📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="ImageMaths.cs" company="James Jackson-South">
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
// </copyright>
namespace ImageProcessorCore
{
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
/// <summary>
/// Provides common mathematical methods.
/// </summary>
internal static class ImageMaths
{
/// <summary>
/// Returns how many bits are required to store the specified number of colors.
/// Performs a Log2() on the value.
/// </summary>
/// <param name="colors">The number of colors.</param>
/// <returns>
/// The <see cref="int"/>
/// </returns>
public static int GetBitsNeededForColorDepth(int colors)
{
return (int)Math.Ceiling(Math.Log(colors, 2));
}
/// <summary>
/// Implementation of 1D Gaussian G(x) function
/// </summary>
/// <param name="x">The x provided to G(x).</param>
/// <param name="sigma">The spread of the blur.</param>
/// <returns>The Gaussian G(x)</returns>
public static float Gaussian(float x, float sigma)
{
const float Numerator = 1.0f;
float denominator = (float)(Math.Sqrt(2 * Math.PI) * sigma);
float exponentNumerator = -x * x;
float exponentDenominator = (float)(2 * Math.Pow(sigma, 2));
float left = Numerator / denominator;
float right = (float)Math.Exp(exponentNumerator / exponentDenominator);
return left * right;
}
/// <summary>
/// Returns the result of a B-C filter against the given value.
/// <see href="http://www.imagemagick.org/Usage/filter/#cubic_bc"/>
/// </summary>
/// <param name="x">The value to process.</param>
/// <param name="b">The B-Spline curve variable.</param>
/// <param name="c">The Cardinal curve variable.</param>
/// <returns>
/// The <see cref="float"/>.
/// </returns>
public static float GetBcValue(float x, float b, float c)
{
float temp;
if (x < 0)
{
x = -x;
}
temp = x * x;
if (x < 1)
{
x = ((12 - (9 * b) - (6 * c)) * (x * temp)) + ((-18 + (12 * b) + (6 * c)) * temp) + (6 - (2 * b));
return x / 6;
}
if (x < 2)
{
x = ((-b - (6 * c)) * (x * temp)) + (((6 * b) + (30 * c)) * temp) + (((-12 * b) - (48 * c)) * x) + ((8 * b) + (24 * c));
return x / 6;
}
return 0;
}
/// <summary>
/// Gets the result of a sine cardinal function for the given value.
/// </summary>
/// <param name="x">The value to calculate the result for.</param>
/// <returns>
/// The <see cref="float"/>.
/// </returns>
public static float SinC(float x)
{
const float Epsilon = .00001f;
if (Math.Abs(x) > Epsilon)
{
x *= (float)Math.PI;
return Clean((float)Math.Sin(x) / x);
}
return 1.0f;
}
/// <summary>
/// Returns the given degrees converted to radians.
/// </summary>
/// <param name="degrees">The angle in degrees.</param>
/// <returns>
/// The <see cref="float"/> representing the degree as radians.
/// </returns>
public static float DegreesToRadians(float degrees)
{
return degrees * (float)(Math.PI / 180);
}
/// <summary>
/// Gets the bounding <see cref="Rectangle"/> from the given points.
/// </summary>
/// <param name="topLeft">
/// The <see cref="Point"/> designating the top left position.
/// </param>
/// <param name="bottomRight">
/// The <see cref="Point"/> designating the bottom right position.
/// </param>
/// <returns>
/// The bounding <see cref="Rectangle"/>.
/// </returns>
public static Rectangle GetBoundingRectangle(Point topLeft, Point bottomRight)
{
return new Rectangle(topLeft.X, topLeft.Y, bottomRight.X - topLeft.X, bottomRight.Y - topLeft.Y);
}
/// <summary>
/// Gets the bounding <see cref="Rectangle"/> from the given matrix.
/// </summary>
/// <param name="rectangle">The source rectangle.</param>
/// <param name="matrix">The transformation matrix.</param>
/// <returns>
/// The <see cref="Rectangle"/>.
