public ClusterFit(ColourSet colours, SquishFlags flags, float?metric) : base(colours, flags) { // set the iteration count m_iterationCount = ((m_flags & SquishFlags.kColourIterativeClusterFit) != 0 ? 8 : 1); // initialise the metric (old perceptual = 0.2126f, 0.7152f, 0.0722f) if (metric != null) { //m_metric = Vec4( metric[0], metric[1], metric[2], 1.0f ); } else { m_metric = new Vector4(1.0f); } // initialise the best error m_besterror = new Vector4(float.MaxValue); // cache some values int count = m_colours.Count; Vector3[] values = m_colours.Points; // get the covariance matrix Sym3x3 covariance = Sym3x3.ComputeWeightedCovariance(count, values, m_colours.Weights); // compute the principle component m_principle = Sym3x3.ComputePrincipleComponent(covariance); }
public RangeFit(ColourSet colours, SquishFlags flags, float?metric) : base(colours, flags) { // initialise the metric (old perceptual = 0.2126f, 0.7152f, 0.0722f) if (metric != null) { //m_metric = new Vector3( metric[0], metric[1], metric[2] ); } else { m_metric = new Vector3(1.0f); } // initialise the best error m_besterror = float.MaxValue; // cache some values int count = m_colours.Count; Vector3[] values = m_colours.Points; float[] weights = m_colours.Weights; // get the covariance matrix Sym3x3 covariance = Sym3x3.ComputeWeightedCovariance(count, values, weights); // compute the principle component Vector3 principle = Sym3x3.ComputePrincipleComponent(covariance); // get the min and max range as the codebook endpoints Vector3 start = new Vector3(0.0f); Vector3 end = new Vector3(0.0f); if (count > 0) { float min, max; // compute the range start = end = values[0]; min = max = Vector3.Dot(values[0], principle); for (int i = 1; i < count; ++i) { float val = Vector3.Dot(values[i], principle); if (val < min) { start = values[i]; min = val; } else if (val > max) { end = values[i]; max = val; } } } // clamp the output to [0, 1] Vector3 one = new Vector3(1.0f); Vector3 zero = new Vector3(0.0f); start = Vector3.Min(one, Vector3.Max(zero, start)); end = Vector3.Min(one, Vector3.Max(zero, end)); // clamp to the grid and save Vector3 grid = new Vector3(31.0f, 63.0f, 31.0f); Vector3 gridrcp = new Vector3(1.0f / 31.0f, 1.0f / 63.0f, 1.0f / 31.0f); Vector3 half = new Vector3(0.5f); m_start = Helpers.Truncate(grid * start + half) * gridrcp; m_end = Helpers.Truncate(grid * end + half) * gridrcp; }