From 4b384ce89e2c8617ada63499b76204c09653cc68 Mon Sep 17 00:00:00 2001 From: Ray Greenwell Date: Tue, 18 Apr 2006 20:43:37 +0000 Subject: [PATCH] re-add git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4033 542714f4-19e9-0310-aa3c-eee0fc999fb1 --- .../com/threerings/media/image/Quantize.java | 776 ++++++++++++++++++ 1 file changed, 776 insertions(+) create mode 100644 src/java/com/threerings/media/image/Quantize.java diff --git a/src/java/com/threerings/media/image/Quantize.java b/src/java/com/threerings/media/image/Quantize.java new file mode 100644 index 000000000..f0a238b0a --- /dev/null +++ b/src/java/com/threerings/media/image/Quantize.java @@ -0,0 +1,776 @@ +// +// $Id: Quantize.java 4031 2006-04-18 20:35:28Z ray $ +// +// Narya library - tools for developing networked games +// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved +// http://www.threerings.net/code/narya/ +// +// This library is free software; you can redistribute it and/or modify it +// under the terms of the GNU Lesser General Public License as published +// by the Free Software Foundation; either version 2.1 of the License, or +// (at your option) any later version. +// +// This library is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// Lesser General Public License for more details. +// +// You should have received a copy of the GNU Lesser General Public +// License along with this library; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA +package com.threerings.media.image; + +/* + * @(#)Quantize.java 0.90 9/19/00 Adam Doppelt + */ + +/** + * Calculates a reduced color + * + * Three Rings note: Code taken from + * Adam Doppelt, who + * adapted it from other code. Feel the love.

+ * + * RenderingHints is supposed to provide a way to block dithering, but I have + * not been able to get that to work. It always dithers, so we use this + * class instead. + *

+ * + * The following modifications were added to the original code: + * - Made it work with image data with transparent pixels. + * - Clarified documentation of the main method. + * - Changed the 'QUICK' constant to false for better quantization. + * - Fixed an integer overflow that caused a bug quantizing large images. + * + *

+ * + * Original headers follow: + * + * + * + * + * An efficient color quantization algorithm, adapted from the C++ + * implementation quantize.c in ImageMagick. The pixels for + * an image are placed into an oct tree. The oct tree is reduced in + * size, and the pixels from the original image are reassigned to the + * nodes in the reduced tree.

+ * + * Here is the copyright notice from ImageMagick: + * + *

+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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+%  all copies or substantial portions of ImageMagick.                         %
+%                                                                             %
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+%  implied, including but not limited to the warranties of merchantability,   %
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+%  E. I. du Pont de Nemours and Company be liable for any claim, damages or   %
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+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+ * + * + * @version 0.90 19 Sep 2000 + * @author Adam Doppelt + */ +public class Quantize { + +/* +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +% % +% % +% % +% QQQ U U AAA N N TTTTT IIIII ZZZZZ EEEEE % +% Q Q U U A A NN N T I ZZ E % +% Q Q U U AAAAA N N N T I ZZZ EEEEE % +% Q QQ U U A A N NN T I ZZ E % +% QQQQ UUU A A N N T IIIII ZZZZZ EEEEE % +% % +% % +% Reduce the Number of Unique Colors in an Image % +% % +% % +% Software Design % +% John Cristy % +% July 1992 % +% % +% % +% Copyright 1998 E. I. du Pont de Nemours and Company % +% % +% Permission is hereby granted, free of charge, to any person obtaining a % +% copy of this software and associated documentation files ("ImageMagick"), % +% to deal in ImageMagick without restriction, including without limitation % +% the rights to use, copy, modify, merge, publish, distribute, sublicense, % +% and/or sell copies of ImageMagick, and to permit persons to whom the % +% ImageMagick is furnished to do so, subject to the following conditions: % +% % +% The above copyright notice and this permission notice shall be included in % +% all copies or substantial portions of ImageMagick. % +% % +% The software is provided "as is", without warranty of any kind, express or % +% implied, including but not limited to the warranties of merchantability, % +% fitness for a particular purpose and noninfringement. In no event shall % +% E. I. du Pont de Nemours and Company be liable for any claim, damages or % +% other liability, whether in an action of contract, tort or otherwise, % +% arising from, out of or in connection with ImageMagick or the use or other % +% dealings in ImageMagick. % +% % +% Except as contained in this notice, the name of the E. I. du Pont de % +% Nemours and Company shall not be used in advertising or otherwise to % +% promote the sale, use or other dealings in ImageMagick without prior % +% written authorization from the E. I. du Pont de Nemours and Company. % +% % +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +% +% Realism in computer graphics typically requires using 24 bits/pixel to +% generate an image. Yet many graphic display devices do not contain +% the amount of memory necessary to match the spatial and color +% resolution of the human eye. The QUANTIZE program takes a 24 bit +% image and reduces the number of colors so it can be displayed on +% raster device with less bits per pixel. In most instances, the +% quantized image closely resembles the original reference image. +% +% A reduction of colors in an image is also desirable for image +% transmission and real-time animation. +% +% Function Quantize takes a standard RGB or monochrome images and quantizes +% them down to some fixed number of colors. +% +% For purposes of color allocation, an image is a set of n pixels, where +% each pixel is a point in RGB space. RGB space is a 3-dimensional +% vector space, and each pixel, pi, is defined by an ordered triple of +% red, green, and blue coordinates, (ri, gi, bi). +% +% Each primary color component (red, green, or blue) represents an +% intensity which varies linearly from 0 to a maximum value, cmax, which +% corresponds to full saturation of that color. Color allocation is +% defined over a domain consisting of the cube in RGB space with +% opposite vertices at (0,0,0) and (cmax,cmax,cmax). QUANTIZE requires +% cmax = 255. +% +% The algorithm maps this domain onto a tree in which each node +% represents a cube within that domain. In the following discussion +% these cubes are defined by the coordinate of two opposite vertices: +% The vertex nearest the origin in RGB space and the vertex farthest +% from the origin. +% +% The tree's root node represents the the entire domain, (0,0,0) through +% (cmax,cmax,cmax). Each lower level in the tree is generated by +% subdividing one node's cube into eight smaller cubes of equal size. +% This corresponds to bisecting the parent cube with planes passing +% through the midpoints of each edge. +% +% The basic algorithm operates in three phases: Classification, +% Reduction, and Assignment. Classification builds a color +% description tree for the image. Reduction collapses the tree until +% the number it represents, at most, the number of colors desired in the +% output image. Assignment defines the output image's color map and +% sets each pixel's color by reclassification in the reduced tree. +% Our goal is to minimize the numerical discrepancies between the original +% colors and quantized colors (quantization error). +% +% Classification begins by initializing a color description tree of +% sufficient depth to represent each possible input color in a leaf. +% However, it is impractical to generate a fully-formed color +% description tree in the classification phase for realistic values of +% cmax. If colors components in the input image are quantized to k-bit +% precision, so that cmax= 2k-1, the tree would need k levels below the +% root node to allow representing each possible input color in a leaf. +% This becomes prohibitive because the tree's total number of nodes is +% 1 + sum(i=1,k,8k). +% +% A complete tree would require 19,173,961 