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64f9190575
All of them were found by codespell. Signed-off-by: Stefan Weil <sw@weilnetz.de>
1067 lines
39 KiB
C++
1067 lines
39 KiB
C++
///////////////////////////////////////////////////////////////////////
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// File: tablerecog.cpp
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// Description: Helper class to help structure table areas. Given an bounding
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// box from TableFinder, the TableRecognizer should give a
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// StructuredTable (maybe a list in the future) of "good" tables
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// in that area.
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// Author: Nicholas Beato
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// Created: Friday, Aug. 20, 2010
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//
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// (C) Copyright 2009, Google Inc.
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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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// http://www.apache.org/licenses/LICENSE-2.0
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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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///////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CONFIG_H
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#include "config_auto.h"
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#endif
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#include "tablerecog.h"
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namespace tesseract {
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// The amount of space required between the ColPartitions in 2 columns
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// of a non-lined table as a multiple of the median width.
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const double kHorizontalSpacing = 0.30;
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// The amount of space required between the ColPartitions in 2 rows
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// of a non-lined table as multiples of the median height.
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const double kVerticalSpacing = -0.2;
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// The number of cells that the grid lines may intersect.
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// See FindCellSplitLocations for explanation.
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const int kCellSplitRowThreshold = 0;
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const int kCellSplitColumnThreshold = 0;
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// For "lined tables", the number of required lines. Currently a guess.
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const int kLinedTableMinVerticalLines = 3;
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const int kLinedTableMinHorizontalLines = 3;
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// Number of columns required, as a fraction of the most columns found.
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// None of these are tweaked at all.
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const double kRequiredColumns = 0.7;
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// The tolerance for comparing margins of potential tables.
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const double kMarginFactor = 1.1;
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// The first and last row should be consistent cell height.
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// This factor is the first and last row cell height max.
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const double kMaxRowSize = 2.5;
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// Number of filled columns required to form a strong table row.
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// For small tables, this is an absolute number.
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const double kGoodRowNumberOfColumnsSmall[] = { 2, 2, 2, 2, 2, 3, 3 };
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const int kGoodRowNumberOfColumnsSmallSize =
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sizeof(kGoodRowNumberOfColumnsSmall) / sizeof(double) - 1;
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// For large tables, it is a relative number
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const double kGoodRowNumberOfColumnsLarge = 0.7;
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// The amount of area that must be covered in a cell by ColPartitions to
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// be considered "filled"
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const double kMinFilledArea = 0.35;
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////////
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//////// StructuredTable Class
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////////
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StructuredTable::StructuredTable()
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: text_grid_(NULL),
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line_grid_(NULL),
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is_lined_(false),
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space_above_(0),
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space_below_(0),
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space_left_(0),
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space_right_(0),
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median_cell_height_(0),
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median_cell_width_(0),
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max_text_height_(MAX_INT32) {
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}
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StructuredTable::~StructuredTable() {
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}
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void StructuredTable::Init() {
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}
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void StructuredTable::set_text_grid(ColPartitionGrid* text_grid) {
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text_grid_ = text_grid;
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}
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void StructuredTable::set_line_grid(ColPartitionGrid* line_grid) {
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line_grid_ = line_grid;
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}
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void StructuredTable::set_max_text_height(int height) {
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max_text_height_ = height;
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}
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bool StructuredTable::is_lined() const {
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return is_lined_;
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}
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int StructuredTable::row_count() const {
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return cell_y_.length() == 0 ? 0 : cell_y_.length() - 1;
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}
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int StructuredTable::column_count() const {
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return cell_x_.length() == 0 ? 0 : cell_x_.length() - 1;
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}
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int StructuredTable::cell_count() const {
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return row_count() * column_count();
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}
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void StructuredTable::set_bounding_box(const TBOX& box) {
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bounding_box_ = box;
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}
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const TBOX& StructuredTable::bounding_box() const {
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return bounding_box_;
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}
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int StructuredTable::median_cell_height() {
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return median_cell_height_;
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}
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int StructuredTable::median_cell_width() {
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return median_cell_width_;
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}
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int StructuredTable::row_height(int row) const {
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ASSERT_HOST(0 <= row && row < row_count());
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return cell_y_[row + 1] - cell_y_[row];
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}
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int StructuredTable::column_width(int column) const {
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ASSERT_HOST(0 <= column && column < column_count());
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return cell_x_[column + 1] - cell_x_[column];
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}
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int StructuredTable::space_above() const {
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return space_above_;
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}
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int StructuredTable::space_below() const {
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return space_below_;
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}
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// At this point, we know that the lines are contained
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// by the box (by FindLinesBoundingBox).
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// So try to find the cell structure and make sure it works out.
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// The assumption is that all lines span the table. If this
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// assumption fails, the VerifyLinedTable method will
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// abort the lined table. The TableRecognizer will fall
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// back on FindWhitespacedStructure.
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bool StructuredTable::FindLinedStructure() {
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ClearStructure();
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// Search for all of the lines in the current box.
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// Update the cellular structure with the exact lines.
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ColPartitionGridSearch box_search(line_grid_);
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box_search.SetUniqueMode(true);
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box_search.StartRectSearch(bounding_box_);
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ColPartition* line = NULL;
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while ((line = box_search.NextRectSearch()) != NULL) {
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if (line->IsHorizontalLine())
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cell_y_.push_back(line->MidY());
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if (line->IsVerticalLine())
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cell_x_.push_back(line->MidX());
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}
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// HasSignificantLines should guarantee cells.
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// Because that code is a different class, just gracefully
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// return false. This could be an assert.
