Files
openalpr-base/src/openalpr/platecorners.cpp
2014-10-19 15:54:59 -04:00

586 lines
23 KiB
C++

/*
* Copyright (c) 2014 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 <http://www.gnu.org/licenses/>.
*/
#include "platecorners.h"
using namespace cv;
using namespace std;
PlateCorners::PlateCorners(Mat inputImage, PlateLines* plateLines, PipelineData* pipelineData) :
tlc(pipelineData)
{
this->pipelineData = pipelineData;
if (pipelineData->config->debugPlateCorners)
cout << "PlateCorners constructor" << endl;
this->inputImage = inputImage;
this->plateLines = plateLines;
this->bestHorizontalScore = 9999999999999;
this->bestVerticalScore = 9999999999999;
}
PlateCorners::~PlateCorners()
{
}
vector<Point> PlateCorners::findPlateCorners()
{
if (pipelineData->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 (pipelineData->config->debugPlateCorners)
{
cout << "Drawing debug stuff..." << endl;
Mat imgCorners = Mat(inputImage.size(), inputImage.type());
inputImage.copyTo(imgCorners);
for (uint linenum = 0; linenum < pipelineData->textLines.size(); linenum++)
{
for (int i = 0; i < 4; i++)
circle(imgCorners, pipelineData->textLines[linenum].textArea[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(pipelineData->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<Point> 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 (pipelineData->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 = pipelineData->config->plateWidthMM / pipelineData->config->charHeightMM;
float idealPixelWidth = tlc.charHeight * (charHeightToPlateWidthRatio * 1.03); // Add 3% so we don't clip any characters
float confidenceDiff = 0;
float missingSegmentPenalty = 0;
if (v1 == NO_LINE && v2 == NO_LINE)
{
//return;
left = tlc.centerVerticalLine.getParallelLine(idealPixelWidth / 2);
right = tlc.centerVerticalLine.getParallelLine(-1 * idealPixelWidth / 2 );
missingSegmentPenalty += SCORING_MISSING_SEGMENT_PENALTY_VERTICAL * 2;
confidenceDiff += 2;
}
else if (v1 != NO_LINE && v2 != NO_LINE)
{
left = this->plateLines->verticalLines[v1].line;
right = this->plateLines->verticalLines[v2].line;
confidenceDiff += (1.0 - this->plateLines->verticalLines[v1].confidence);
confidenceDiff += (1.0 - this->plateLines->verticalLines[v2].confidence);
}
else if (v1 == NO_LINE && v2 != NO_LINE)
{
right = this->plateLines->verticalLines[v2].line;
left = right.getParallelLine(idealPixelWidth);
missingSegmentPenalty += SCORING_MISSING_SEGMENT_PENALTY_VERTICAL;
confidenceDiff += (1.0 - this->plateLines->verticalLines[v2].confidence);
}
else if (v1 != NO_LINE && v2 == NO_LINE)
{
left = this->plateLines->verticalLines[v1].line;
right = left.getParallelLine(-1 * idealPixelWidth);
missingSegmentPenalty += SCORING_MISSING_SEGMENT_PENALTY_VERTICAL;
confidenceDiff += (1.0 - this->plateLines->verticalLines[v1].confidence);
}
score += confidenceDiff * SCORING_LINE_CONFIDENCE_WEIGHT;
score += missingSegmentPenalty;
// Make sure that the left and right lines are to the left and right of our text
// area
if (tlc.isLeftOfText(left) < 1 || tlc.isLeftOfText(right) > -1)
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 angle difference from detected character box
/////////////////////////////////////////////////////////////////////////
float perpendicularCharAngle = tlc.charAngle - 90;
float charanglediff = abs(perpendicularCharAngle - left.angle) + abs(perpendicularCharAngle - right.angle);
score += charanglediff * SCORING_ANGLE_MATCHES_LPCHARS_WEIGHT;
//////////////////////////////////////////////////////////////////////////
// SCORE the shape wrt character position and height relative to position
//////////////////////////////////////////////////////////////////////////
Point leftMidLinePoint = left.closestPointOnSegmentTo(tlc.centerVerticalLine.midpoint());
Point rightMidLinePoint = right.closestPointOnSegmentTo(tlc.centerVerticalLine.midpoint());
float plateDistance = abs(idealPixelWidth - distanceBetweenPoints(leftMidLinePoint, rightMidLinePoint));
