@amplib/color 0.1.0
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- package/LICENSE +201 -0
- package/README.md +69 -0
- package/dist/index.d.ts +36 -0
- package/dist/index.js +143 -0
- package/dist/index.js.map +1 -0
- package/package.json +42 -0
package/LICENSE
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Apache License
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package/README.md
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# @amplib/color
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Color analysis utilities.
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```ts
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import { toPerceptual, fromPerceptual } from "@amplib/color";
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toPerceptual(210); // 256.22 — display blue is much further round than it looks
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fromPerceptual(180); // 172.88 — the display hue that reads as halfway to cyan
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```
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Divide a hue wheel into six equal slices in HSV and the slices do not look
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equal. Divide it in oklch and they do. That is the entire purpose of this
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package: a bijection between the hue you write down and the hue people see.
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```ts
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// Six hues that actually look evenly spaced.
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const spaced = Array.from({ length: 6 }, (_, i) => fromPerceptual(i * 60));
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// 328.0, 33.8, 68.9, 172.9, 198.9, 274.6 — not 0, 60, 120, 180, 240, 300
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```
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Note where that list starts. Perceptual 0° is display **328°**, not 0° — the
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angle vision reads as the origin of the wheel sits in magenta, some way before
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display red. The two wheels do not share a zero, so there is no offset you
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could apply instead of the mapping.
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## Modules
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| Module | Description |
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| ---------------------- | ---------------------------------------------------- |
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| `toPerceptual` | Display (HSV) hue → perceptual (oklch) hue |
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| `fromPerceptual` | Perceptual (oklch) hue → display (HSV) hue |
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| `worstRoundTripError` | Measured disagreement between the two directions |
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## Design
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**The wheel is severely non-linear, and not in the direction most descriptions
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suggest.** Measured as perceptual degrees per display degree:
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| red | orange | yellow | green | cyan | blue | deep blue | magenta |
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| ----- | ------ | ------ | ----- | ----- | ----- | --------- | ------- |
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| 0.21× | 1.76× | 1.29× | 0.05× | 2.23× | 0.14× | 0.01× | 0.94× |
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Green and deep blue barely move — a wide sweep of display hue is almost one
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perceptual color — while cyan and orange stretch. Over two hundredfold between
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the extremes.
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**The round-trip is measured, not assumed.** The forward table samples oklch
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once per display degree; the inverse searches it backwards at twenty times that
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resolution, because the deep-blue zone squeezes roughly 16 display degrees into
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half a perceptual degree and would otherwise collapse to a single bin. The two
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are built by different methods and only approximately invert each other, so
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`worstRoundTripError()` measures the disagreement and `npm test` fails the
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build above 1.5°.
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Raw oklch hue also steps *backwards* by a fraction of a degree around display
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231–240°, which would make the mapping non-invertible exactly there. Every
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backward run is replaced with a straight interpolation across it.
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**The error check is exported, not run on import.** A library that asserts at
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load time charges every consumer for the check whether they want it or not, and
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still cannot fail a build when it matters.
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**Hue only, saturation and lightness untouched.** Full-saturation, full-value
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HSV is the sampling line, so this answers "which angle" and says nothing about
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how light or vivid the result is. Anything needing the other two axes wants a
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full color-space conversion, not this.
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Matrix constants from Björn Ottosson's oklab reference implementation (2020).
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package/dist/index.d.ts
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/**
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* A bijective mapping between display hue and perceptual hue.
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*
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* HSV hue is what a camera reports and what people use to name a color on a
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* screen. Oklch hue — atan2(b, a) of oklab — is the angle human vision reads
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* as evenly spaced. Both run 0–360°, but the mapping between them is severely
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* non-linear, and not in the direction most descriptions of it suggest.
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* Measured as perceptual degrees per display degree:
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*
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* red 0.21× orange 1.76× yellow 1.29× green 0.05×
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* cyan 2.23× blue 0.14× deep blue 0.01× magenta 0.94×
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*
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* Green and deep blue barely move at all — a wide sweep of display hue is
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* almost one perceptual color — while cyan and orange stretch. The spread
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* between the extremes is over two hundredfold.
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*
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* That is the whole reason this file exists. Divide a hue wheel into equal
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* slices in HSV and the slices do not look equal; divide it in oklch and they
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* do.
