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broken.js
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function InpaintTelea2(width, height, image, mask, radius){
if(!radius) radius = 5;
var LARGE_VALUE = 1e6;
var SMALL_VALUE = 1e-6;
var size = width * height;
var flag = new Uint8Array(size);
var u = new Float32Array(size);
for(var n = 0; n < size; n++){
if(!mask[n]) continue;
// this is the equivalent of doing a morphological dilation with
// a 1-pixel cross structuring element for first pass through flag
flag[n + 1] = flag[n] = flag[n - 1] = flag[n + width] = flag[n - width] = 1;
}
for(var n = 0; n < size; n++){
flag[n] = (flag[n] * 2) - (mask[n] ^ flag[n])
if(flag[n] == 2) // UNKNOWN
u[n] = LARGE_VALUE;
}
var heap = new HeapQueue(function(a, b){ return a[0] - b[0] }) // sort by first thingy
for(var n = 0; n < size; n++){
if(flag[n] == 1) // BAND
heap.push([u[n], n]);
}
var indices_centered = []
// generate a mask for a circular structuring element
for(var j = -radius; j <= radius; j++){
var h = Math.floor(Math.sqrt(radius * radius - j * j))
for(var i = -h; i <= h; i++)
indices_centered.push(i + j * width);
}
// this is meant to return the x-gradient
// function grad_func(array, n, step){
// if(flag[n + step] != 2 /* UNKNOWN */){
// if(flag[n - step] != 2){
// return array[n + step] - array[n - step] * 0.5
// }else{
// return array[n + step] - array[n]
// }
// }else{
// if(flag[n - step] != 2){
// return array[n] - array[n - step]
// }else{
// return 0
// }
// }
// }
function inpaint_point2(n){
var Ia = 0, Jx = 0, Jy = 0, s = 1.0e-20;
var t = u, f = flag;
if(f[n + 1] != 2){
if(f[n - 1] != 2){
gradTX = (t[n + 1] - t[n - 1]) * 0.5
}else{
gradTX = t[n + 1] - t[n]
}
}else{
if(f[n - 1] != 2){
gradTX = t[n] - t[n - 1]
}else{
gradTX = 0
}
}
if(f[n + width] != 2){
if(f[n - width] != 2){
gradTY = (t[n + width] - t[n - width]) * 0.5
}else{
gradTY = t[n + width] - t[n]
}
}else{
if(f[n - width] != 2){
gradTY = t[n] - t[n - width]
}else{
gradTY = 0
}
}
var i = Math.floor(n / width),
j = n % width;
for(var ck = 0; ck < indices_centered.length; ck++){
var nb = n + indices_centered[ck];
var k = Math.floor(nb / width),
l = nb % width;
var ry = j - k,
rx = j - l;
var nm = nb; // less by one for some reason i dont know
// var dst = 1 / Math.pow(rx * rx + ry * ry, )
var dst = 1 / ((rx * rx + ry * ry) * Math.sqrt(rx * rx + ry * ry));
var lev = 1 / (1 + Math.abs(t[nb] - t[n]))
var dir = rx * gradTX + ry * gradTY;
if(Math.abs(dir) <= 0.01) dir = 0.000001;
var w = Math.abs(dst * lev * dir)
if(f[nb + 1] != 2){
if(f[nb - 1] != 2){
gradIX = (image[nm + 1] - image[nm - 1]) * 2;
}else{
gradIX = image[nm + 1] - image[nm]
}
}else{
if(f[nb - 1] != 2){
gradIX = image[nm] - image[nm - 1]
}else{
gradIX = 0
}
}
if(f[nb + width] != 2){
if(f[nb - width] != 2){
gradIY = (image[nm + width] - image[nm - width]) * 2
}else{
gradIY = image[nm + width] - image[nm]
}
}else{
if(f[nb - width] != 2){
gradIY = image[nm] - image[nm - width]
}else{
gradIY = 0
}
}
Ia += w * image[nm]
Jx -= w * gradIX * rx;
Jy -= w * gradIY * ry;
s += w;
}
image[n] = Ia / s + (Jx + Jy)/(Math.sqrt(Jx * Jx + Jy * Jy) + 1e-20) + 0.5;
}
// function inpaint_point(n){
// var Ia = 0, Jx = 0, Jy = 0, norm = 0;
// var gradx_u = grad_func(u, n, 1),
// grady_u = grad_func(u, n, width);
// var i = n % width,
// j = Math.floor(n / width);
// for(var k = 0; k < indices_centered.length; k++){
// var nb = n + indices_centered[k];
// var i_nb = nb % width,
// j_nb = Math.floor(nb / width);
// if(i_nb <= 1 || j_nb <= 1 || i_nb >= width - 1 || j_nb >= height - 1) continue;
// if(flag[nb] != 0 /*KNOWN*/) continue;
// var rx = i - i_nb,
// ry = j - j_nb;
// var geometric_dst = 1 / ((rx * rx + ry * ry) * Math.sqrt(rx * rx + ry * ry))
// var levelset_dst = 1 / (1 + Math.abs(u[nb] - u[n]))
// var direction = Math.abs(rx * gradx_u + ry * grady_u);
// var weight = geometric_dst * levelset_dst * direction + SMALL_VALUE;
// var gradx_img = grad_func(image, nb, 1) + SMALL_VALUE,
// grady_img = grad_func(image, nb, width) + SMALL_VALUE;
// Ia += weight * image[nb]
// Jx -= weight * gradx_img * rx
// Jy -= weight * grady_img * ry
// norm += weight
// }
// // sat = Ia/s + (Jx+Jy)/(sqrt(Jx*Jx+Jy*Jy)+1.0e-20f) + 0.5f ;
// image[n] = Ia / norm //+ (Jx + Jy) / (Math.sqrt(Jx * Jx + Jy * Jy) + 1e-10) + 0.5;
// }
function FastMarching_solve(n1, n2){
var t = u, f = flag;
var sol,
a11 = t[n1],
a22 = t[n2],
m12 = Math.min(a11, a22);
if(f[n1] != 2 /*INSIDE*/){
if(f[n2] != 2){
if(Math.abs(a11 - a22) >= 1){
sol = 1 + m12
}else{
sol = (a11 + a22 + Math.sqrt(2 - (a11 - a22) * (a11 - a22))) * 0.5;
}
}else{
sol = 1 + a11;
}
}else if(f[n2] != 2){
sol = 1 + a22
}else{
sol = 1 + m12
}
return sol
}
while(heap.length){
var n = heap.pop()[1];
var j = n % width,
i = Math.floor(n / width);
flag[n] = 0; // KNOWN
if(i <= 1 || j <= 1 || i >= height - 1 || j >= width - 1) continue;
for(var k = 0; k < 4; k++){
var nb = n + [-width, -1, width, 1][k];
if(flag[nb] != 0){ // not KNOWN
u[nb] = Math.min(FastMarching_solve(nb - width, nb - 1),
FastMarching_solve(nb + width, nb - 1),
FastMarching_solve(nb - width, nb + 1),
FastMarching_solve(nb + width, nb + 1));
if(flag[nb] == 2){ // UNKNOWN
flag[nb] = 1; // BAND
heap.push([u[nb], nb])
inpaint_point2(nb)
}
}
}
}
return image;
}