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if (cell_x_.length() < 3 || cell_y_.length() < 3)
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return false;
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cell_x_.sort();
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cell_y_.sort();
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// Remove duplicates that may have occurred due to split lines.
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cell_x_.compact_sorted();
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cell_y_.compact_sorted();
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// The border should be the extents of line boxes, not middle.
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cell_x_[0] = bounding_box_.left();
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cell_x_[cell_x_.length() - 1] = bounding_box_.right();
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cell_y_[0] = bounding_box_.bottom();
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cell_y_[cell_y_.length() - 1] = bounding_box_.top();
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// Remove duplicates that may have occurred due to moving the borders.
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cell_x_.compact_sorted();
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cell_y_.compact_sorted();
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CalculateMargins();
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CalculateStats();
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is_lined_ = VerifyLinedTableCells();
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return is_lined_;
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}
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// Finds the cellular structure given a particular box.
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bool StructuredTable::FindWhitespacedStructure() {
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ClearStructure();
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FindWhitespacedColumns();
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FindWhitespacedRows();
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if (!VerifyWhitespacedTable()) {
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return false;
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} else {
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bounding_box_.set_left(cell_x_[0]);
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bounding_box_.set_right(cell_x_[cell_x_.length() - 1]);
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bounding_box_.set_bottom(cell_y_[0]);
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bounding_box_.set_top(cell_y_[cell_y_.length() - 1]);
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AbsorbNearbyLines();
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CalculateMargins();
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CalculateStats();
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return true;
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}
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}
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// Tests if a partition fits inside the table structure.
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// Partitions must fully span a grid line in order to intersect it.
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// This means that a partition does not intersect a line
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// that it "just" touches. This is mainly because the assumption
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// throughout the code is that "0" distance is a very very small space.
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bool StructuredTable::DoesPartitionFit(const ColPartition& part) const {
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const TBOX& box = part.bounding_box();
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for (int i = 0; i < cell_x_.length(); ++i)
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if (box.left() < cell_x_[i] && cell_x_[i] < box.right())
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return false;
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for (int i = 0; i < cell_y_.length(); ++i)
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if (box.bottom() < cell_y_[i] && cell_y_[i] < box.top())
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return false;
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return true;
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}
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// Checks if a sub-table has multiple data cells filled.
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int StructuredTable::CountFilledCells() {
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return CountFilledCells(0, row_count() - 1, 0, column_count() - 1);
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}
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int StructuredTable::CountFilledCellsInRow(int row) {
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return CountFilledCells(row, row, 0, column_count() - 1);
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}
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int StructuredTable::CountFilledCellsInColumn(int column) {
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return CountFilledCells(0, row_count() - 1, column, column);
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}
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int StructuredTable::CountFilledCells(int row_start, int row_end,
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int column_start, int column_end) {
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ASSERT_HOST(0 <= row_start && row_start <= row_end && row_end < row_count());
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ASSERT_HOST(0 <= column_start && column_start <= column_end &&
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column_end < column_count());
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int cell_count = 0;
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TBOX cell_box;
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for (int row = row_start; row <= row_end; ++row) {
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cell_box.set_bottom(cell_y_[row]);
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cell_box.set_top(cell_y_[row + 1]);
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for (int col = column_start; col <= column_end; ++col) {
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cell_box.set_left(cell_x_[col]);
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cell_box.set_right(cell_x_[col + 1]);
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if (CountPartitions(cell_box) > 0)
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++cell_count;
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}
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}
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return cell_count;
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}
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// Makes sure that at least one cell in a row has substantial area filled.
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// This can filter out large whitespace caused by growing tables too far
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// and page numbers.
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bool StructuredTable::VerifyRowFilled(int row) {
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for (int i = 0; i < column_count(); ++i) {
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double area_filled = CalculateCellFilledPercentage(row, i);
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if (area_filled >= kMinFilledArea)
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return true;
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}
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return false;
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}
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// Finds the filled area in a cell.
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// Assume ColPartitions do not overlap for simplicity (even though they do).
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double StructuredTable::CalculateCellFilledPercentage(int row, int column) {
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ASSERT_HOST(0 <= row && row <= row_count());
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ASSERT_HOST(0 <= column && column <= column_count());
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const TBOX kCellBox(cell_x_[column], cell_y_[row],
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cell_x_[column + 1], cell_y_[row + 1]);
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ASSERT_HOST(!kCellBox.null_box());
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ColPartitionGridSearch gsearch(text_grid_);
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gsearch.SetUniqueMode(true);
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gsearch.StartRectSearch(kCellBox);
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double area_covered = 0;
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ColPartition* text = NULL;
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while ((text = gsearch.NextRectSearch()) != NULL) {
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if (text->IsTextType())
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area_covered += text->bounding_box().intersection(kCellBox).area();
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}
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const inT32 current_area = kCellBox.area();
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if (current_area == 0) {
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return 1.0;
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}
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return MIN(1.0, area_covered / current_area);
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}
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void StructuredTable::Display(ScrollView* window, ScrollView::Color color) {
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#ifndef GRAPHICS_DISABLED
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window->Brush(ScrollView::NONE);
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window->Pen(color);
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window->Rectangle(bounding_box_.left(), bounding_box_.bottom(),
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bounding_box_.right(), bounding_box_.top());
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for (int i = 0; i < cell_x_.length(); i++) {
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window->Line(cell_x_[i], bounding_box_.bottom(),
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cell_x_[i], bounding_box_.top());
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}
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for (int i = 0; i < cell_y_.length(); i++) {
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window->Line(bounding_box_.left(), cell_y_[i],
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bounding_box_.right(), cell_y_[i]);
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}
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window->UpdateWindow();
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#endif
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}
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// Clear structure information.
