/// 'Ellipse.A' is always equal or greater than Ellipse.B.
/// 'Ellipse.Alpha' is between 0 and Pi.
/// </summary>
-let ellipse (p1x: float) (p1y: float) (m1: float) (p2x: float) (p2y: float) (m2: float) (p3x: float) (p3y: float) : Types.Ellipse option =
+let ellipse (p1x : float) (p1y : float) (m1 : float) (p2x : float) (p2y : float) (m2 : float) (p3x : float) (p3y : float) : Types.Ellipse option =
let p0 = pointFromTwoLines (Types.Line(float32 m1, float32 (p1y - m1 * p1x))) (Types.Line(float32 m2, float32(p2y - m2 * p2x)))
let p0x, p0y = float p0.X, float p0.Y
- let s = matrix [[ 1.; 0.; 0. ]
- [ 0.; 0.; -0.5 ]
- [ 0.; -0.5; 0. ]]
+ let s =
+ matrix
+ [
+ [ 1.; 0.; 0. ]
+ [ 0.; 0.; -0.5 ]
+ [ 0.; -0.5; 0. ]
+ ]
let v0 = matrix [[ 1.; p0x; p0y ]]
let v1 = matrix [[ 1.; p1x; p1y ]]
let cy = d / a
let at = c * f - e ** 2. + (e * d - b * f) * cx + (b * e - c * d) * cy
- if at = 0.
- then
+ if at = 0. then
None
else
let q = (-1. / at) * (matrix [[ a * f - d ** 2.0; b * d - a * e ]; [ b * d - a * e; a * c - b ** 2.0 ]])
let lambda = eigenValues.[1].Real
let mu = eigenValues.[0].Real
- if lambda <= 0. || mu <= 0.
- then
+ if lambda <= 0. || mu <= 0. then
None
else
let r1, r2 = 1. / (sqrt lambda), 1. / (sqrt mu)
Some (Types.Ellipse(float32 cx, float32 cy, float32 majorAxis, float32 minorAxis, float32 phi'))
-let inline private vectorRotation (px: float32) (py: float32) (vx: float32) (vy: float32) (p0x: float32) (p0y: float32) : float32 =
- if py > p0y
- then
+let inline private vectorRotation (px : float32) (py : float32) (vx : float32) (vy : float32) (p0x : float32) (p0y : float32) : float32 =
+ if py > p0y then
if vx > 0.f then -1.f else 1.f
- elif py < p0y
- then
+ elif py < p0y then
if vx < 0.f then -1.f else 1.f
- elif px > p0x
- then
+ elif px > p0x then
if vy < 0.f then -1.f else 1.f
else // p1x < px
if vy > 0.f then -1.f else 1.f
-let private areVectorsValid (p1x: float32) (p1y: float32) (p2x: float32) (p2y: float32) (v1x: float32) (v1y: float32) (v2x: float32) (v2y: float32) : (float32 * float32) option =
+let private areVectorsValid (p1x : float32) (p1y : float32) (p2x : float32) (p2y : float32) (v1x : float32) (v1y : float32) (v2x : float32) (v2y : float32) : (float32 * float32) option =
let m1 = -v1x / v1y
let m2 = -v2x / v2y
let rot1 = vectorRotation p1x p1y v1x v1y p0x p0y
let rot2 = vectorRotation p2x p2y v2x v2y p0x p0y
- if rot1 = rot2
- then
+ if rot1 = rot2 then
None
else
let alpha1 =
let diff = rot1 * alpha1 + rot2 * alpha2
- if diff > PI || (diff < 0.f && diff > -PI)
- then
+ if diff > PI || (diff < 0.f && diff > -PI) then
Some (m1, m2)
else
None
-let find (edges: Matrix<byte>)
- (xGradient: Matrix<float32>)
- (yGradient: Matrix<float32>)
- (config: Config) : MatchingEllipses =
+/// <summary>
+/// Build a set of ellipses as a 'MatchingEllipses' object by finding ellipses with the given edges and gradient.
+/// </summary>
+let find (edges : Matrix<byte>)
+ (xGradient : Matrix<float32>)
+ (yGradient : Matrix<float32>)
+ (config : Config) : MatchingEllipses =
let r1, r2 = config.RBCRadius.Min, config.RBCRadius.Max
let incrementWindowDivisor = 4.f
// Remove old elements.
let indexFirstElement = currentElements.FindIndex(fun p -> p.X >= window_j_begin)
- if indexFirstElement > 0
- then currentElements.RemoveRange(0, indexFirstElement)
+ if indexFirstElement > 0 then
+ currentElements.RemoveRange(0, indexFirstElement)
// Add the new elements.
let newElemsBegin_j = window_j + windowSize - increment
let newElemsEnd_j = window_j + windowSize - 1
- for j in (if newElemsBegin_j < 0 then 0 else newElemsBegin_j) .. (if newElemsEnd_j >= w then w - 1 else newElemsEnd_j) do
- for i in window_i_begin .. window_i_end do
- if edgesData.[i, j] = 1uy
- then currentElements.Add(Point(j, i))
+ for j = (if newElemsBegin_j < 0 then 0 else newElemsBegin_j) to (if newElemsEnd_j >= w then w - 1 else newElemsEnd_j) do
+ for i = window_i_begin to window_i_end do
+ if edgesData.[i, j] = 1uy then
+ currentElements.Add(Point(j, i))
- if currentElements.Count >= 10
- then
+ if currentElements.Count >= nbPickElementsMin then
let mutable nbOfPicks = (float currentElements.Count) * factorNbMaxPick |> int
let mutable nbOfValidPicks = (float currentElements.Count) * factorNbValidPick |> int
while nbOfPicks > 0 && nbOfValidPicks > 0 do
let p1 = currentElements.[rng.Next(currentElements.Count)]
let p2 = currentElements.[rng.Next(currentElements.Count)]
let p3 = currentElements.[rng.Next(currentElements.Count)]
- if p1 <> p2 && p1 <> p3 && p2 <> p3
- then
+ if p1 <> p2 && p1 <> p3 && p2 <> p3 then
nbOfPicks <- nbOfPicks - 1
let p1yf, p1xf = float p1.Y, float p1.X
let p2yf, p2xf = float p2.Y, float p2.X