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*/
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/** Display (HSV) hue → perceptual (oklch) hue. */
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+
declare function toPerceptual(hue: number): number;
|
|
23
|
+
/** Perceptual (oklch) hue → display (HSV) hue. */
|
|
24
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+
declare function fromPerceptual(hue: number): number;
|
|
25
|
+
/**
|
|
26
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+
* Worst round-trip error in degrees, sampled every `step` degrees.
|
|
27
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+
*
|
|
28
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+
* The two tables are built by different methods and only approximately invert
|
|
29
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+
* each other, so this is the number that says whether they still agree. It is
|
|
30
|
+
* exported rather than run on import: a library that asserts at load time
|
|
31
|
+
* costs every consumer the check whether or not they care, and cannot fail the
|
|
32
|
+
* build when it matters. See `npm test`.
|
|
33
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+
*/
|
|
34
|
+
declare function worstRoundTripError(step?: number): number;
|
|
35
|
+
|
|
36
|
+
export { fromPerceptual, toPerceptual, worstRoundTripError };
|
package/dist/index.js
ADDED
|
@@ -0,0 +1,143 @@
|
|
|
1
|
+
// src/huePerception.ts
|
|
2
|
+
function linearize(channel) {
|
|
3
|
+
return channel <= 0.04045 ? channel / 12.92 : Math.pow((channel + 0.055) / 1.055, 2.4);
|
|
4
|
+
}
|
|
5
|
+
function hsvToLinearRgb(hue) {
|
|
6
|
+
const x = 1 - Math.abs(hue / 60 % 2 - 1);
|
|
7
|
+
let r, g, b;
|
|
8
|
+
if (hue < 60) {
|
|
9
|
+
r = 1;
|
|
10
|
+
g = x;
|
|
11
|
+
b = 0;
|
|
12
|
+
} else if (hue < 120) {
|
|
13
|
+
r = x;
|
|
14
|
+
g = 1;
|
|
15
|
+
b = 0;
|
|
16
|
+
} else if (hue < 180) {
|
|
17
|
+
r = 0;
|
|
18
|
+
g = 1;
|
|
19
|
+
b = x;
|
|
20
|
+
} else if (hue < 240) {
|
|
21
|
+
r = 0;
|
|
22
|
+
g = x;
|
|
23
|
+
b = 1;
|
|
24
|
+
} else if (hue < 300) {
|
|
25
|
+
r = x;
|
|
26
|
+
g = 0;
|
|
27
|
+
b = 1;
|
|
28
|
+
} else {
|
|
29
|
+
r = 1;
|
|
30
|
+
g = 0;
|
|
31
|
+
b = x;
|
|
32
|
+
}
|
|
33
|
+
return [linearize(r), linearize(g), linearize(b)];
|
|
34
|
+
}
|
|
35
|
+
function linearRgbToOklchHue(r, g, b) {
|
|
36
|
+
const l = 0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b;
|
|
37
|
+
const m = 0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b;
|
|
38
|
+
const s = 0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b;
|
|
39
|
+
const lRoot = Math.cbrt(l);
|
|
40
|
+
const mRoot = Math.cbrt(m);
|
|
41
|
+
const sRoot = Math.cbrt(s);
|
|
42
|
+
const a = 1.9779984951 * lRoot - 2.428592205 * mRoot + 0.4505937099 * sRoot;
|
|
43
|
+
const bAxis = 0.0259040371 * lRoot + 0.7827717662 * mRoot - 0.808675766 * sRoot;
|
|
44
|
+
let hue = Math.atan2(bAxis, a) * (180 / Math.PI);
|
|
45
|
+
if (hue < 0) hue += 360;
|
|
46
|
+
return hue;
|
|
47
|
+
}
|
|
48
|
+
var forward = new Float64Array(360);
|
|
49
|
+
for (let hue = 0; hue < 360; hue++) {
|
|
50
|
+
const [r, g, b] = hsvToLinearRgb(hue);
|
|
51
|
+
forward[hue] = linearRgbToOklchHue(r, g, b);
|
|
52
|
+
}
|
|
53
|
+
for (let i = 0; i < 360; i++) {
|
|
54
|
+
let delta = forward[(i + 1) % 360] - forward[i];
|
|
55
|
+
if (delta < 0) delta += 360;
|
|
56
|
+
if (delta > 180) {
|
|
57
|
+
const start = forward[i];
|
|
58
|
+
let j = i + 1;
|
|
59
|
+
while (j < i + 360) {
|
|
60
|
+
let ahead = forward[j % 360] - start;
|
|
61
|
+
if (ahead < 0) ahead += 360;
|
|
62
|
+
if (ahead > 0 && ahead <= 180) break;
|
|
63
|
+
j++;
|
|
64
|
+
}
|
|
65
|
+
let span = forward[j % 360] - start;
|
|
66
|
+
if (span < 0) span += 360;
|
|
67
|
+
const steps = j - i;
|
|
68
|
+
for (let k = 1; k < steps; k++) {
|
|
69
|
+
forward[(i + k) % 360] = (start + span * k / steps) % 360;
|
|
70
|
+
}
|
|
71
|
+
i = j - 1;
|
|
72
|
+
}
|
|
73
|
+