nodes for k = 8, cmax = 255. +% Therefore, to avoid building a fully populated tree, QUANTIZE: (1) +% Initializes data structures for nodes only as they are needed; (2) +% Chooses a maximum depth for the tree as a function of the desired +% number of colors in the output image (currently log2(colormap size)). +% +% For each pixel in the input image, classification scans downward from +% the root of the color description tree. At each level of the tree it +% identifies the single node which represents a cube in RGB space +% containing the pixel's color. It updates the following data for each +% such node: +% +% n1: Number of pixels whose color is contained in the RGB cube +% which this node represents; +% +% n2: Number of pixels whose color is not represented in a node at +% lower depth in the tree; initially, n2 = 0 for all nodes except +% leaves of the tree. +% +% Sr, Sg, Sb: Sums of the red, green, and blue component values for +% all pixels not classified at a lower depth. The combination of +% these sums and n2 will ultimately characterize the mean color of a +% set of pixels represented by this node. +% +% E: The distance squared in RGB space between each pixel contained +% within a node and the nodes' center. This represents the quantization +% error for a node. +% +% Reduction repeatedly prunes the tree until the number of nodes with +% n2 > 0 is less than or equal to the maximum number of colors allowed +% in the output image. On any given iteration over the tree, it selects +% those nodes whose E count is minimal for pruning and merges their +% color statistics upward. It uses a pruning threshold, Ep, to govern +% node selection as follows: +% +% Ep = 0 +% while number of nodes with (n2 > 0) > required maximum number of colors +% prune all nodes such that E <= Ep +% Set Ep to minimum E in remaining nodes +% +% This has the effect of minimizing any quantization error when merging +% two nodes together. +% +% When a node to be pruned has offspring, the pruning procedure invokes +% itself recursively in order to prune the tree from the leaves upward. +% n2, Sr, Sg, and Sb in a node being pruned are always added to the +% corresponding data in that node's parent. This retains the pruned +% node's color characteristics for later averaging. +% +% For each node, n2 pixels exist for which that node represents the +% smallest volume in RGB space containing those pixel's colors. When n2 +% > 0 the node will uniquely define a color in the output image. At the +% beginning of reduction, n2 = 0 for all nodes except a the leaves of +% the tree which represent colors present in the input image. +% +% The other pixel count, n1, indicates the total number of colors +% within the cubic volume which the node represents. This includes n1 - +% n2 pixels whose colors should be defined by nodes at a lower level in +% the tree. +% +% Assignment generates the output image from the pruned tree. The +% output image consists of two parts: (1) A color map, which is an +% array of color descriptions (RGB triples) for each color present in +% the output image; (2) A pixel array, which represents each pixel as +% an index into the color map array. +% +% First, the assignment phase makes one pass over the pruned color +% description tree to establish the image's color map. For each node +% with n2 > 0, it divides Sr, Sg, and Sb by n2 . This produces the +% mean color of all pixels that classify no lower than this node. Each +% of these colors becomes an entry in the color map. +% +% Finally, the assignment phase reclassifies each pixel in the pruned +% tree to identify the deepest node containing the pixel's color. The +% pixel's value in the pixel array becomes the index of this node's mean +% color in the color map. +% +% With the permission of USC Information Sciences Institute, 4676 Admiralty +% Way, Marina del Rey, California 90292, this code was adapted from module +% ALCOLS written by Paul Raveling. +% +% The names of ISI and USC are not used in advertising or publicity +% pertaining to distribution of the software without prior specific +% written permission from ISI. +% +*/ + + final static boolean QUICK = false; + + final static int MAX_RGB = 255; + final