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📄 simplecolormap.java

📁 MASON代表多主体邻里或网络仿真(Multi-Agent Simulator of Neighborhoods or Networks)。它是乔治梅森大学用Java开发的离散事件多主体仿真核心库
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package sim.util.gui;import java.awt.Color;import sim.util.*;/** * Maps numerical levels to colors using either a lookup table, color interpolation, or both. * A simple implementation of the ColorMap interface. * * <ol> * <li> Method 1: a color table.  The user can provide an array of Colors; if the numerical value, * cast into an integer, is between 0 and (the length of this array - 1), then the appropriate Color is returned. * * <li> Method 2: color interpolation.  The user can provide a min-level, min-Color, max-level, and max-Color. * If the numerical value is below min-level, then minColor is provided.  If it's above max-level, then max-Color * is provided.  If it's between min-level and max-level, then a linear interpolation between min-Color and * max-Color is provided. * </ol> * * <p>The user can provide both a color table <i>and</i> an interpolation; in this case, the color table takes * precedence over the interpolation in that region where the color table is relevant.  You specify a color * table with setColorTable(), and you specify an interpolation range with setLevels(). * * <p>validLevel() is set to return true if the level range is between min-level and max-level, or * if it's inside the color table range. * * <p>defaultValue() is set to return 0 if the color table exists, else min-level is provided. * * @author Sean Luke *  */// Color interpolation relies on a cache so we don't make billions of colors.  The slightly slower cache,// turned on by default, lets us search to a bucket, then wander through the bucket to find the right Color.// The faster cache creates a hard-set Color array.  This has lower resolution in colors (probably 1/4 the// true Color values) than the slower cache, but it's faster in lookup by a bit.  I've commented out the// faster cache, but you can see how it roughly works.  public class SimpleColorMap implements ColorMap     {    public int minRed = 0;    public int minBlue = 0;    public int minGreen = 0;    public int minAlpha = 0;    public int maxRed = 0;    public int maxBlue = 0;    public int maxGreen = 0;    public int maxAlpha = 0;    public double maxLevel = 0;    public double minLevel = 0;    public final Color clearColor = new Color(0,0,0,0);    public Color minColor = clearColor;  // used when minLevel = maxLevel        public static final int COLOR_DISCRETIZATION = 257;        /** User-provided color table */    public Color[] colors;        //      (The slower cache for color interpolation)    Bag[] colorCache = new Bag[COLOR_DISCRETIZATION];    //      (The faster cache)    //      Color[] colorCache2 = new Color[COLOR_DISCRETIZATION];              public SimpleColorMap()        {        setLevels(0,1,Color.black,Color.white);        }        public SimpleColorMap(double minLevel, double maxLevel, Color minColor, Color maxColor)        {        setLevels(minLevel,maxLevel,minColor,maxColor);        }        public SimpleColorMap(Color[] colorTable)        {        setColorTable(colorTable);        }            public SimpleColorMap(Color[] colorTable, double minLevel, double maxLevel, Color minColor, Color maxColor)        {        setColorTable(colorTable);        setLevels(minLevel,maxLevel,minColor,maxColor);        }    /** Sets the color levels for the ValueGridPortrayal2D values for use by the default getColor(...)        method.  These are overridden by any array provided in setColorTable().  If the value in the IntGrid2D or DoubleGrid2D        is less than or equal to minLevel, then minColor is used.  If the value is greater than or equal to maxColor, then        maxColor is used.  Otherwise a linear interpolation from minColor to maxColor is used. */    public void setLevels(double minLevel, double maxLevel, Color minColor, Color maxColor)        {        if (maxLevel < minLevel) throw new RuntimeException("maxLevel cannot be less than minLevel");        minRed = minColor.getRed(); minGreen = minColor.getGreen(); minBlue = minColor.getBlue(); minAlpha = minColor.getAlpha();        maxRed = maxColor.getRed(); maxGreen = maxColor.getGreen(); maxBlue = maxColor.getBlue(); maxAlpha = maxColor.getAlpha();        this.maxLevel = maxLevel; this.minLevel = minLevel;        this.minColor = minColor;        // reset cache        // (the slower cache)        for(int x=0;x<COLOR_DISCRETIZATION;x++) colorCache[x] = new Bag();                        // (the faster cache)        //              for(int x=0;x<COLOR_DISCRETIZATION;x++)         //                      {        //                      colorCache2[x] =        //                      new Color( x * (maxColor.getRed()-minColor.getRed()) / (COLOR_DISCRETIZATION-1) + minColor.getRed(),         //                              x * (maxColor.getGreen()-minColor.getGreen()) / (COLOR_DISCRETIZATION-1) + minColor.getGreen(),         //                              x * (maxColor.getBlue()-minColor.getBlue()) / (COLOR_DISCRETIZATION-1) + minColor.getBlue(),         //                              x * (maxColor.getAlpha()-minColor.getAlpha()) / (COLOR_DISCRETIZATION-1) + minColor.getAlpha());        //                      }        }            /** Specifies that if a value (cast into an int) in the IntGrid2D or DoubleGrid2D falls in the range 0 ... colors.length,        then that index in the colors table should be used to represent that value.  