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void StructuredTable::ClearStructure() {
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cell_x_.clear();
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cell_y_.clear();
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is_lined_ = false;
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space_above_ = 0;
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space_below_ = 0;
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space_left_ = 0;
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space_right_ = 0;
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median_cell_height_ = 0;
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median_cell_width_ = 0;
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}
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// When a table has lines, the lines should not intersect any partitions.
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// The following function makes sure the previous assumption is met.
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bool StructuredTable::VerifyLinedTableCells() {
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// Function only called when lines exist.
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ASSERT_HOST(cell_y_.length() >= 2 && cell_x_.length() >= 2);
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for (int i = 0; i < cell_y_.length(); ++i) {
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if (CountHorizontalIntersections(cell_y_[i]) > 0)
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return false;
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}
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for (int i = 0; i < cell_x_.length(); ++i) {
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if (CountVerticalIntersections(cell_x_[i]) > 0)
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return false;
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}
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return true;
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}
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// TODO(nbeato): Could be much better than this.
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// Examples:
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// - Caclulate the percentage of filled cells.
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// - Calculate the average number of ColPartitions per cell.
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// - Calculate the number of cells per row with partitions.
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// - Check if ColPartitions in adjacent cells are similar.
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// - Check that all columns are at least a certain width.
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// - etc.
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bool StructuredTable::VerifyWhitespacedTable() {
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// criteria for a table, must be at least 2x3 or 3x2
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return row_count() >= 2 && column_count() >= 2 && cell_count() >= 6;
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}
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// Finds vertical splits in the ColPartitions of text_grid_ by considering
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// all possible "good" guesses. A good guess is just the left/right sides of
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// the partitions, since these locations will uniquely define where the
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// extremal values where the splits can occur. The split happens
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// in the middle of the two nearest partitions.
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void StructuredTable::FindWhitespacedColumns() {
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// Set of the extents of all partitions on the page.
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GenericVectorEqEq<int> left_sides;
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GenericVectorEqEq<int> right_sides;
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// Look at each text partition. We want to find the partitions
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// that have extremal left/right sides. These will give us a basis
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// for the table columns.
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ColPartitionGridSearch gsearch(text_grid_);
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gsearch.SetUniqueMode(true);
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gsearch.StartRectSearch(bounding_box_);
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ColPartition* text = NULL;
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while ((text = gsearch.NextRectSearch()) != NULL) {
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if (!text->IsTextType())
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continue;
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ASSERT_HOST(text->bounding_box().left() < text->bounding_box().right());
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int spacing = static_cast<int>(text->median_width() *
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kHorizontalSpacing / 2.0 + 0.5);
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left_sides.push_back(text->bounding_box().left() - spacing);
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right_sides.push_back(text->bounding_box().right() + spacing);
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}
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// It causes disaster below, so avoid it!
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if (left_sides.length() == 0 || right_sides.length() == 0)
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return;
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// Since data may be inserted in grid order, we sort the left/right sides.
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left_sides.sort();
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right_sides.sort();
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// At this point, in the "merged list", we expect to have a left side,
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// followed by either more left sides or a right side. The last number
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// should be a right side. We find places where the splits occur by looking
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// for "valleys". If we want to force gap sizes or allow overlap, change
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// the spacing above. If you want to let lines "slice" partitions as long
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// as it is infrequent, change the following function.
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FindCellSplitLocations(left_sides, right_sides, kCellSplitColumnThreshold,
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&cell_x_);
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}
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// Finds horizontal splits in the ColPartitions of text_grid_ by considering
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// all possible "good" guesses. A good guess is just the bottom/top sides of
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// the partitions, since these locations will uniquely define where the
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// extremal values where the splits can occur. The split happens
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// in the middle of the two nearest partitions.
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void StructuredTable::FindWhitespacedRows() {
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// Set of the extents of all partitions on the page.
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GenericVectorEqEq<int> bottom_sides;
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GenericVectorEqEq<int> top_sides;
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// We will be "shrinking" partitions, so keep the min/max around to
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// make sure the bottom/top lines do not intersect text.
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int min_bottom = MAX_INT32;
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int max_top = MIN_INT32;
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// Look at each text partition. We want to find the partitions
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// that have extremal bottom/top sides. These will give us a basis
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// for the table rows. Because the textlines can be skewed and close due
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// to warping, the height of the partitions is toned down a little bit.
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ColPartitionGridSearch gsearch(text_grid_);
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gsearch.SetUniqueMode(true);
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gsearch.StartRectSearch(bounding_box_);
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ColPartition* text = NULL;
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while ((text = gsearch.NextRectSearch()) != NULL) {
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if (!text->IsTextType())
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continue;
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ASSERT_HOST(text->bounding_box().bottom() < text->bounding_box().top());
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min_bottom = MIN(min_bottom, text->bounding_box().bottom());
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max_top = MAX(max_top, text->bounding_box().top());
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// Ignore "tall" text partitions, as these are usually false positive
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// vertical text or multiple lines pulled together.
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if (text->bounding_box().height() > max_text_height_)
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continue;
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int spacing = static_cast<int>(text->bounding_box().height() *
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kVerticalSpacing / 2.0 + 0.5);
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int bottom = text->bounding_box().bottom() - spacing;
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int top = text->bounding_box().top() + spacing;
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// For horizontal text, the factor can be negative. This should
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// probably cause a warning or failure. I haven't actually checked if
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// it happens.