static int MAX_NODES = 266817; + final static int MAX_TREE_DEPTH = 8; + + // these are precomputed in advance + static int SQUARES[]; + static int SHIFT[]; + + static { + SQUARES = new int[MAX_RGB + MAX_RGB + 1]; + for (int i= -MAX_RGB; i <= MAX_RGB; i++) { + SQUARES[i + MAX_RGB] = i * i; + } + + SHIFT = new int[MAX_TREE_DEPTH + 1]; + for (int i = 0; i < MAX_TREE_DEPTH + 1; ++i) { + SHIFT[i] = 1 << (15 - i); + } + } + + /** + * Reduce the image to the given number of colors. + * + * @param pixels an in/out parameter that should initially contain + * [A]RGB values but that will contain color palette indicies upon return. + * + * @return The new color palette. + */ + public static int[] quantizeImage(int pixels[][], int max_colors) { + Cube cube = new Cube(pixels, max_colors); + cube.classification(); + cube.reduction(); + cube.assignment(); + return cube.colormap; + } + + static class Cube { + int pixels[][]; + int max_colors; + int colormap[]; + + // do we have transparent pixels? + boolean hasTrans = false; + + Node root; + int depth; + + // counter for the number of colors in the cube. this gets + // recalculated often. + int colors; + + // counter for the number of nodes in the tree + int nodes; + + Cube(int pixels[][], int max_colors) { + this.pixels = pixels; + this.max_colors = max_colors; + + int i = max_colors; + // tree_depth = log max_colors + // 4 + for (depth = 1; i != 0; depth++) { + i /= 4; + } + if (depth > 1) { + --depth; + } + if (depth > MAX_TREE_DEPTH) { + depth = MAX_TREE_DEPTH; + } else if (depth < 2) { + depth = 2; + } + + root = new Node(this); + } + + /* + * Procedure Classification begins by initializing a color + * description tree of sufficient depth to represent each + * possible input color in a leaf. However, it is impractical + * to generate a fully-formed color description tree in the + * classification phase for realistic values of cmax. If + * colors components in the input image are quantized to k-bit + * precision, so that cmax= 2k-1, the tree would need k levels + * below the root node to allow representing each possible + * input color in a leaf. This becomes prohibitive because the + * tree's total number of nodes is 1 + sum(i=1,k,8k). + * + * A complete tree would require 19,173,961 nodes for k = 8, + * cmax = 255. Therefore, to avoid building a fully populated + * tree, QUANTIZE: (1) Initializes data structures for nodes + * only as they are needed; (2) Chooses a maximum depth for + * the tree as a function of the desired number of colors in + * the output image (currently log2(colormap size)). + * + * For each pixel in the input image, classification scans + * downward from the root of the color description tree. At + * each level of the tree it identifies the single node which + * represents a cube in RGB space containing It updates the + * following data for each such node: + * + * number_pixels : Number of pixels whose color is contained + * in the RGB cube which this node represents; + * + * unique : Number of pixels whose color is not represented + * in a node at lower depth in the tree; initially, n2 = 0 + * for all nodes except leaves of the tree. + * + * total_red/green/blue : Sums of the red, green, and blue + * component values for all pixels not classified at a lower + * depth. The combination of these sums and n2 will + * ultimately characterize the mean color of a set of pixels + * represented by this node. + */ + void classification() { + int pixels[][] = this.pixels; + + int width = pixels.length; + int height = pixels[0].length; + + // convert to indexed color + for (int x = width; x-- > 0; ) { + for (int y = height; y-- > 0; ) { + int pixel = pixels[x][y]; + int alpha = (pixel >> 24) & 0xFF; + if (alpha != 255) { + hasTrans = true; + continue; // don't add transparent pixels to the cube + } + int red = (pixel >> 16) & 0xFF; + int green = (pixel >> 8) & 0xFF; + int blue = (pixel >> 0) & 0xFF; + + // a hard limit on the number of nodes in the tree + if (nodes > MAX_NODES) { + System.out.println("pruning"); + root.pruneLevel(); + --depth; + } + + // walk the tree to depth, increasing the + // number_pixels count for each node + Node node = root; + for (int level = 1; level <= depth; ++level) { + int id = (((red > node.mid_red ? 