}
|
|
74
|
+
var INVERSE_RESOLUTION = 7200;
|
|
75
|
+
var inverse = new Float64Array(INVERSE_RESOLUTION);
|
|
76
|
+
for (let index = 0; index < INVERSE_RESOLUTION; index++) {
|
|
77
|
+
const degrees = index * (360 / INVERSE_RESOLUTION);
|
|
78
|
+
let found = false;
|
|
79
|
+
for (let hue = 0; hue < 360; hue++) {
|
|
80
|
+
const start = forward[hue];
|
|
81
|
+
const end = forward[(hue + 1) % 360];
|
|
82
|
+
let delta = end - start;
|
|
83
|
+
if (delta < 0) delta += 360;
|
|
84
|
+
if (delta < 1e-9 || delta > 180) continue;
|
|
85
|
+
let offset = degrees - start;
|
|
86
|
+
if (offset < 0) offset += 360;
|
|
87
|
+
if (offset < delta) {
|
|
88
|
+
inverse[index] = hue + offset / delta;
|
|
89
|
+
found = true;
|
|
90
|
+
break;
|
|
91
|
+
}
|
|
92
|
+
}
|
|
93
|
+
if (!found) {
|
|
94
|
+
let best = 0;
|
|
95
|
+
let bestDistance = 360;
|
|
96
|
+
for (let hue = 0; hue < 360; hue++) {
|
|
97
|
+
let distance = Math.abs(forward[hue] - degrees);
|
|
98
|
+
if (distance > 180) distance = 360 - distance;
|
|
99
|
+
if (distance < bestDistance) {
|
|
100
|
+
bestDistance = distance;
|
|
101
|
+
best = hue;
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
inverse[index] = best;
|
|
105
|
+
}
|
|
106
|
+
}
|
|
107
|
+
function lerpAngle(from, to, t) {
|
|
108
|
+
let delta = to - from;
|
|
109
|
+
if (delta > 180) delta -= 360;
|
|
110
|
+
if (delta < -180) delta += 360;
|
|
111
|
+
return ((from + t * delta) % 360 + 360) % 360;
|
|
112
|
+
}
|
|
113
|
+
function toPerceptual(hue) {
|
|
114
|
+
const wrapped = (hue % 360 + 360) % 360;
|
|
115
|
+
const index = Math.floor(wrapped) % 360;
|
|
116
|
+
return lerpAngle(forward[index], forward[(index + 1) % 360], wrapped - index);
|
|
117
|
+
}
|
|
118
|
+
function fromPerceptual(hue) {
|
|
119
|
+
const wrapped = (hue % 360 + 360) % 360;
|
|
120
|
+
const scaled = wrapped * (INVERSE_RESOLUTION / 360);
|
|
121
|
+
const index = Math.floor(scaled) % INVERSE_RESOLUTION;
|
|
122
|
+
return lerpAngle(
|
|
123
|
+
inverse[index],
|
|
124
|
+
inverse[(index + 1) % INVERSE_RESOLUTION],
|
|
125
|
+
scaled - index
|
|
126
|
+
);
|
|
127
|
+
}
|
|
128
|
+
function worstRoundTripError(step = 0.25) {
|
|
129
|
+
let worst = 0;
|
|
130
|
+
for (let hue = 0; hue < 360; hue += step) {
|
|
131
|
+
const returned = fromPerceptual(toPerceptual(hue));
|
|
132
|
+
let error = Math.abs(returned - hue);
|
|
133
|
+
if (error > 180) error = 360 - error;
|
|
134
|
+
if (error > worst) worst = error;
|
|
135
|
+
}
|
|
136
|
+
return worst;
|
|
137
|
+
}
|
|
138
|
+
export {
|
|
139
|
+
fromPerceptual,
|
|
140
|
+
toPerceptual,
|
|
141
|
+
worstRoundTripError
|
|
142
|
+
};
|
|
143
|
+
//# sourceMappingURL=index.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../src/huePerception.ts"],"sourcesContent":["/**\n * A bijective mapping between display hue and perceptual hue.\n *\n * HSV hue is what a camera reports and what people use to name a color on a\n * screen. Oklch hue — atan2(b, a) of oklab — is the angle human vision reads\n * as evenly spaced. Both run 0–360°, but the mapping between them is severely\n * non-linear, and not in the direction most descriptions of it suggest.\n * Measured as perceptual degrees per display degree:\n *\n * red 0.21× orange 1.76× yellow 1.29× green 0.05×\n * cyan 2.23× blue 0.14× deep blue 0.01× magenta 0.94×\n *\n * Green and deep blue barely move at all — a wide sweep of display hue is\n * almost one perceptual color — while cyan and orange stretch. The spread\n * between the extremes is over two hundredfold.\n *\n * That is the whole reason this file exists. Divide a hue wheel into equal\n * slices in HSV and the slices do not look equal; divide it in oklch and they\n * do.