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if (bottom >= top)
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continue;
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bottom_sides.push_back(bottom);
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top_sides.push_back(top);
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}
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// It causes disaster below, so avoid it!
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if (bottom_sides.length() == 0 || top_sides.length() == 0)
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return;
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// Since data may be inserted in grid order, we sort the bottom/top sides.
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bottom_sides.sort();
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top_sides.sort();
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// At this point, in the "merged list", we expect to have a bottom side,
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// followed by either more bottom sides or a top side. The last number
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// should be a top side. We find places where the splits occur by looking
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// for "valleys". If we want to force gap sizes or allow overlap, change
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// the spacing above. If you want to let lines "slice" partitions as long
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// as it is infrequent, change the following function.
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FindCellSplitLocations(bottom_sides, top_sides, kCellSplitRowThreshold,
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&cell_y_);
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// Recover the min/max correctly since it was shifted.
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cell_y_[0] = min_bottom;
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cell_y_[cell_y_.length() - 1] = max_top;
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}
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|
|
|
void StructuredTable::CalculateMargins() {
|
|
space_above_ = MAX_INT32;
|
|
space_below_ = MAX_INT32;
|
|
space_right_ = MAX_INT32;
|
|
space_left_ = MAX_INT32;
|
|
UpdateMargins(text_grid_);
|
|
UpdateMargins(line_grid_);
|
|
}
|
|
// Finds the nearest partition in grid to the table
|
|
// boundaries and updates the margin.
|
|
void StructuredTable::UpdateMargins(ColPartitionGrid* grid) {
|
|
int below = FindVerticalMargin(grid, bounding_box_.bottom(), true);
|
|
space_below_ = MIN(space_below_, below);
|
|
int above = FindVerticalMargin(grid, bounding_box_.top(), false);
|
|
space_above_ = MIN(space_above_, above);
|
|
int left = FindHorizontalMargin(grid, bounding_box_.left(), true);
|
|
space_left_ = MIN(space_left_, left);
|
|
int right = FindHorizontalMargin(grid, bounding_box_.right(), false);
|
|
space_right_ = MIN(space_right_, right);
|
|
}
|
|
int StructuredTable::FindVerticalMargin(ColPartitionGrid* grid, int border,
|
|
bool decrease) const {
|
|
ColPartitionGridSearch gsearch(grid);
|
|
gsearch.SetUniqueMode(true);
|
|
gsearch.StartVerticalSearch(bounding_box_.left(), bounding_box_.right(),
|
|
border);
|
|
ColPartition* part = NULL;
|
|
while ((part = gsearch.NextVerticalSearch(decrease)) != NULL) {
|
|
if (!part->IsTextType() && !part->IsHorizontalLine())
|
|
continue;
|
|
int distance = decrease ? border - part->bounding_box().top()
|
|
: part->bounding_box().bottom() - border;
|
|
if (distance >= 0)
|
|
return distance;
|
|
}
|
|
return MAX_INT32;
|
|
}
|
|
int StructuredTable::FindHorizontalMargin(ColPartitionGrid* grid, int border,
|
|
bool decrease) const {
|
|
ColPartitionGridSearch gsearch(grid);
|
|
gsearch.SetUniqueMode(true);
|
|
gsearch.StartSideSearch(border, bounding_box_.bottom(), bounding_box_.top());
|
|
ColPartition* part = NULL;
|
|
while ((part = gsearch.NextSideSearch(decrease)) != NULL) {
|
|
if (!part->IsTextType() && !part->IsVerticalLine())
|
|
continue;
|
|
int distance = decrease ? border - part->bounding_box().right()
|
|
: part->bounding_box().left() - border;
|
|
if (distance >= 0)
|
|
return distance;
|
|
}
|
|
return MAX_INT32;
|
|
}
|
|
|
|
void StructuredTable::CalculateStats() {
|
|
const int kMaxCellHeight = 1000;
|
|
const int kMaxCellWidth = 1000;
|
|
STATS height_stats(0, kMaxCellHeight + 1);
|
|
STATS width_stats(0, kMaxCellWidth + 1);
|
|
|
|
for (int i = 0; i < row_count(); ++i)
|
|
height_stats.add(row_height(i), column_count());
|
|
for (int i = 0; i < column_count(); ++i)
|
|
width_stats.add(column_width(i), row_count());
|
|
|
|
median_cell_height_ = static_cast<int>(height_stats.median() + 0.5);
|
|
median_cell_width_ = static_cast<int>(width_stats.median() + 0.5);
|
|
}
|
|
|
|
// Looks for grid lines near the current bounding box and
|
|
// grows the bounding box to include them if no intersections
|
|
// will occur as a result. This is necessary because the margins
|
|
// are calculated relative to the closest line/text. If the
|
|
// line isn't absorbed, the margin will be the distance to the line.
|
|
void StructuredTable::AbsorbNearbyLines() {
|
|
ColPartitionGridSearch gsearch(line_grid_);
|
|
gsearch.SetUniqueMode(true);
|
|
|
|
// Is the closest line above good? Loop multiple times for tables with
|
|
// multi-line (sometimes 2) borders. Limit the number of lines by
|
|
// making sure they stay within a table cell or so.