score += plateDistance * SCORING_DISTANCE_WEIGHT_VERTICAL;
if (score < this->bestVerticalScore)
{
float scorecomponent;
if (pipelineData->config->debugPlateCorners)
{
cout << "xx xx Score: charHeight " << tlc.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 << " -- Missing Segment Score: " << missingSegmentPenalty << " -- Weight (1.0)" << endl;
scorecomponent = missingSegmentPenalty ;
cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of 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_DISTANCE_WEIGHT_VERTICAL << ")" << endl;
scorecomponent = plateDistance * SCORING_DISTANCE_WEIGHT_VERTICAL;
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 << " -- Plate line confidence Score: " << confidenceDiff << " -- Weight (" << SCORING_LINE_CONFIDENCE_WEIGHT << ")" << endl;
scorecomponent = confidenceDiff * SCORING_LINE_CONFIDENCE_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 = pipelineData->config->plateHeightMM / pipelineData->config->charHeightMM;
float idealPixelHeight = tlc.charHeight * charHeightToPlateHeightRatio;
float confidenceDiff = 0;
float missingSegmentPenalty = 0;
if (h1 == NO_LINE && h2 == NO_LINE)
{
// return;
top = tlc.centerHorizontalLine.getParallelLine(idealPixelHeight / 2);
bottom = tlc.centerHorizontalLine.getParallelLine(-1 * idealPixelHeight / 2 );
missingSegmentPenalty += SCORING_MISSING_SEGMENT_PENALTY_HORIZONTAL * 2;
confidenceDiff += 2;
}
else if (h1 != NO_LINE && h2 != NO_LINE)
{
top = this->plateLines->horizontalLines[h1].line;
bottom = this->plateLines->horizontalLines[h2].line;
confidenceDiff += (1.0 - this->plateLines->horizontalLines[h1].confidence);
confidenceDiff += (1.0 - this->plateLines->horizontalLines[h2].confidence);
}
else if (h1 == NO_LINE && h2 != NO_LINE)
{
bottom = this->plateLines->horizontalLines[h2].line;
top = bottom.getParallelLine(idealPixelHeight);
missingSegmentPenalty += SCORING_MISSING_SEGMENT_PENALTY_HORIZONTAL;
confidenceDiff += (1.0 - this->plateLines->horizontalLines[h2].confidence);
}
else if (h1 != NO_LINE && h2 == NO_LINE)
{
top = this->plateLines->horizontalLines[h1].line;
bottom = top.getParallelLine(-1 * idealPixelHeight);
missingSegmentPenalty += SCORING_MISSING_SEGMENT_PENALTY_HORIZONTAL;
confidenceDiff += (1.0 - this->plateLines->horizontalLines[h1].confidence);
}
score += confidenceDiff * SCORING_LINE_CONFIDENCE_WEIGHT;
score += missingSegmentPenalty;
// Make sure that the top and bottom lines are above and below
// the text area
if (tlc.isAboveText(top) < 1 || tlc.isAboveText(bottom) > -1)
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 = tlc.charHeight / plateHeightPx;
float idealHeightRatio = (pipelineData->config->charHeightMM / pipelineData->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 = tlc.centerVerticalLine.midpoint();
Point topLineSpot = top.closestPointOnSegmentTo(charAreaMidPoint);
Point botLineSpot = bottom.closestPointOnSegmentTo(charAreaMidPoint);
float topDistanceFromMiddle = distanceBetweenPoints(topLineSpot, charAreaMidPoint);
float bottomDistanceFromMiddle = distanceBetweenPoints(botLineSpot, 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(tlc.charAngle - top.angle) + abs(tlc.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 (pipelineData->config->debugPlateCorners)
{
cout << "xx xx Score: charHeight " << tlc.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 << " -- Missing Segment Score: " << missingSegmentPenalty << " -- Weight (1.0)" << endl;
scorecomponent = missingSegmentPenalty ;
cout << " -- -- Score: " << scorecomponent << " = " << scorecomponent / score * 100 << "% of 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 << " -- Plate line confidence Score: " << confidenceDiff << " -- Weight (" << SCORING_LINE_CONFIDENCE_WEIGHT << ")" << endl;
scorecomponent = confidenceDiff * SCORING_LINE_CONFIDENCE_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);
}
}
TextLineCollection::TextLineCollection(PipelineData* pipelineData) {
this->pipelineData = pipelineData;
charHeight = 0;
charAngle = 0;
