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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
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/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 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;
import java.awt.image.BufferedImage;
public class TrueHarris extends FilterPixM {
public TrueHarris(PixM pix) {
super(pix);
}
public double filter(double x, double y) {
int i = (int) (float) x, j = (int) (float) y;
double gx = get(i + 1, j) - get(i, j);
double gy = get(i, j + 1) + get(i, j);
double Sx2 = ((get(i + 1, j) - get(i, j)) - (get(i, j) - get(i - 1, j))) * get(i, j);
double Sy2 = ((get(i, j + 1) - get(i, j)) - (get(i, j) - get(i, j - 1))) * get(i, j);
double Ix = gx * get(i, j);
double Iy = gy * get(i, j);
double Ix2 = Ix * Ix;
double Iy2 = Iy * Iy;
double Ixy = Ix * Iy;
double sSx2 = gx * Ix;
double sSy2 = gy * Iy;
double sSxy = Math.sqrt((gx + gy) / 2 * get(i, j));// Robert Collins
//double r = (sSx2 * sSy2 - sSxy * sSxy);// / (sSx2 + sSy2);
//double r = (Ix2 + Iy2 - Ix * Iy - Ixy) ;// / (sSx2 + sSy2);
double r = Math.abs(0.5-get(i,j));
return r;
}
public double pow2(double a) {
return a*a;
}
}