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/**
 * @preserve
 * Copyright 2015-2018 Igor Bezkrovnyi
 * All rights reserved. (MIT Licensed)
 *
 * wuQuant.ts - part of Image Quantization Library
 */
import { Palette } from '../../utils/palette';
import { Point } from '../../utils/point';
import { PointContainer } from '../../utils/pointContainer';
import { AbstractDistanceCalculator } from '../../distance/distanceCalculator';
import { AbstractPaletteQuantizer } from '../paletteQuantizer';
import { PaletteQuantizerYieldValue } from '../paletteQuantizerYieldValue';
import { ProgressTracker } from '../../utils';

function createArray1D(dimension1: number) {
  const a = [];
  for (let k = 0; k < dimension1; k++) {
    a[k] = 0;
  }
  return a;
}

function createArray4D(
  dimension1: number,
  dimension2: number,
  dimension3: number,
  dimension4: number,
): number[][][][] {
  const a = new Array(dimension1);
  for (let i = 0; i < dimension1; i++) {
    a[i] = new Array(dimension2);
    for (let j = 0; j < dimension2; j++) {
      a[i][j] = new Array(dimension3);
      for (let k = 0; k < dimension3; k++) {
        a[i][j][k] = new Array(dimension4);
        for (let l = 0; l < dimension4; l++) {
          a[i][j][k][l] = 0;
        }
      }
    }
  }
  return a;
}

function createArray3D(
  dimension1: number,
  dimension2: number,
  dimension3: number,
): number[][][] {
  const a = new Array(dimension1);
  for (let i = 0; i < dimension1; i++) {
    a[i] = new Array(dimension2);
    for (let j = 0; j < dimension2; j++) {
      a[i][j] = new Array(dimension3);
      for (let k = 0; k < dimension3; k++) {
        a[i][j][k] = 0;
      }
    }
  }
  return a;
}

function fillArray3D<T>(
  a: T[][][],
  dimension1: number,
  dimension2: number,
  dimension3: number,
  value: T,
) {
  for (let i = 0; i < dimension1; i++) {
    a[i] = [];
    for (let j = 0; j < dimension2; j++) {
      a[i][j] = [];
      for (let k = 0; k < dimension3; k++) {
        a[i][j][k] = value;
      }
    }
  }
}

function fillArray1D<T>(a: T[], dimension1: number, value: T) {
  for (let i = 0; i < dimension1; i++) {
    a[i] = value;
  }
}

export class WuColorCube {
  redMinimum!: number;
  redMaximum!: number;
  greenMinimum!: number;
  greenMaximum!: number;
  blueMinimum!: number;
  blueMaximum!: number;
  volume!: number;
  alphaMinimum!: number;
  alphaMaximum!: number;
}

export class WuQuant extends AbstractPaletteQuantizer {
  private static readonly _alpha = 3;
  private static readonly _red = 2;
  private static readonly _green = 1;
  private static readonly _blue = 0;

  private _reds!: number[];
  private _greens!: number[];
  private _blues!: number[];
  private _alphas!: number[];
  private _sums!: number[];

  private _weights!: number[][][][];
  private _momentsRed!: number[][][][];
  private _momentsGreen!: number[][][][];
  private _momentsBlue!: number[][][][];
  private _momentsAlpha!: number[][][][];
  private _moments!: number[][][][];
  private _table!: number[];
  private _pixels!: Point[];

  private _cubes!: WuColorCube[];
  private _colors!: number;

  private _significantBitsPerChannel!: number;
  private _maxSideIndex!: number;
  private _alphaMaxSideIndex!: number;
  private _sideSize!: number;
  private _alphaSideSize!: number;

  private readonly _distance: AbstractDistanceCalculator;

  constructor(
    colorDistanceCalculator: AbstractDistanceCalculator,
    colors = 256,
    significantBitsPerChannel = 5,
  ) {
    super();
    this._distance = colorDistanceCalculator;
    this._setQuality(significantBitsPerChannel);
    this._initialize(colors);
  }

  sample(image: PointContainer) {
    const pointArray = image.getPointArray();

    for (let i = 0, l = pointArray.length; i < l; i++) {
      this._addColor(pointArray[i]);
    }

    this._pixels = this._pixels.concat(pointArray);
  }

  *quantize() {
    yield* this._preparePalette();

    const palette = new Palette();

