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Use geometric (pythagorean) distance for nearest colour calculations

refactor
NGnius (Graham) 4 years ago
parent
commit
1afff6c583
1 changed files with 9 additions and 3 deletions
  1. +9
    -3
      Pixi/Common/ColorSpaceUtility.cs

+ 9
- 3
Pixi/Common/ColorSpaceUtility.cs View File

@@ -29,22 +29,28 @@ namespace Pixi.Common
Darkness = 0,
};
BlockColor[] keys = colorMap.Keys.ToArray();
float geometricClosest = float.MaxValue;
for (int k = 0; k < keys.Length; k++)
{
float[] color = colorMap[keys[k]];
float[] distance = new float[3] { Math.Abs(pixel.r - color[0]), Math.Abs(pixel.g - color[1]), Math.Abs(pixel.b - color[2]) };
if ((distance[0] + distance[1] + distance[2]) < (closest[0] + closest[1] + closest[2]))
float dist = Mathf.Sqrt(Mathf.Pow(distance[0], 2) + Mathf.Pow(distance[1], 2) + Mathf.Pow(distance[2], 2));
if (dist < geometricClosest)
{
c = keys[k];
closest = distance;
if ((closest[0] + closest[1] + closest[2]) < optimal_delta)
geometricClosest = Mathf.Sqrt(Mathf.Pow(closest[0], 2) + Mathf.Pow(closest[1], 2) + Mathf.Pow(closest[2], 2));
if (geometricClosest < optimal_delta)
{
#if DEBUG
Logging.MetaLog($"Final delta ({closest[0]},{closest[1]},{closest[2]}) t:{geometricClosest}");
#endif
return c;
}
}
}
#if DEBUG
Logging.MetaLog($"Final delta ({closest[0]},{closest[1]},{closest[2]}) t:{closest[0] + closest[1] + closest[2]}");
Logging.MetaLog($"Final delta ({closest[0]},{closest[1]},{closest[2]}) t:{geometricClosest}");
#endif
return c;
}


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