/// </returns>
public static Rectangle GetBoundingRectangle(Rectangle rectangle, Matrix3x2 matrix)
{
Vector2 leftTop = Vector2.Transform(new Vector2(rectangle.Left, rectangle.Top), matrix);
Vector2 rightTop = Vector2.Transform(new Vector2(rectangle.Right, rectangle.Top), matrix);
Vector2 leftBottom = Vector2.Transform(new Vector2(rectangle.Left, rectangle.Bottom), matrix);
Vector2 rightBottom = Vector2.Transform(new Vector2(rectangle.Right, rectangle.Bottom), matrix);
Vector2[] allCorners = { leftTop, rightTop, leftBottom, rightBottom };
float extentX = allCorners.Select(v => v.X).Max() - allCorners.Select(v => v.X).Min();
float extentY = allCorners.Select(v => v.Y).Max() - allCorners.Select(v => v.Y).Min();
return new Rectangle(0, 0, (int)extentX, (int)extentY);
}
/// <summary>
/// Finds the bounding rectangle based on the first instance of any color component other
/// than the given one.
/// </summary>
/// <param name="bitmap">The <see cref="Image"/> to search within.</param>
/// <param name="componentValue">The color component value to remove.</param>
/// <param name="channel">The <see cref="RgbaComponent"/> channel to test against.</param>
/// <returns>
/// The <see cref="Rectangle"/>.
/// </returns>
public static Rectangle GetFilteredBoundingRectangle(ImageBase bitmap, float componentValue, RgbaComponent channel = RgbaComponent.B)
{
const float Epsilon = .00001f;
int width = bitmap.Width;
int height = bitmap.Height;
Point topLeft = new Point();
Point bottomRight = new Point();
Func<PixelAccessor, int, int, float, bool> delegateFunc;
// Determine which channel to check against
switch (channel)
{
case RgbaComponent.R:
delegateFunc = (pixels, x, y, b) => Math.Abs(pixels[x, y].R - b) > Epsilon;
break;
case RgbaComponent.G:
delegateFunc = (pixels, x, y, b) => Math.Abs(pixels[x, y].G - b) > Epsilon;
break;
case RgbaComponent.A:
delegateFunc = (pixels, x, y, b) => Math.Abs(pixels[x, y].A - b) > Epsilon;
break;
default:
delegateFunc = (pixels, x, y, b) => Math.Abs(pixels[x, y].B - b) > Epsilon;
break;
}
Func<PixelAccessor, int> getMinY = pixels =>
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
if (delegateFunc(pixels, x, y, componentValue))
{
return y;
}
}
}
return 0;
};
Func<PixelAccessor, int> getMaxY = pixels =>
{
for (int y = height - 1; y > -1; y--)
{
for (int x = 0; x < width; x++)
{
if (delegateFunc(pixels, x, y, componentValue))
{
return y;
}
}
}
return height;
};
Func<PixelAccessor, int> getMinX = pixels =>
{
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
if (delegateFunc(pixels, x, y, componentValue))
{
return x;
}
}
}
return 0;
};
Func<PixelAccessor, int> getMaxX = pixels =>
{
for (int x = width - 1; x > -1; x--)
{
for (int y = 0; y < height; y++)
{
if (delegateFunc(pixels, x, y, componentValue))
{
return x;
}
}
}
return height;
};
using (PixelAccessor bitmapPixels = bitmap.Lock())
{
topLeft.Y = getMinY(bitmapPixels);
topLeft.X = getMinX(bitmapPixels);
bottomRight.Y = (getMaxY(bitmapPixels) + 1).Clamp(0, height);
bottomRight.X = (getMaxX(bitmapPixels) + 1).Clamp(0, width);
}
return GetBoundingRectangle(topLeft, bottomRight);
}
/// <summary>
/// Ensures that any passed double is correctly rounded to zero
/// </summary>
/// <param name="x">The value to clean.</param>
/// <returns>
/// The <see cref="float"/>
/// </returns>.
private static float Clean(float x)
{
const float Epsilon = .00001f;
if (Math.Abs(x) < Epsilon)
{
return 0f;
}
return x;
}
}
}