tesseract/textord/strokewidth.h

179 lines
7.7 KiB
C++

///////////////////////////////////////////////////////////////////////
// File: strokewidth.h
// Description: Subclass of BBGrid to find uniformity of strokewidth.
// Author: Ray Smith
// Created: Mon Mar 31 16:17:01 PST 2008
//
// (C) Copyright 2008, Google Inc.
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// http://www.apache.org/licenses/LICENSE-2.0
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
///////////////////////////////////////////////////////////////////////
#ifndef TESSERACT_TEXTORD_STROKEWIDTH_H__
#define TESSERACT_TEXTORD_STROKEWIDTH_H__
#include "bbgrid.h" // Base class.
#include "blobbox.h" // BlobNeighourDir.
#include "tabvector.h" // For BLOBNBOX_CLIST.
class TO_BLOCK;
class ScrollView;
namespace tesseract {
class ColPartition_LIST;
class TabFind;
/**
* The StrokeWidth class holds all the normal and large blobs.
* It is used to find good large blobs and move them to the normal blobs
* by virtue of having a reasonable strokewidth compatible neighbour.
*/
class StrokeWidth : public BBGrid<BLOBNBOX, BLOBNBOX_CLIST, BLOBNBOX_C_IT> {
public:
StrokeWidth(int gridsize, const ICOORD& bleft, const ICOORD& tright);
virtual ~StrokeWidth();
// To save computation, the process of generating partitions is broken
// into the following 4 steps:
// TestVerticalTextDirection
// CorrectForRotation (used only if a rotation is to be applied)
// FindLeaderPartitions
// TODO(rays) Coming soon:
// GradeBlobsIntoPartitions.
// which will replace entirely the old call sequence of:
// InsertBlobsOld
// MoveGoodLargeBlobs.
// These functions are all required, in sequence, except for
// CorrectForRotation, which is not needed if no rotation is applied.
// Types all the blobs as vertical or horizontal text or unknown and
// returns true if the majority are vertical.
// If the blobs are rotated, it is necessary to call CorrectForRotation
// after rotating everything, otherwise the work done here will be enough.
// If cjk_merge is true, it will attempt to merge broken cjk characters.
// If osd_blobs is not null, a list of blobs from the dominant textline
// direction are returned for use in orientation and script detection.
bool TestVerticalTextDirection(bool cjk_merge,
TO_BLOCK* block, TabFind* line_grid,
BLOBNBOX_CLIST* osd_blobs);
// Corrects the data structures for the given rotation.
void CorrectForRotation(const FCOORD& rotation, TO_BLOCK* block);
// Finds leader partitions and inserts them into the give grid.
void FindLeaderPartitions(TO_BLOCK* block, TabFind* line_grid);
// Handles a click event in a display window.
virtual void HandleClick(int x, int y);
// Puts the block blobs (normal and large) into the grid.
void InsertBlobsOld(TO_BLOCK* block, TabFind* line_grid);
// Moves the large blobs that have good stroke-width neighbours to the normal
// blobs list.
void MoveGoodLargeBlobs(int resolution, TO_BLOCK* block);
private:
// Reorganize the blob lists with a different definition of small, medium
// and large, compared to the original definition.
// Height is still the primary filter key, but medium width blobs of small
// height become medium, and very wide blobs of small height stay small.
void ReFilterBlobs(TO_BLOCK* block);
// Computes the noise_density_ by summing the number of elements in a
// neighbourhood of each grid cell.
void ComputeNoiseDensity(TO_BLOCK* block, TabFind* line_grid);
// Detects and marks leader dots/dashes.
// Leaders are horizontal chains of small or noise blobs that look
// monospace according to ColPartition::MarkAsLeaderIfMonospaced().
// Detected leaders become the only occupants of small_blobs list.
// Non-leader small blobs get moved to the blobs list.
// Non-leader noise blobs remain singletons in the noise list.
// All small and noise blobs in high density regions are marked BTFT_NONTEXT.
void FindLeadersAndMarkNoise(bool final, TO_BLOCK* block, TabFind* line_grid,
ColPartition_LIST* leader_parts);
// Puts the block blobs (normal and large) into the grid.
void InsertBlobs(TO_BLOCK* block, TabFind* line_grid);
// Fix broken CJK characters, using the fake joined blobs mechanism.
// Blobs are really merged, ie the master takes all the outlines and the
// others are deleted.
void FixBrokenCJK(BLOBNBOX_LIST* blobs, TabFind* line_grid);
// Collect blobs that overlap or are within max_dist of the input bbox.
// Return them in the list of blobs and expand the bbox to be the union
// of all the boxes. not_this is excluded from the search, as are blobs
// that cause the merged box to exceed max_size in either dimension.
void AccumulateOverlaps(const BLOBNBOX* not_this, bool debug,
int max_size, int max_dist,
TBOX* bbox, BLOBNBOX_CLIST* blobs);
// Finds the textline direction to be horizontal or vertical according
// to distance to neighbours and 1st and 2nd order neighbours.
// Non-text tends to end up without a definite direction.
void FindTextlineFlowDirection(bool final);
// Sets the neighbours and good_stroke_neighbours members of the blob by
// searching close on all 4 sides.
// When finding leader dots/dashes, there is a slightly different rule for
// what makes a good neighbour.
void SetNeighbours(bool leaders, BLOBNBOX* blob);
// Sets the good_stroke_neighbours member of the blob if it has a
// GoodNeighbour on the given side.
// Also sets the neighbour in the blob, whether or not a good one is found.
// Return value is the number of neighbours in the line trap size range.
// Leaders get extra special lenient treatment.
int FindGoodNeighbour(BlobNeighbourDir dir, bool leaders, BLOBNBOX* blob);
// Makes the blob to be only horizontal or vertical where evidence
// is clear based on gaps of 2nd order neighbours.
void SetNeighbourFlows(BLOBNBOX* blob);
// Nullify the neighbours in the wrong directions where the direction
// is clear-cut based on a distance margin. Good for isolating vertical
// text from neighbouring horizontal text.
void SimplifyObviousNeighbours(BLOBNBOX* blob);
// Smoothes the vertical/horizontal type of the blob based on the
// 2nd-order neighbours. If reset_all is true, then all blobs are
// changed. Otherwise, only ambiguous blobs are processed.
void SmoothNeighbourTypes(BLOBNBOX* blob, bool desperate);
// Sets the leader_on_left or leader_on_right flags for blobs
// that are next to one end of the given leader partition.
// If left_of_part is true, then look at the left side of the partition for
// blobs on which to set the leader_on_right flag.
void MarkLeaderNeighbours(const ColPartition* part, bool left_of_part);
// Displays the blobs colored according to the number of good neighbours
// and the vertical/horizontal flow.
ScrollView* DisplayGoodBlobs(const char* window_name, int x, int y);
private:
// Returns true if there is at least one side neighbour that has a similar
// stroke width.
bool GoodTextBlob(BLOBNBOX* blob);
// Grid to indicate the dot noise density at each grid coord.
IntGrid* noise_density_;
// Windows for debug display.
ScrollView* leaders_win_;
ScrollView* initial_widths_win_;
ScrollView* widths_win_;
};
} // namespace tesseract.
#endif // TESSERACT_TEXTORD_STROKEWIDTH_H__