|
|
ColPartition* line = NULL;
|
|
gsearch.StartVerticalSearch(bounding_box_.left(), bounding_box_.right(),
|
|
bounding_box_.top());
|
|
while ((line = gsearch.NextVerticalSearch(false)) != NULL) {
|
|
if (!line->IsHorizontalLine())
|
|
break;
|
|
TBOX text_search(bounding_box_.left(), bounding_box_.top() + 1,
|
|
bounding_box_.right(), line->MidY());
|
|
if (text_search.height() > median_cell_height_ * 2)
|
|
break;
|
|
if (CountPartitions(text_search) > 0)
|
|
break;
|
|
bounding_box_.set_top(line->MidY());
|
|
}
|
|
// As above, is the closest line below good?
|
|
line = NULL;
|
|
gsearch.StartVerticalSearch(bounding_box_.left(), bounding_box_.right(),
|
|
bounding_box_.bottom());
|
|
while ((line = gsearch.NextVerticalSearch(true)) != NULL) {
|
|
if (!line->IsHorizontalLine())
|
|
break;
|
|
TBOX text_search(bounding_box_.left(), line->MidY(),
|
|
bounding_box_.right(), bounding_box_.bottom() - 1);
|
|
if (text_search.height() > median_cell_height_ * 2)
|
|
break;
|
|
if (CountPartitions(text_search) > 0)
|
|
break;
|
|
bounding_box_.set_bottom(line->MidY());
|
|
}
|
|
// TODO(nbeato): vertical lines
|
|
}
|
|
|
|
|
|
// This function will find all "0 valleys" (of any length) given two
|
|
// arrays. The arrays are the mins and maxes of partitions (either
|
|
// left and right or bottom and top). Since the min/max lists are generated
|
|
// with pairs of increasing integers, we can make some assumptions in
|
|
// the function about ordering of the overall list, which are shown in the
|
|
// asserts.
|
|
// The algorithm works as follows:
|
|
// While there are numbers to process, take the smallest number.
|
|
// If it is from the min_list, increment the "hill" counter.
|
|
// Otherwise, decrement the "hill" counter.
|
|
// In the process of doing this, keep track of "crossing" the
|
|
// desired height.
|
|
// The first/last items are extremal values of the list and known.
|
|
// NOTE: This function assumes the lists are sorted!
|
|
void StructuredTable::FindCellSplitLocations(const GenericVector<int>& min_list,
|
|
const GenericVector<int>& max_list,
|
|
int max_merged,
|
|
GenericVector<int>* locations) {
|
|
locations->clear();
|
|
ASSERT_HOST(min_list.length() == max_list.length());
|
|
if (min_list.length() == 0)
|
|
return;
|
|
ASSERT_HOST(min_list.get(0) < max_list.get(0));
|
|
ASSERT_HOST(min_list.get(min_list.length() - 1) <
|
|
max_list.get(max_list.length() - 1));
|
|
|
|
locations->push_back(min_list.get(0));
|
|
int min_index = 0;
|
|
int max_index = 0;
|
|
int stacked_partitions = 0;
|
|
int last_cross_position = MAX_INT32;
|
|
// max_index will expire after min_index.
|
|
// However, we can't "increase" the hill size if min_index expired.
|
|
// So finish processing when min_index expires.
|
|
while (min_index < min_list.length()) {
|
|
// Increase the hill count.
|
|
if (min_list[min_index] < max_list[max_index]) {
|
|
++stacked_partitions;
|
|
if (last_cross_position != MAX_INT32 &&
|
|
stacked_partitions > max_merged) {
|
|
int mid = (last_cross_position + min_list[min_index]) / 2;
|
|
locations->push_back(mid);
|
|
last_cross_position = MAX_INT32;
|
|
}
|
|
++min_index;
|
|
} else {
|
|
// Decrease the hill count.
|
|
--stacked_partitions;
|
|
if (last_cross_position == MAX_INT32 &&
|
|
stacked_partitions <= max_merged) {
|
|
last_cross_position = max_list[max_index];
|
|
}
|
|
++max_index;
|
|
}
|
|
}
|
|
locations->push_back(max_list.get(max_list.length() - 1));
|
|
}
|
|
|
|
// Counts the number of partitions in the table
|
|
// box that intersection the given x value.
|
|
int StructuredTable::CountVerticalIntersections(int x) {
|
|
int count = 0;
|
|
// Make a small box to keep the search time down.
|
|
const int kGridSize = text_grid_->gridsize();
|
|
TBOX vertical_box = bounding_box_;
|
|
vertical_box.set_left(x - kGridSize);
|
|
vertical_box.set_right(x + kGridSize);
|
|
|
|
ColPartitionGridSearch gsearch(text_grid_);
|
|
gsearch.SetUniqueMode(true);
|
|
gsearch.StartRectSearch(vertical_box);
|
|
ColPartition* text = NULL;
|
|
while ((text = gsearch.NextRectSearch()) != NULL) {
|
|
if (!text->IsTextType())
|
|
continue;
|
|
const TBOX& box = text->bounding_box();
|
|
if (box.left() < x && x < box.right())
|
|
++count;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
// Counts the number of partitions in the table
|
|
// box that intersection the given y value.
|
|
int StructuredTable::CountHorizontalIntersections(int y) {
|
|
int count = 0;
|
|
// Make a small box to keep the search time down.
|
|
const int kGridSize = text_grid_->gridsize();
|
|
TBOX horizontal_box = bounding_box_;
|
|
horizontal_box.set_bottom(y - kGridSize);
|
|
horizontal_box.set_top(y + kGridSize);
|
|
|
|
ColPartitionGridSearch gsearch(text_grid_);
|
|
gsearch.SetUniqueMode(true);
|
|
gsearch.StartRectSearch(horizontal_box);
|
|
ColPartition* text = NULL;
|
|
while ((text = gsearch.NextRectSearch()) != NULL) {
|
|
if (!text->IsTextType())
|
|
continue;
|
|
|
|
const TBOX& box = text->bounding_box();
|
|
if (box.bottom() < y && y < box.top())
|
|
++count;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
// Counts how many text partitions are in this box.
