Use geometric (pythagorean) distance for nearest colour calculations
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1 changed files with 9 additions and 3 deletions
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@ -29,22 +29,28 @@ namespace Pixi.Common
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Darkness = 0,
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};
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BlockColor[] keys = colorMap.Keys.ToArray();
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float geometricClosest = float.MaxValue;
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for (int k = 0; k < keys.Length; k++)
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{
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float[] color = colorMap[keys[k]];
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float[] distance = new float[3] { Math.Abs(pixel.r - color[0]), Math.Abs(pixel.g - color[1]), Math.Abs(pixel.b - color[2]) };
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if ((distance[0] + distance[1] + distance[2]) < (closest[0] + closest[1] + closest[2]))
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float dist = Mathf.Sqrt(Mathf.Pow(distance[0], 2) + Mathf.Pow(distance[1], 2) + Mathf.Pow(distance[2], 2));
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if (dist < geometricClosest)
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{
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c = keys[k];
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closest = distance;
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if ((closest[0] + closest[1] + closest[2]) < optimal_delta)
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geometricClosest = Mathf.Sqrt(Mathf.Pow(closest[0], 2) + Mathf.Pow(closest[1], 2) + Mathf.Pow(closest[2], 2));
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if (geometricClosest < optimal_delta)
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{
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#if DEBUG
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Logging.MetaLog($"Final delta ({closest[0]},{closest[1]},{closest[2]}) t:{geometricClosest}");
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#endif
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return c;
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}
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}
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}
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#if DEBUG
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Logging.MetaLog($"Final delta ({closest[0]},{closest[1]},{closest[2]}) t:{closest[0] + closest[1] + closest[2]}");
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Logging.MetaLog($"Final delta ({closest[0]},{closest[1]},{closest[2]}) t:{geometricClosest}");
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#endif
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return c;
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}
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