\n */\n\n/** sRGB gamma decode. */\nfunction linearize(channel: number): number {\n return channel <= 0.04045\n ? channel / 12.92\n : Math.pow((channel + 0.055) / 1.055, 2.4);\n}\n\n/** HSV(hue, 1, 1) → linear sRGB. */\nfunction hsvToLinearRgb(hue: number): [number, number, number] {\n const x = 1 - Math.abs(((hue / 60) % 2) - 1);\n let r: number, g: number, b: number;\n if (hue < 60) {\n r = 1;\n g = x;\n b = 0;\n } else if (hue < 120) {\n r = x;\n g = 1;\n b = 0;\n } else if (hue < 180) {\n r = 0;\n g = 1;\n b = x;\n } else if (hue < 240) {\n r = 0;\n g = x;\n b = 1;\n } else if (hue < 300) {\n r = x;\n g = 0;\n b = 1;\n } else {\n r = 1;\n g = 0;\n b = x;\n }\n return [linearize(r), linearize(g), linearize(b)];\n}\n\n/**\n * Linear sRGB → oklch hue in degrees.\n * Matrix constants from Björn Ottosson's reference implementation (2020).\n */\nfunction linearRgbToOklchHue(r: number, g: number, b: number): number {\n const l = 0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b;\n const m = 0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b;\n const s = 0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b;\n const lRoot = Math.cbrt(l);\n const mRoot = Math.cbrt(m);\n const sRoot = Math.cbrt(s);\n const a = 1.9779984951 * lRoot - 2.428592205 * mRoot + 0.4505937099 * sRoot;\n const bAxis =\n 0.0259040371 * lRoot + 0.7827717662 * mRoot - 0.808675766 * sRoot;\n let hue = Math.atan2(bAxis, a) * (180 / Math.PI);\n if (hue < 0) hue += 360;\n return hue;\n}\n\n/** Forward table: display hue → perceptual hue, one entry per degree. */\nconst forward = new Float64Array(360);\nfor (let hue = 0; hue < 360; hue++) {\n const [r, g, b] = hsvToLinearRgb(hue);\n forward[hue] = linearRgbToOklchHue(r, g, b);\n}\n\n// Raw oklch hue is not quite monotonic in display hue: around display 231–240°\n// it steps backwards by a fraction of a degree. Left alone that makes the\n// mapping non-invertible right there, so every backward run is replaced with a\n// straight interpolation across it.\nfor (let i = 0; i < 360; i++) {\n let delta = forward[(i + 1) % 360] - forward[i];\n if (delta < 0) delta += 360;\n if (delta > 180) {\n const start = forward[i];\n let j = i + 1;\n while (j < i + 360) {\n let ahead = forward[j % 360] - start;\n if (ahead < 0) ahead += 360;\n if (ahead > 0 && ahead <= 180) break;\n j++;\n }\n let span = forward[j % 360] - start;\n if (span < 0) span += 360;\n const steps = j - i;\n for (let k = 1; k < steps; k++) {\n forward[(i + k) % 360] = (start + (span * k) / steps) % 360;\n }\n i = j - 1;\n }\n}\n\n/**\n * Inverse table: perceptual hue → display hue.\n *\n * 7200 entries rather than 360 because the deep-blue zone squeezes roughly 16\n * display degrees into half a perceptual degree. At one entry per degree that\n * whole region would collapse to a single bin; at 0.05° per bin the worst\n * round-trip error is about 0.8°.\n */\nconst INVERSE_RESOLUTION = 7200;\nconst inverse = new Float64Array(INVERSE_RESOLUTION);\nfor (let index = 0; index < INVERSE_RESOLUTION; index++) {\n const degrees = index * (360 / INVERSE_RESOLUTION);\n let found = false;\n for (let hue = 0; hue < 360; hue++) {\n const start = forward[hue];\n const end = forward[(hue + 1) % 360];\n let delta = end - start;\n if (delta < 0) delta += 360;\n if (delta < 1e-9 || delta > 180) continue;\n let offset = degrees - start;\n if (offset < 0) offset += 360;\n if (offset < delta) {\n inverse[index] = hue + offset / delta;\n found = true;\n break;\n }\n }\n if (!found) {\n let best = 0;\n let bestDistance = 360;\n for (let hue = 0; hue < 360; hue++) {\n let distance = Math.abs(forward[hue] - degrees);\n if (distance > 180) distance = 360 - distance;\n if (distance < bestDistance) {\n bestDistance = distance;\n best = hue;\n }\n }\n inverse[index] = best;\n }\n}\n\n/** Interpolate between two angles along the shorter arc. */\nfunction lerpAngle(from: number, to: number, t: number): number {\n let delta = to - from;\n if (delta > 180) delta -= 360;\n if (delta < -180) delta += 360;\n return (((from + t * delta) % 360) + 360) % 360;\n}\n\n/** Display (HSV) hue → perceptual (oklch) hue. */\nexport function toPerceptual(hue: number): number {\n const wrapped = ((hue % 360) + 360) % 360;\n const index = Math.floor(wrapped) % 360;\n return lerpAngle(forward[index], forward[(index + 1) % 360], wrapped - index);\n}\n\n/** Perceptual (oklch) hue → display (HSV) hue. */\nexport function fromPerceptual(hue: number): number {\n const wrapped = ((hue % 360) + 360) % 360;\n const scaled = wrapped * (INVERSE_RESOLUTION / 360);\n const index = Math.floor(scaled) % INVERSE_RESOLUTION;\n return lerpAngle(\n inverse[index],\n inverse[(index + 1) % INVERSE_RESOLUTION],\n scaled - index\n );\n}\n\n/**\n * Worst round-trip error in degrees, sampled every `step` degrees.\n *\n * The two tables are built by different methods and only approximately invert\n * each other, so this is the number that says whether they still agree. It is\n * exported rather than run on import: a library that asserts at load time\n * costs every consumer the check whether or not they care, and cannot fail the\n * build when it matters. 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package/package.json
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{
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"name": "@amplib/color",
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"description": "Color analysis utilities",
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"version": "0.1.0",
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"main": "dist/index.js",
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"types": "dist/index.d.ts",
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"files": [
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"dist"
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],
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"publishConfig": {
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"access": "public"
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},
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"homepage": "https://amplib.app/color",
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"repository": {
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"type": "git",
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"url": "git+https://github.com/another-machine/public-library.git",
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"directory": "packages/amplib-color"
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},
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"tsup": {
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"entry": [
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"src/index.ts"
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],
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"clean": true,
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"dts": true,
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"format": "esm",
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"minify": false,
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"sourcemap": true,
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"splitting": false
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},
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"scripts": {
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"build": "tsup",
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"watch": "tsup --watch",
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"test": "tsx test/run.ts",
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"prepack": "npm run build"
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},
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"author": "Another Machine",
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"license": "Apache-2.0",
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"type": "module",
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"devDependencies": {
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"tsx": "^4.19.2"
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}
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}
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