|
|
// This is used to count partitons in cells, as that can indicate
|
|
// how "strong" a potential table row/column (or even full table) actually is.
|
|
int StructuredTable::CountPartitions(const TBOX& box) {
|
|
ColPartitionGridSearch gsearch(text_grid_);
|
|
gsearch.SetUniqueMode(true);
|
|
gsearch.StartRectSearch(box);
|
|
int count = 0;
|
|
ColPartition* text = NULL;
|
|
while ((text = gsearch.NextRectSearch()) != NULL) {
|
|
if (text->IsTextType())
|
|
++count;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
////////
|
|
//////// TableRecognizer Class
|
|
////////
|
|
|
|
TableRecognizer::TableRecognizer()
|
|
: text_grid_(NULL),
|
|
line_grid_(NULL),
|
|
min_height_(0),
|
|
min_width_(0),
|
|
max_text_height_(MAX_INT32) {
|
|
}
|
|
|
|
TableRecognizer::~TableRecognizer() {
|
|
}
|
|
|
|
void TableRecognizer::Init() {
|
|
}
|
|
|
|
void TableRecognizer::set_text_grid(ColPartitionGrid* text_grid) {
|
|
text_grid_ = text_grid;
|
|
}
|
|
void TableRecognizer::set_line_grid(ColPartitionGrid* line_grid) {
|
|
line_grid_ = line_grid;
|
|
}
|
|
void TableRecognizer::set_min_height(int height) {
|
|
min_height_ = height;
|
|
}
|
|
void TableRecognizer::set_min_width(int width) {
|
|
min_width_ = width;
|
|
}
|
|
void TableRecognizer::set_max_text_height(int height) {
|
|
max_text_height_ = height;
|
|
}
|
|
|
|
StructuredTable* TableRecognizer::RecognizeTable(const TBOX& guess) {
|
|
StructuredTable* table = new StructuredTable();
|
|
table->Init();
|
|
table->set_text_grid(text_grid_);
|
|
table->set_line_grid(line_grid_);
|
|
table->set_max_text_height(max_text_height_);
|
|
|
|
// Try to solve this simple case, a table with *both*
|
|
// vertical and horizontal lines.
|
|
if (RecognizeLinedTable(guess, table))
|
|
return table;
|
|
|
|
// Fallback to whitespace if that failed.
|
|
// TODO(nbeato): Break this apart to take advantage of horizontal
|
|
// lines or vertical lines when present.
|
|
if (RecognizeWhitespacedTable(guess, table))
|
|
return table;
|
|
|
|
// No table found...
|
|
delete table;
|
|
return NULL;
|
|
}
|
|
|
|
bool TableRecognizer::RecognizeLinedTable(const TBOX& guess_box,
|
|
StructuredTable* table) {
|
|
if (!HasSignificantLines(guess_box))
|
|
return false;
|
|
TBOX line_bound = guess_box;
|
|
if (!FindLinesBoundingBox(&line_bound))
|
|
return false;
|
|
table->set_bounding_box(line_bound);
|
|
return table->FindLinedStructure();
|
|
}
|
|
|
|
// Quick implementation. Just count the number of lines in the box.
|
|
// A better implementation would counter intersections and look for connected
|
|
// components. It could even go as far as finding similar length lines.
|
|
// To account for these possible issues, the VerifyLinedTableCells function
|
|
// will reject lined tables that cause intersections with text on the page.
|
|
// TODO(nbeato): look for "better" lines
|
|
bool TableRecognizer::HasSignificantLines(const TBOX& guess) {
|
|
ColPartitionGridSearch box_search(line_grid_);
|
|
box_search.SetUniqueMode(true);
|
|
box_search.StartRectSearch(guess);
|
|
ColPartition* line = NULL;
|
|
int vertical_count = 0;
|
|
int horizontal_count = 0;
|
|
|
|
while ((line = box_search.NextRectSearch()) != NULL) {
|
|
if (line->IsHorizontalLine())
|
|
++horizontal_count;
|
|
if (line->IsVerticalLine())
|
|
++vertical_count;
|
|
}
|
|
|
|
return vertical_count >= kLinedTableMinVerticalLines &&
|
|
horizontal_count >= kLinedTableMinHorizontalLines;
|
|
}
|
|
|
|
// Given a bounding box with a bunch of horizontal / vertical lines,
|
|
// we just find the extents of all of these lines iteratively.
|
|
// The box will be at least as large as guess. This
|
|
// could possibly be a bad assumption.
|
|
// It is guaranteed to halt in at least O(n * gridarea) where n
|
|
// is the number of lines.
|
|
// The assumption is that growing the box iteratively will add lines
|
|
// several times, but eventually we'll find the extents.
|
|
//
|
|
// For tables, the approach is a bit aggressive, a single line (which could be
|
|
// noise or a column ruling) can destroy the table inside.
|
|
//
|
|
// TODO(nbeato): This is a quick first implementation.
|
|
// A better implementation would actually look for consistency
|
|
// in extents of the lines and find the extents using lines
|
|
// that clearly describe the table. This would allow the
|
|
// lines to "vote" for height/width. An approach like
|
|
// this would solve issues with page layout rulings.
|
|
// I haven't looked for these issues yet, so I can't even
|
|
// say they happen confidently.