    // generates palette
    for (let paletteIndex = 0; paletteIndex < this._colors; paletteIndex++) {
      if (this._sums[paletteIndex] > 0) {
        const sum = this._sums[paletteIndex];
        const r = this._reds[paletteIndex] / sum;
        const g = this._greens[paletteIndex] / sum;
        const b = this._blues[paletteIndex] / sum;
        const a = this._alphas[paletteIndex] / sum;

        const color = Point.createByRGBA(r | 0, g | 0, b | 0, a | 0);
        palette.add(color);
      }
    }

    palette.sort();

    yield {
      palette,
      progress: 100,
    };
  }

  private *_preparePalette() {
    // preprocess the colors
    yield* this._calculateMoments();

    let next = 0;
    const volumeVariance = createArray1D(this._colors);

    // processes the cubes
    for (let cubeIndex = 1; cubeIndex < this._colors; ++cubeIndex) {
      // if cut is possible; make it
      if (this._cut(this._cubes[next], this._cubes[cubeIndex])) {
        volumeVariance[next] =
          this._cubes[next].volume > 1
            ? this._calculateVariance(this._cubes[next])
            : 0.0;
        volumeVariance[cubeIndex] =
          this._cubes[cubeIndex].volume > 1
            ? this._calculateVariance(this._cubes[cubeIndex])
            : 0.0;
      } else {
        // the cut was not possible, revert the index
        volumeVariance[next] = 0.0;
        cubeIndex--;
      }

      next = 0;
      let temp = volumeVariance[0];

      for (let index = 1; index <= cubeIndex; ++index) {
        if (volumeVariance[index] > temp) {
          temp = volumeVariance[index];
          next = index;
        }
      }

      if (temp <= 0.0) {
        this._colors = cubeIndex + 1;
        break;
      }
    }

    const lookupRed = [];
    const lookupGreen = [];
    const lookupBlue = [];
    const lookupAlpha = [];

    // precalculates lookup tables
    for (let k = 0; k < this._colors; ++k) {
      const weight = WuQuant._volume(this._cubes[k], this._weights);

      if (weight > 0) {
        lookupRed[k] =
          (WuQuant._volume(this._cubes[k], this._momentsRed) / weight) | 0;
        lookupGreen[k] =
          (WuQuant._volume(this._cubes[k], this._momentsGreen) / weight) | 0;
        lookupBlue[k] =
          (WuQuant._volume(this._cubes[k], this._momentsBlue) / weight) | 0;
        lookupAlpha[k] =
          (WuQuant._volume(this._cubes[k], this._momentsAlpha) / weight) | 0;
      } else {
        lookupRed[k] = 0;
        lookupGreen[k] = 0;
        lookupBlue[k] = 0;
        lookupAlpha[k] = 0;
      }
    }

    this._reds = createArray1D(this._colors + 1);
    this._greens = createArray1D(this._colors + 1);
    this._blues = createArray1D(this._colors + 1);
    this._alphas = createArray1D(this._colors + 1);
    this._sums = createArray1D(this._colors + 1);

    // scans and adds colors
    for (let index = 0, l = this._pixels.length; index < l; index++) {
      const color = this._pixels[index];

      const match = -1;

      let bestMatch = match;
      let bestDistance = Number.MAX_VALUE;

      for (let lookup = 0; lookup < this._colors; lookup++) {
        const foundRed = lookupRed[lookup];
        const foundGreen = lookupGreen[lookup];
        const foundBlue = lookupBlue[lookup];
        const foundAlpha = lookupAlpha[lookup];

        const distance = this._distance.calculateRaw(
          foundRed,
          foundGreen,
          foundBlue,
          foundAlpha,
          color.r,
          color.g,
          color.b,
          color.a,
        );

        if (distance < bestDistance) {
          bestDistance = distance;
          bestMatch = lookup;
        }
      }

      this._reds[bestMatch] += color.r;
      this._greens[bestMatch] += color.g;
      this._blues[bestMatch] += color.b;
      this._alphas[bestMatch] += color.a;
      this._sums[bestMatch]++;
    }
  }

  private _addColor(color: Point) {
    const bitsToRemove = 8 - this._significantBitsPerChannel;
    const indexRed = (color.r >> bitsToRemove) + 1;
    const indexGreen = (color.g >> bitsToRemove) + 1;
    const indexBlue = (color.b >> bitsToRemove) + 1;
    const indexAlpha = (color.a >> bitsToRemove) + 1;

    // if(color.a > 10) {
    this._weights[indexAlpha][indexRed][indexGreen][indexBlue]++;
    this._momentsRed[indexAlpha][indexRed][indexGreen][indexBlue] += color.r;
    this._momentsGreen[indexAlpha][indexRed][indexGreen][indexBlue] += color.g;
    this._momentsBlue[indexAlpha][indexRed][indexGreen][indexBlue] += color.b;
    this._momentsAlpha[indexAlpha][indexRed][indexGreen][indexBlue] += color.a;
    this._moments[indexAlpha][indexRed][indexGreen][indexBlue] +=
      this._table[color.r] +
      this._table[color.g] +
      this._table[color.b] +
      this._table[color.a];
    // }
  }

