Added reviewing of results in graphic mode
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@@ -12,17 +12,19 @@ namespace FieldVisualizer.Services.ColorServices
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const byte Alpha = 0xff;
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public static Color GetColorByValue(IValueRange range, IColorMap map, double val)
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{
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double minVal = range.BottomValue;
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double maxVal = range.TopValue;
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double minVal = range.BottomValue - 1e-15d*(Math.Abs(range.BottomValue));
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double maxVal = range.TopValue + 1e-15d * (Math.Abs(range.TopValue));
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if (range.TopValue == minVal || map.Colors.Count == 0) { return map.Colors[0]; }
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if (val > maxVal || val < minVal) { return Colors.Gray; }
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if (val == minVal) { return map.Colors[0]; }
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if (val == maxVal) { return map.Colors[map.Colors.Count - 1]; }
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double valPerc = (val - minVal) / (maxVal - minVal);// value%
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double colorPerc = 1d / (map.Colors.Count - 1); // % of each block of color. the last is the "100% Color"
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//if (valPerc == 1d)
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//{ return map.Colors[map.Colors.Count - 1]; }
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double colorPerc = 1d / (map.Colors.Count - 1d); // % of each block of color. the last is the "100% Color"
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double blockOfColor = valPerc / colorPerc;// the integer part repersents how many block to skip
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int blockIdx = (int)Math.Truncate(blockOfColor);// Idx of
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int blockIdx = (int)Math.Truncate(blockOfColor);// Idx of
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double valPercResidual = valPerc - (blockIdx * colorPerc);//remove the part represented of block
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double percOfColor = valPercResidual / colorPerc;// % of color of this block that will be filled
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