示例#1
0
        void CalculateNextPixel()
        {
            ColormapValue value = CalculateColormapValue();

            pixelBuffer[calculatorProgress.progress] = value.ToRGB();
            calculatorProgress.NextPixel();
            progress = (float)calculatorProgress.progress / (float)totalPixels;
        }
示例#2
0
        ColormapValue CalculateColormapValue()
        {
            Vector3 sourceRGB        = ColormapUtils.ColorToVector(calculatorProgress.color);
            byte    mainPaletteIndex = GetClosestPaletteIndex();

            if (palette[mainPaletteIndex].Equals(calculatorProgress.color))
            {
                return(new ColormapValue
                {
                    paletteIndex1 = mainPaletteIndex,
                    paletteIndex2 = mainPaletteIndex,
                    blend = 0
                });
            }

            Vector3 mainRGB = paletteRGBCoordinates[mainPaletteIndex];

            float closestDistance      = float.MaxValue;
            int   closestIndex         = -1;
            float closestSegmentLength = float.MaxValue;
            float blend = 0;

            for (int i = 0; i < numColors; ++i)
            {
                if (usedColors[i] && i != mainPaletteIndex)
                {
                    Vector3 paletteRGB = paletteRGBCoordinates[i];
                    Vector3 projected  = ColormapUtils.ProjectPointOnLine(mainRGB, paletteRGB, sourceRGB);

                    if (ColormapUtils.PointIsInsideSegment(mainRGB, paletteRGB, projected))
                    {
                        float distance      = Vector3.Distance(sourceRGB, projected);
                        float segmentLength = Vector3.Distance(mainRGB, paletteRGB);

                        if (segmentLength < closestSegmentLength)
                        {
                            closestDistance      = distance;
                            closestSegmentLength = segmentLength;
                            closestIndex         = i;
                            blend = Mathf.Approximately(segmentLength, 0) ? 0 : Vector3.Distance(projected, mainRGB) / segmentLength;
                        }
                        else if (Mathf.Approximately(distance, closestDistance))
                        {
                            if (distance < closestDistance)
                            {
                                closestDistance      = distance;
                                closestSegmentLength = segmentLength;
                                closestIndex         = i;
                                blend = Mathf.Approximately(segmentLength, 0) ? 0 : Vector3.Distance(projected, mainRGB) / segmentLength;
                            }
                        }
                    }
                }
            }

            if (closestIndex == -1)
            {
                closestIndex = mainPaletteIndex;
                blend        = 0;
            }

            blend = Mathf.Clamp(blend, 0, 0.5f);

            ColormapValue value = new ColormapValue
            {
                paletteIndex1 = mainPaletteIndex,
                paletteIndex2 = closestIndex,
                blend         = blend,
            };

            /*
             * if (calculatorProgress.color.r == calculatorProgress.color.g && calculatorProgress.color.b == calculatorProgress.color.g)
             * {
             *      Debug.Log("color=" + calculatorProgress.color + ", index1=" + value.paletteIndex1 + ", index2=" + value.paletteIndex2 + ", blend=" + value.blend);
             * }
             */

            return(value);
        }