for (uint i = 0; i < pipelineData->textLines.size(); i++)
{
charHeight += pipelineData->textLines[i].lineHeight;
charAngle += pipelineData->textLines[i].angle;
}
charHeight = charHeight / pipelineData->textLines.size();
charAngle = charAngle / pipelineData->textLines.size();
this->topCharArea = pipelineData->textLines[0].charBoxTop;
this->bottomCharArea = pipelineData->textLines[0].charBoxBottom;
for (uint i = 1; i < pipelineData->textLines.size(); i++)
{
if (this->topCharArea.isPointBelowLine(pipelineData->textLines[i].charBoxTop.midpoint()) == false)
this->topCharArea = pipelineData->textLines[i].charBoxTop;
if (this->bottomCharArea.isPointBelowLine(pipelineData->textLines[i].charBoxBottom.midpoint()))
this->bottomCharArea = pipelineData->textLines[i].charBoxBottom;
}
longerSegment = this->bottomCharArea;
shorterSegment = this->topCharArea;
if (this->topCharArea.length > this->bottomCharArea.length)
{
longerSegment = this->topCharArea;
shorterSegment = this->bottomCharArea;
}
findCenterHorizontal();
findCenterVertical();
// Center Vertical Line
Mat debugImage = Mat::zeros(pipelineData->crop_gray.size(), CV_8U);
line(debugImage, this->centerHorizontalLine.p1, this->centerHorizontalLine.p2, Scalar(255,255,255), 2);
line(debugImage, this->centerVerticalLine.p1, this->centerVerticalLine.p2, Scalar(255,255,255), 2);
drawAndWait(&debugImage);
}
// Returns 1 for above, 0 for within, and -1 for below
int TextLineCollection::isAboveText(LineSegment line) {
// Test four points (left and right corner of top and bottom line)
Point topLeft = line.closestPointOnSegmentTo(topCharArea.p1);
Point topRight = line.closestPointOnSegmentTo(topCharArea.p2);
bool lineIsBelowTop = topCharArea.isPointBelowLine(topLeft) || topCharArea.isPointBelowLine(topRight);
if (!lineIsBelowTop)
return 1;
Point bottomLeft = line.closestPointOnSegmentTo(bottomCharArea.p1);
Point bottomRight = line.closestPointOnSegmentTo(bottomCharArea.p2);
bool lineIsBelowBottom = bottomCharArea.isPointBelowLine(bottomLeft) &&
bottomCharArea.isPointBelowLine(bottomRight);
if (lineIsBelowBottom)
return -1;
return 0;
}
// Returns 1 for left, 0 for within, and -1 for to the right
int TextLineCollection::isLeftOfText(LineSegment line) {
LineSegment leftSide = LineSegment(bottomCharArea.p1, topCharArea.p1);
Point topLeft = line.closestPointOnSegmentTo(leftSide.p2);
Point bottomLeft = line.closestPointOnSegmentTo(leftSide.p1);
bool lineIsAboveLeft = (!leftSide.isPointBelowLine(topLeft)) && (!leftSide.isPointBelowLine(bottomLeft));
if (lineIsAboveLeft)
return 1;
LineSegment rightSide = LineSegment(bottomCharArea.p2, topCharArea.p2);
Point topRight = line.closestPointOnSegmentTo(rightSide.p2);
Point bottomRight = line.closestPointOnSegmentTo(rightSide.p1);
bool lineIsBelowRight = rightSide.isPointBelowLine(topRight) && rightSide.isPointBelowLine(bottomRight);
if (lineIsBelowRight)
return -1;
return 0;
}
void TextLineCollection::findCenterHorizontal() {
// To find the center horizontal line:
// Find the longer of the lines (if multiline)
// Get the nearest point on the bottom-most line for the
// left and right
Point leftP1 = shorterSegment.closestPointOnSegmentTo(longerSegment.p1);
Point leftP2 = longerSegment.p1;
LineSegment left = LineSegment(leftP1, leftP2);
Point leftMidpoint = left.midpoint();
Point rightP1 = shorterSegment.closestPointOnSegmentTo(longerSegment.p2);
Point rightP2 = longerSegment.p2;
LineSegment right = LineSegment(rightP1, rightP2);
Point rightMidpoint = right.midpoint();
this->centerHorizontalLine = LineSegment(leftMidpoint, rightMidpoint);
}
void TextLineCollection::findCenterVertical() {
// To find the center vertical line:
// Choose the longest line (if multiline)
// Get the midpoint
// Draw a line up/down using the closest point on the bottom line
Point p1 = longerSegment.midpoint();
Point p2 = shorterSegment.closestPointOnSegmentTo(p1);
// Draw bottom to top
if (p1.y < p2.y)
this->centerVerticalLine = LineSegment(p1, p2);
else
this->centerVerticalLine = LineSegment(p2, p1);
}