo(charAreaMidPoint); float topDistanceFromMiddle = distanceBetweenPoints(topLineSpot, charAreaMidPoint); float bottomDistanceFromMiddle = distanceBetweenPoints(topLineSpot, charAreaMidPoint); float idealDistanceFromMiddle = idealPixelHeight / 2; float middleScore = abs(topDistanceFromMiddle - idealDistanceFromMiddle) + abs(bottomDistanceFromMiddle - idealDistanceFromMiddle); score += middleScore * SCORING_TOP_BOTTOM_SPACE_VS_CHARHEIGHT_WEIGHT; // if (this->debug) // { // cout << "PlateCorners boxiness score: " << avgRatio * SCORING_TOP_BOTTOM_SPACE_VS_CHARHEIGHT_WEIGHT << endl; // cout << "PlateCorners boxiness score: " << distScore * SCORING_PLATEHEIGHT_WEIGHT << endl; // } ////////////////////////////////////////////////////////////// // SCORE: the shape for angles matching the character region ////////////////////////////////////////////////////////////// float charanglediff = abs(charAngle - top.angle) + abs(charAngle - bottom.angle); score += charanglediff * SCORING_ANGLE_MATCHES_LPCHARS_WEIGHT; // if (this->debug) // cout << "PlateCorners boxiness score: " << charanglediff * SCORING_ANGLE_MATCHES_LPCHARS_WEIGHT << endl; if (score < this->bestHorizontalScore) { float scorecomponent; if (this->config->debugPlateCorners) { cout << "xx xx Score: charHeight " << this->charHeight << endl; cout << "xx xx Score: idealHeight " << idealPixelHeight << endl; cout << "xx xx Score: h1,h2= " << h1 << "," << h2 << endl; cout << "xx xx Score: Top= " << top.str() << endl; cout << "xx xx Score: Bottom= " << bottom.str() << endl; cout << "Horizontal breakdown Score:" << endl; cout << " -- Boxiness Score: " << horizontalAngleDiff << " -- Weight (" << SCORING_BOXINESS_WEIGHT << ")" << endl; scorecomponent = horizontalAngleDiff * SCORING_BOXINESS_WEIGHT; cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of score" << endl; cout << " -- Height Ratio Diff Score: " << heightRatioDiff << " -- Weight (" << SCORING_PLATEHEIGHT_WEIGHT << ")" << endl; scorecomponent = heightRatioDiff * SCORING_PLATEHEIGHT_WEIGHT; cout << " -- -- " << scorecomponent << " = " << scorecomponent / score * 100 << "% of score" << endl; cout << " -- Distance Score: " << middleScore << " -- Weight (" << SCORING_TOP_BOTTOM_SPACE_VS_CHARHEIGHT_WEIGHT << ")" << endl; scorecomponent = middleScore * SCORING_TOP_BOTTOM_SPACE_VS_CHARHEIGHT_WEIGHT; cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of score" << endl; cout << " -- Char angle Score: " << charanglediff << " -- Weight (" << SCORING_ANGLE_MATCHES_LPCHARS_WEIGHT << ")" << endl; scorecomponent = charanglediff * SCORING_ANGLE_MATCHES_LPCHARS_WEIGHT; cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of score" << endl; cout << " -- Score: " << score << endl; } this->bestHorizontalScore = score; bestTop = LineSegment(top.p1.x, top.p1.y, top.p2.x, top.p2.y); bestBottom = LineSegment(bottom.p1.x, bottom.p1.y, bottom.p2.x, bottom.p2.y); } }