/// <summary> /// Create a hue filter matrix using the given angle in degrees. /// </summary> /// <param name="degrees">The angle of rotation in degrees.</param> /// <returns>The <see cref="Matrix4x4"/></returns> public static Matrix4x4 CreateHueFilter(float degrees) { // Wrap the angle round at 360. degrees %= 360; // Make sure it's not negative. while (degrees < 0) { degrees += 360; } float radian = MathFExtensions.DegreeToRadian(degrees); float cosRadian = MathF.Cos(radian); float sinRadian = MathF.Sin(radian); // The matrix is set up to preserve the luminance of the image. // See http://graficaobscura.com/matrix/index.html // Number are taken from https://msdn.microsoft.com/en-us/library/jj192162(v=vs.85).aspx return(new Matrix4x4 { M11 = .213F + (cosRadian * .787F) - (sinRadian * .213F), M12 = .213F - (cosRadian * .213F) - (sinRadian * 0.143F), M13 = .213F - (cosRadian * .213F) - (sinRadian * .787F), M21 = .715F - (cosRadian * .715F) - (sinRadian * .715F), M22 = .715F + (cosRadian * .285F) + (sinRadian * 0.140F), M23 = .715F - (cosRadian * .715F) + (sinRadian * .715F), M31 = .072F - (cosRadian * .072F) + (sinRadian * .928F), M32 = .072F - (cosRadian * .072F) - (sinRadian * 0.283F), M33 = .072F + (cosRadian * .928F) + (sinRadian * .072F), M44 = 1 }); }
public CieLuv Convert(CieLchuv input) { // Conversion algorithm described here: // https://en.wikipedia.org/wiki/CIELUV#Cylindrical_representation_.28CIELCH.29 float l = input.L, c = input.C, hDegrees = input.H; float hRadians = MathFExtensions.DegreeToRadian(hDegrees); float u = c * MathF.Cos(hRadians); float v = c * MathF.Sin(hRadians); return(new CieLuv(l, u, v, input.WhitePoint)); }
public CieLab Convert(CieLch input) { // Conversion algorithm described here: // https://en.wikipedia.org/wiki/Lab_color_space#Cylindrical_representation:_CIELCh_or_CIEHLC float l = input.L, c = input.C, hDegrees = input.H; float hRadians = MathFExtensions.DegreeToRadian(hDegrees); float a = c * MathF.Cos(hRadians); float b = c * MathF.Sin(hRadians); return(new CieLab(l, a, b, input.WhitePoint)); }
/// <summary> /// Initializes a new instance of the <see cref="HueProcessor{TPixel}"/> class. /// </summary> /// <param name="angle">The new brightness of the image. Must be between -100 and 100.</param> public HueProcessor(float angle) { // Wrap the angle round at 360. angle = angle % 360; // Make sure it's not negative. while (angle < 0) { angle += 360; } this.Angle = angle; float radians = MathFExtensions.DegreeToRadian(angle); float cosradians = MathF.Cos(radians); float sinradians = MathF.Sin(radians); float lumR = .213F; float lumG = .715F; float lumB = .072F; float oneMinusLumR = 1 - lumR; float oneMinusLumG = 1 - lumG; float oneMinusLumB = 1 - lumB; // The matrix is set up to preserve the luminance of the image. // See http://graficaobscura.com/matrix/index.html // Number are taken from https://msdn.microsoft.com/en-us/library/jj192162(v=vs.85).aspx var matrix4X4 = new Matrix4x4 { M11 = lumR + (cosradians * oneMinusLumR) - (sinradians * lumR), M12 = lumR - (cosradians * lumR) - (sinradians * 0.143F), M13 = lumR - (cosradians * lumR) - (sinradians * oneMinusLumR), M21 = lumG - (cosradians * lumG) - (sinradians * lumG), M22 = lumG + (cosradians * oneMinusLumG) + (sinradians * 0.140F), M23 = lumG - (cosradians * lumG) + (sinradians * lumG), M31 = lumB - (cosradians * lumB) + (sinradians * oneMinusLumB), M32 = lumB - (cosradians * lumB) - (sinradians * 0.283F), M33 = lumB + (cosradians * oneMinusLumB) + (sinradians * lumB), M44 = 1 }; this.Matrix = matrix4X4; }
/// <summary> /// Creates a rotation matrix using the given rotation in degrees and a center point. /// </summary> /// <param name="degrees">The amount of rotation, in degrees.</param> /// <param name="centerPoint">The center point.</param> /// <returns>A rotation matrix.</returns> public static Matrix3x2 CreateRotationDegrees(float degrees, PointF centerPoint) => Matrix3x2.CreateRotation(MathFExtensions.DegreeToRadian(degrees), centerPoint);
/// <summary> /// Creates a rotation matrix using the given rotation in degrees. /// </summary> /// <param name="degrees">The amount of rotation, in degrees.</param> /// <returns>A rotation matrix.</returns> public static Matrix3x2 CreateRotationDegrees(float degrees) => Matrix3x2.CreateRotation(MathFExtensions.DegreeToRadian(degrees));
/// <summary> /// Creates a skew matrix from the given angles in degrees and a center point. /// </summary> /// <param name="degreesX">The X angle, in degrees.</param> /// <param name="degreesY">The Y angle, in degrees.</param> /// <param name="centerPoint">The center point.</param> /// <returns>A skew matrix.</returns> public static Matrix3x2 CreateSkewDegrees(float degreesX, float degreesY, PointF centerPoint) => Matrix3x2.CreateSkew(MathFExtensions.DegreeToRadian(degreesX), MathFExtensions.DegreeToRadian(degreesY), centerPoint);
/// <summary> /// Creates a skew matrix from the given angles in degrees. /// </summary> /// <param name="degreesX">The X angle, in degrees.</param> /// <param name="degreesY">The Y angle, in degrees.</param> /// <returns>A skew matrix.</returns> public static Matrix3x2 CreateSkewDegrees(float degreesX, float degreesY) => Matrix3x2.CreateSkew(MathFExtensions.DegreeToRadian(degreesX), MathFExtensions.DegreeToRadian(degreesY));
public void Convert_Degree_To_Radian() { Assert.Equal((float)(Math.PI / 2D), MathFExtensions.DegreeToRadian(90F), new FloatRoundingComparer(6)); }