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3D rendering engine. Plus modeling. Expected glsl textures 3d and 2d rendering
/*
* Copyright (c) 2022-2023. Manuel Daniel Dahmen
*
*
* Copyright 2012-2023 Manuel Daniel Dahmen
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package one.empty3.feature.myfacedetect;
import one.empty3.feature.FilterPixM;
import one.empty3.feature.PixM;
public class WeightingFunction extends FilterPixM {
private static final double MIN_START = 0.2;
public WeightingFunction(int l, int c) {
super(l, c);
generatePixels();
}
@Override
public double filter(double x, double y) {
double ratioY = y / getLines();
for (int c = 0; c < 3; c++) {
switch (c) {
case 0:
case 1:
case 2:
// set((int) x, (int) y, ratioY <= MIN_START ? ratioY / MIN_START : (ratioY < 1 - MIN_START ? 1.0 :
//
return ratioY <= MIN_START ? ratioY / MIN_START : (ratioY < 1 - MIN_START ? 1.0 : ratioY * (1 - MIN_START));
}
}
return Double.NaN;
}
public void generatePixels() {
for(int j = 0; j