|
|
bool TableRecognizer::FindLinesBoundingBox(TBOX* bounding_box) {
|
|
// The first iteration will tell us if there are lines
|
|
// present and shrink the box to a minimal iterative size.
|
|
if (!FindLinesBoundingBoxIteration(bounding_box))
|
|
return false;
|
|
|
|
// Keep growing until the area of the table stabilizes.
|
|
// The box can only get bigger, increasing area.
|
|
bool changed = true;
|
|
while (changed) {
|
|
changed = false;
|
|
int old_area = bounding_box->area();
|
|
bool check = FindLinesBoundingBoxIteration(bounding_box);
|
|
// At this point, the function will return true.
|
|
ASSERT_HOST(check);
|
|
ASSERT_HOST(bounding_box->area() >= old_area);
|
|
changed = (bounding_box->area() > old_area);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TableRecognizer::FindLinesBoundingBoxIteration(TBOX* bounding_box) {
|
|
// Search for all of the lines in the current box, keeping track of extents.
|
|
ColPartitionGridSearch box_search(line_grid_);
|
|
box_search.SetUniqueMode(true);
|
|
box_search.StartRectSearch(*bounding_box);
|
|
ColPartition* line = NULL;
|
|
bool first_line = true;
|
|
|
|
while ((line = box_search.NextRectSearch()) != NULL) {
|
|
if (line->IsLineType()) {
|
|
if (first_line) {
|
|
// The first iteration can shrink the box.
|
|
*bounding_box = line->bounding_box();
|
|
first_line = false;
|
|
} else {
|
|
*bounding_box += line->bounding_box();
|
|
}
|
|
}
|
|
}
|
|
return !first_line;
|
|
}
|
|
|
|
// The goal of this function is to move the table boundaries around and find
|
|
// a table that maximizes the whitespace around the table while maximizing
|
|
// the cellular structure. As a result, it gets confused by headers, footers,
|
|
// and merged columns (text that crosses columns). There is a tolerance
|
|
// that allows a few partitions to count towards potential cell merges.
|
|
// It's the max_merged parameter to FindPartitionLocations.
|
|
// It can work, but it needs some false positive remove on boundaries.
|
|
// For now, the grid structure must not intersect any partitions.
|
|
// Also, small tolerance is added to the horizontal lines for tightly packed
|
|
// tables. The tolerance is added by adjusting the bounding boxes of the
|
|
// partitions (in FindHorizontalPartitions). The current implementation
|
|
// only adjusts the vertical extents of the table.
|
|
//
|
|
// Also note. This was hacked at a lot. It could probably use some
|
|
// more hacking at to find a good set of border conditions and then a
|
|
// nice clean up.
|
|
bool TableRecognizer::RecognizeWhitespacedTable(const TBOX& guess_box,
|
|
StructuredTable* table) {
|
|
TBOX best_box = guess_box; // Best borders known.
|
|
int best_below = 0; // Margin size above best table.
|
|
int best_above = 0; // Margin size below best table.
|
|
TBOX adjusted = guess_box; // The search box.
|
|
|
|
// We assume that the guess box is somewhat accurate, so we don't allow
|
|
// the adjusted border to pass half of the guessed area. This prevents
|
|
// "negative" tables from forming.
|
|
const int kMidGuessY = (guess_box.bottom() + guess_box.top()) / 2;
|
|
// Keeps track of the most columns in an accepted table. The resulting table
|
|
// may be less than the max, but we don't want to stray too far.
|
|
int best_cols = 0;
|
|
// Make sure we find a good border.
|
|
bool found_good_border = false;
|
|
|
|
// Find the bottom of the table by trying a few different locations. For
|
|
// each location, the top, left, and right are fixed. We start the search
|
|
// in a smaller table to favor best_cols getting a good estimate sooner.
|
|
int last_bottom = MAX_INT32;
|
|
int bottom = NextHorizontalSplit(guess_box.left(), guess_box.right(),
|
|
kMidGuessY - min_height_ / 2, true);
|
|
int top = NextHorizontalSplit(guess_box.left(), guess_box.right(),
|
|
kMidGuessY + min_height_ / 2, false);
|
|
adjusted.set_top(top);
|
|
|
|
// Headers/footers can be spaced far from everything.
|
|
// Make sure that the space below is greater than the space above
|
|
// the lowest row.
|
|
int previous_below = 0;
|
|
const int kMaxChances = 10;
|
|
int chances = kMaxChances;
|
|
while (bottom != last_bottom) {
|
|
adjusted.set_bottom(bottom);
|
|
|
|
if (adjusted.height() >= min_height_) {
|
|
// Try to fit the grid on the current box. We give it a chance
|
|
// if the number of columns didn't significantly drop.
|
|
table->set_bounding_box(adjusted);
|
|
if (table->FindWhitespacedStructure() &&
|
|
table->column_count() >= best_cols * kRequiredColumns) {
|
|
if (false && IsWeakTableRow(table, 0)) {
|
|
// Currently buggy, but was looking promising so disabled.
|
|
--chances;
|
|
} else {
|
|
// We favor 2 things,
|
|
// 1- Adding rows that have partitioned data.
|
|
// 2- Better margins (to find header/footer).
|
|
// For better tables, we just look for multiple cells in the
|
|
// bottom row with data in them.
|
|
// For margins, the space below the last row should
|
|
// be better than a table with the last row removed.