1 : 0) << 0) | + ((green > node.mid_green ? 1 : 0) << 1) | + ((blue > node.mid_blue ? 1 : 0) << 2)); + if (node.child[id] == null) { + new Node(node, id, level); + } + node = node.child[id]; + node.number_pixels += SHIFT[level]; + } + + ++node.unique; + node.total_red += red; + node.total_green += green; + node.total_blue += blue; + } + } + + // if we have transparent pixels, that cuts into the number + // of other colors we can use. + if (hasTrans) { + this.max_colors--; + } + } + + /* + * reduction repeatedly prunes the tree until the number of + * nodes with unique > 0 is less than or equal to the maximum + * number of colors allowed in the output image. + * + * When a node to be pruned has offspring, the pruning + * procedure invokes itself recursively in order to prune the + * tree from the leaves upward. The statistics of the node + * being pruned are always added to the corresponding data in + * that node's parent. This retains the pruned node's color + * characteristics for later averaging. + */ + void reduction() { + long threshold = 1; + while (colors > max_colors) { + colors = 0; + threshold = root.reduce(threshold, Long.MAX_VALUE); + } + } + + /** + * The result of a closest color search. + */ + static class Search { + int distance; + int color_number; + } + + /* + * Procedure assignment generates the output image from the + * pruned tree. The output image consists of two parts: (1) A + * color map, which is an array of color descriptions (RGB + * triples) for each color present in the output image; (2) A + * pixel array, which represents each pixel as an index into + * the color map array. + * + * First, the assignment phase makes one pass over the pruned + * color description tree to establish the image's color map. + * For each node with n2 > 0, it divides Sr, Sg, and Sb by n2. + * This produces the mean color of all pixels that classify no + * lower than this node. Each of these colors becomes an entry + * in the color map. + * + * Finally, the assignment phase reclassifies each pixel in + * the pruned tree to identify the deepest node containing the + * pixel's color. The pixel's value in the pixel array becomes + * the index of this node's mean color in the color map. + */ + void assignment() { + colormap = new int[colors]; + colors = 0; + root.colormap(); + + int pixels[][] = this.pixels; + + int width = pixels.length; + int height = pixels[0].length; + + Search search = new Search(); + + int transPad = hasTrans ? 1 : 0; + + // convert to indexed color + for (int x = width; x-- > 0; ) { + for (int y = height; y-- > 0; ) { + int pixel = pixels[x][y]; + int alpha = (pixel >> 24) & 0xFF; + if (alpha != 255) { + pixels[x][y] = 0; // transparent + continue; + } + int red = (pixel >> 16) & 0xFF; + int green = (pixel >> 8) & 0xFF; + int blue = (pixel >> 0) & 0xFF; + + // walk the tree to find the cube containing that color + Node node = root; + for ( ; ; ) { + int id = (((red > node.mid_red ? 1 : 0) << 0) | + ((green > node.mid_green ? 1 : 0) << 1) | + ((blue > node.mid_blue ? 1 : 0) << 2) ); + if (node.child[id] == null) { + break; + } + node = node.child[id]; + } + + if (QUICK) { + // if QUICK is set, just use that + // node. Strictly speaking, this isn't + // necessarily best match. + pixels[x][y] = node.color_number + transPad; + } else { + // Find the closest color. + search.distance = Integer.MAX_VALUE; + node.parent.closestColor(red, green, blue, search); + pixels[x][y] = search.color_number + transPad; + } + } + } + + // expand the colormap by one to account for the transparent + if (hasTrans) { + int[] newcmap = new int[colormap.length + 1]; + System.arraycopy(colormap, 0, newcmap, 1, colormap.length); + colormap = newcmap; + } + } + + /** + * A single Node in the tree. + */ + static class Node { + Cube cube; + + // parent node + Node parent; + + // child nodes + Node child[]; + int nchild; + + // our index within our parent + int id; + // our level within the tree + int level; + // our color midpoint + int mid_red; + int mid_green; + int mid_blue; + + // the pixel count for this node and all children + long number_pixels; + + // the pixel count for this node + int unique; + // the