Otherwise, values in        setLevels(...) are used.  You can remove the color table by passing in null here.  Returns the old color table. */    public Color[] setColorTable(Color[] colorTable)        {        Color[] retval = colors;        colors = colorTable;        return retval;        }            /** Override this if you'd like to customize the color for values in the portrayal.  The default version        looks up the value in the colors[] table, else computes the interpolated color and grabs it out of        a predefined color cache (there can't be more than about 1024 or so interpolated colors, max).     */        public Color getColor(double level)        {        if (colors != null && level >= 0 && level < colors.length)            {            return colors[(int)level];            }        else            {            if (level > maxLevel) level = maxLevel;            else if (level < minLevel) level = minLevel;            if (level == minLevel) return minColor;  // so we don't divide by zero (maxLevel - minLevel)                        final double interpolation = (level - minLevel) / (maxLevel - minLevel);                                    // look up color in cache            // (the slower cache)            final int alpha = (maxAlpha == minAlpha ? minAlpha : (int)(interpolation * (maxAlpha - minAlpha) + minAlpha));            if (alpha==0) return clearColor;            final int red = (maxRed == minRed ? minRed : (int)(interpolation * (maxRed - minRed) + minRed));            final int green = (maxGreen == minGreen ? minGreen : (int)(interpolation * (maxGreen - minGreen) + minGreen));            final int blue = (maxBlue == minBlue ? minBlue : (int)(interpolation * (maxBlue - minBlue) + minBlue));            final int rgb = (alpha << 24) | (red << 16) | (green << 8) | blue;            Bag colors = colorCache[(int)(interpolation * (COLOR_DISCRETIZATION-1))];            for(int x=0;x<colors.numObjs;x++)                {                Color c = (Color)(colors.objs[x]);                if (c.getRGB()==rgb)  // it's the right color                    return c;                }            Color c = new Color(rgb,(alpha!=0));            colors.add(c);            return c;                                    // (the faster cache)            //                      return colorColorCache2[(int)(interpolation * (COLOR_DISCRETIZATION-1))];            }        }    public int getAlpha(double level)        {        if (colors != null)            {            if (level >= 0 && level < colors.length)                return colors[(int)level].getAlpha();            }        // else...                    if (level > maxLevel) level = maxLevel;        else if (level < minLevel) level = minLevel;        if (level == minLevel) return minColor.getAlpha();                    final double interpolation = (level - minLevel) / (maxLevel - minLevel);        final int maxAlpha = this.maxAlpha;        final int minAlpha = this.minAlpha;        return (maxAlpha == minAlpha ? minAlpha : (int)(interpolation * (maxAlpha - minAlpha) + minAlpha));        }                    public int getRGB(double level)        {        if (colors != null)            {            if (level >= 0 && level < colors.length)                return colors[(int)level].getRGB();            }                    // else...                    if (level > maxLevel) level = maxLevel;        else if (level < minLevel) level = minLevel;        if (level == minLevel) return minColor.getRGB();                    final double interpolation = (level - minLevel) / (maxLevel - minLevel);        final int maxAlpha = this.maxAlpha;        final int minAlpha = this.minAlpha;        final int alpha = (maxAlpha == minAlpha ? minAlpha : (int)(interpolation * (maxAlpha - minAlpha) + minAlpha));        if (alpha==0) return 0;        final int maxRed = this.maxRed;        final int minRed = this.minRed;        final int maxGreen = this.maxGreen;        final int minGreen = this.minGreen;        final int maxBlue = this.maxBlue;        final int minBlue = this.minBlue;        final int red = (maxRed == minRed ? minRed : (int)(interpolation * (maxRed - minRed) + minRed));        final int green = (maxGreen == minGreen ? minGreen : (int)(interpolation * (maxGreen - minGreen) + minGreen));        final int blue = (maxBlue == minBlue ? minBlue : (int)(interpolation * (maxBlue - minBlue) + minBlue));        return (alpha << 24) | (red << 16) | (green << 8) | blue;        }    public boolean validLevel(double value)        {        if (colors!=null && value >= 0 && value < colors.length)            return true;        if (value <= maxLevel && value >= minLevel)            return true;        return false;        }            public double defaultValue()        {        if (colors != null) return 0;        return minLevel;        }    }

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