|
|
chances = kMaxChances;
|
|
double max_row_height = kMaxRowSize * table->median_cell_height();
|
|
if ((table->space_below() * kMarginFactor >= best_below &&
|
|
table->space_below() >= previous_below) ||
|
|
(table->CountFilledCellsInRow(0) > 1 &&
|
|
table->row_height(0) < max_row_height)) {
|
|
best_box.set_bottom(bottom);
|
|
best_below = table->space_below();
|
|
best_cols = MAX(table->column_count(), best_cols);
|
|
found_good_border = true;
|
|
}
|
|
}
|
|
previous_below = table->space_below();
|
|
} else {
|
|
--chances;
|
|
}
|
|
}
|
|
if (chances <= 0)
|
|
break;
|
|
|
|
last_bottom = bottom;
|
|
bottom = NextHorizontalSplit(guess_box.left(), guess_box.right(),
|
|
last_bottom, true);
|
|
}
|
|
if (!found_good_border)
|
|
return false;
|
|
|
|
// TODO(nbeato) comments: follow modified code above... put it in a function!
|
|
found_good_border = false;
|
|
int last_top = MIN_INT32;
|
|
top = NextHorizontalSplit(guess_box.left(), guess_box.right(),
|
|
kMidGuessY + min_height_ / 2, false);
|
|
int previous_above = 0;
|
|
chances = kMaxChances;
|
|
|
|
adjusted.set_bottom(best_box.bottom());
|
|
while (last_top != top) {
|
|
adjusted.set_top(top);
|
|
if (adjusted.height() >= min_height_) {
|
|
table->set_bounding_box(adjusted);
|
|
if (table->FindWhitespacedStructure() &&
|
|
table->column_count() >= best_cols * kRequiredColumns) {
|
|
int last_row = table->row_count() - 1;
|
|
if (false && IsWeakTableRow(table, last_row)) {
|
|
// Currently buggy, but was looking promising so disabled.
|
|
--chances;
|
|
} else {
|
|
chances = kMaxChances;
|
|
double max_row_height = kMaxRowSize * table->median_cell_height();
|
|
if ((table->space_above() * kMarginFactor >= best_above &&
|
|
table->space_above() >= previous_above) ||
|
|
(table->CountFilledCellsInRow(last_row) > 1 &&
|
|
table->row_height(last_row) < max_row_height)) {
|
|
best_box.set_top(top);
|
|
best_above = table->space_above();
|
|
best_cols = MAX(table->column_count(), best_cols);
|
|
found_good_border = true;
|
|
}
|
|
}
|
|
previous_above = table->space_above();
|
|
} else {
|
|
--chances;
|
|
}
|
|
}
|
|
if (chances <= 0)
|
|
break;
|
|
|
|
last_top = top;
|
|
top = NextHorizontalSplit(guess_box.left(), guess_box.right(),
|
|
last_top, false);
|
|
}
|
|
|
|
if (!found_good_border)
|
|
return false;
|
|
|
|
// If we get here, this shouldn't happen. It can be an assert, but
|
|
// I haven't tested it enough to make it crash things.
|
|
if (best_box.null_box())
|
|
return false;
|
|
|
|
// Given the best locations, fit the box to those locations.
|
|
table->set_bounding_box(best_box);
|
|
return table->FindWhitespacedStructure();
|
|
}
|
|
|
|
// Finds the closest value to y that can safely cause a horizontal
|
|
// split in the partitions.
|
|
// This function has been buggy and not as reliable as I would've
|
|
// liked. I suggest finding all of the splits using the
|
|
// FindPartitionLocations once and then just keeping the results
|
|
// of that function cached somewhere.
|
|
int TableRecognizer::NextHorizontalSplit(int left, int right, int y,
|
|
bool top_to_bottom) {
|
|
ColPartitionGridSearch gsearch(text_grid_);
|
|
gsearch.SetUniqueMode(true);
|
|
gsearch.StartVerticalSearch(left, right, y);
|
|
ColPartition* text = NULL;
|
|
int last_y = y;
|
|
while ((text = gsearch.NextVerticalSearch(top_to_bottom)) != NULL) {
|
|
if (!text->IsTextType() || !text->IsHorizontalType())
|
|
continue;
|
|
if (text->bounding_box().height() > max_text_height_)
|
|
continue;
|
|
|
|
const TBOX& text_box = text->bounding_box();
|
|
if (top_to_bottom && (last_y >= y || last_y <= text_box.top())) {
|
|
last_y = MIN(last_y, text_box.bottom());
|
|
continue;
|
|
}
|
|
if (!top_to_bottom && (last_y <= y || last_y >= text_box.bottom())) {
|
|
last_y = MAX(last_y, text_box.top());
|
|
continue;
|
|
}
|
|
|
|
return last_y;
|
|
}
|
|
// If none is found, we at least want to preserve the min/max,
|
|
// which defines the overlap of y with the last partition in the grid.
|
|
return last_y;
|
|
}
|
|
|
|
// Code is buggy right now. It is disabled in the calling function.
|
|
// It seems like sometimes the row that is passed in is not correct
|
|
// sometimes (like a phantom row is introduced). There's something going
|
|
// on in the cell_y_ data member before this is called... not certain.
|
|
bool TableRecognizer::IsWeakTableRow(StructuredTable* table, int row) {
|
|
if (!table->VerifyRowFilled(row))
|
|
return false;
|
|
|
|
double threshold = 0.0;
|
|
if (table->column_count() > kGoodRowNumberOfColumnsSmallSize)
|
|
threshold = table->column_count() * kGoodRowNumberOfColumnsLarge;
|
|
else
|
|
threshold = kGoodRowNumberOfColumnsSmall[table->column_count()];
|
|
|
|
return table->CountFilledCellsInRow(row) < threshold;
|
|
}
|
|
|
|
} // namespace tesseract
|