sum of all pixels contained in this node + int total_red; + int total_green; + int total_blue; + + // used to build the colormap + int color_number; + + Node(Cube cube) { + this.cube = cube; + this.parent = this; + this.child = new Node[8]; + this.id = 0; + this.level = 0; + + this.number_pixels = Long.MAX_VALUE; + + this.mid_red = (MAX_RGB + 1) >> 1; + this.mid_green = (MAX_RGB + 1) >> 1; + this.mid_blue = (MAX_RGB + 1) >> 1; + } + + Node(Node parent, int id, int level) { + this.cube = parent.cube; + this.parent = parent; + this.child = new Node[8]; + this.id = id; + this.level = level; + + // add to the cube + ++cube.nodes; + if (level == cube.depth) { + ++cube.colors; + } + + // add to the parent + ++parent.nchild; + parent.child[id] = this; + + // figure out our midpoint + int bi = (1 << (MAX_TREE_DEPTH - level)) >> 1; + mid_red = parent.mid_red + ((id & 1) > 0 ? bi : -bi); + mid_green = parent.mid_green + ((id & 2) > 0 ? bi : -bi); + mid_blue = parent.mid_blue + ((id & 4) > 0 ? bi : -bi); + } + + /** + * Remove this child node, and make sure our parent + * absorbs our pixel statistics. + */ + void pruneChild() { + --parent.nchild; + parent.unique += unique; + parent.total_red += total_red; + parent.total_green += total_green; + parent.total_blue += total_blue; + parent.child[id] = null; + --cube.nodes; + cube = null; + parent = null; + } + + /** + * Prune the lowest layer of the tree. + */ + void pruneLevel() { + if (nchild != 0) { + for (int id = 0; id < 8; id++) { + if (child[id] != null) { + child[id].pruneLevel(); + } + } + } + if (level == cube.depth) { + pruneChild(); + } + } + + /** + * Remove any nodes that have fewer than threshold + * pixels. Also, as long as we're walking the tree: + * + * - figure out the color with the fewest pixels + * - recalculate the total number of colors in the tree + */ + long reduce(long threshold, long next_threshold) { + if (nchild != 0) { + for (int id = 0; id < 8; id++) { + if (child[id] != null) { + next_threshold = child[id].reduce(threshold, next_threshold); + } + } + } + if (number_pixels <= threshold) { + pruneChild(); + } else { + if (unique != 0) { + cube.colors++; + } + if (number_pixels < next_threshold) { + next_threshold = number_pixels; + } + } + return next_threshold; + } + + /* + * colormap traverses the color cube tree and notes each + * colormap entry. A colormap entry is any node in the + * color cube tree where the number of unique colors is + * not zero. + */ + void colormap() { + if (nchild != 0) { + for (int id = 0; id < 8; id++) { + if (child[id] != null) { + child[id].colormap(); + } + } + } + if (unique != 0) { + int r = ((total_red + (unique >> 1)) / unique); + int g = ((total_green + (unique >> 1)) / unique); + int b = ((total_blue + (unique >> 1)) / unique); + cube.colormap[cube.colors] = ((( 0xFF) << 24) | + ((r & 0xFF) << 16) | + ((g & 0xFF) << 8) | + ((b & 0xFF) << 0)); + color_number = cube.colors++; + } + } + + /* ClosestColor traverses the color cube tree at a + * particular node and determines which colormap entry + * best represents the input color. + */ + void closestColor(int red, int green, int blue, Search search) { + if (nchild != 0) { + for (int id = 0; id < 8; id++) { + if (child[id] != null) { + child[id].closestColor(red, green, blue, search); + } + } + } + + if (unique != 0) { + int color = cube.colormap[color_number]; + int distance = distance(color, red, green, blue); + if (distance < search.distance) { + search.distance = distance; + search.color_number = color_number; + } + } + } + + /** + * Figure out the distance between this node and som color. + */ + final static int distance(int color, int r, int g, int b) { + return (SQUARES[((color >> 16) & 0xFF) - r + MAX_RGB] + + SQUARES[((color >> 8) & 0xFF) - g + MAX_RGB] + + SQUARES[((color >> 0) & 0xFF) - b + MAX_RGB]); + } + + public String toString() { + StringBuffer buf = new StringBuffer(); + if (parent == this) { + buf.append("root"); + } else { + buf.append("node"); + } + buf.append(' '); + buf.append(level); + buf.append(" ["); + buf.append(mid_red); + buf.append(','); + buf.append(mid_green); + buf.append(','); + buf.append(mid_blue); + buf.append(']'); + return new String(buf); + } + } + } +}