  /**
   * Converts the histogram to a series of _moments.
   */
  private *_calculateMoments(): IterableIterator<PaletteQuantizerYieldValue> {
    const area: number[] = [];
    const areaRed: number[] = [];
    const areaGreen: number[] = [];
    const areaBlue: number[] = [];
    const areaAlpha: number[] = [];
    const area2: number[] = [];

    const xarea = createArray3D(this._sideSize, this._sideSize, this._sideSize);
    const xareaRed = createArray3D(
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    const xareaGreen = createArray3D(
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    const xareaBlue = createArray3D(
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    const xareaAlpha = createArray3D(
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    const xarea2 = createArray3D(
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );

    let trackerProgress = 0;
    const tracker = new ProgressTracker(
      this._alphaMaxSideIndex * this._maxSideIndex,
      99,
    );

    for (
      let alphaIndex = 1;
      alphaIndex <= this._alphaMaxSideIndex;
      ++alphaIndex
    ) {
      fillArray3D<number>(
        xarea,
        this._sideSize,
        this._sideSize,
        this._sideSize,
        0,
      );
      fillArray3D<number>(
        xareaRed,
        this._sideSize,
        this._sideSize,
        this._sideSize,
        0,
      );
      fillArray3D<number>(
        xareaGreen,
        this._sideSize,
        this._sideSize,
        this._sideSize,
        0,
      );
      fillArray3D<number>(
        xareaBlue,
        this._sideSize,
        this._sideSize,
        this._sideSize,
        0,
      );
      fillArray3D<number>(
        xareaAlpha,
        this._sideSize,
        this._sideSize,
        this._sideSize,
        0,
      );
      fillArray3D<number>(
        xarea2,
        this._sideSize,
        this._sideSize,
        this._sideSize,
        0,
      );

      for (
        let redIndex = 1;
        redIndex <= this._maxSideIndex;
        ++redIndex, ++trackerProgress
      ) {
        if (tracker.shouldNotify(trackerProgress)) {
          yield {
            progress: tracker.progress,
          };
        }

        fillArray1D<number>(area, this._sideSize, 0);
        fillArray1D<number>(areaRed, this._sideSize, 0);
        fillArray1D<number>(areaGreen, this._sideSize, 0);
        fillArray1D<number>(areaBlue, this._sideSize, 0);
        fillArray1D<number>(areaAlpha, this._sideSize, 0);
        fillArray1D<number>(area2, this._sideSize, 0);

        for (
          let greenIndex = 1;
          greenIndex <= this._maxSideIndex;
          ++greenIndex
        ) {
          let line = 0;
          let lineRed = 0;
          let lineGreen = 0;
          let lineBlue = 0;
          let lineAlpha = 0;
          let line2 = 0.0;

          for (
            let blueIndex = 1;
            blueIndex <= this._maxSideIndex;
            ++blueIndex
          ) {
            line += this._weights[alphaIndex][redIndex][greenIndex][blueIndex];
            lineRed +=
              this._momentsRed[alphaIndex][redIndex][greenIndex][blueIndex];
            lineGreen +=
              this._momentsGreen[alphaIndex][redIndex][greenIndex][blueIndex];
            lineBlue +=
              this._momentsBlue[alphaIndex][redIndex][greenIndex][blueIndex];
            lineAlpha +=
              this._momentsAlpha[alphaIndex][redIndex][greenIndex][blueIndex];
            line2 += this._moments[alphaIndex][redIndex][greenIndex][blueIndex];

            area[blueIndex] += line;
            areaRed[blueIndex] += lineRed;
            areaGreen[blueIndex] += lineGreen;
            areaBlue[blueIndex] += lineBlue;
            areaAlpha[blueIndex] += lineAlpha;
            area2[blueIndex] += line2;

            xarea[redIndex][greenIndex][blueIndex] =
              xarea[redIndex - 1][greenIndex][blueIndex] + area[blueIndex];
            xareaRed[redIndex][greenIndex][blueIndex] =
              xareaRed[redIndex - 1][greenIndex][blueIndex] +
              areaRed[blueIndex];
            xareaGreen[redIndex][greenIndex][blueIndex] =
              xareaGreen[redIndex - 1][greenIndex][blueIndex] +
              areaGreen[blueIndex];
            xareaBlue[redIndex][greenIndex][blueIndex] =
              xareaBlue[redIndex - 1][greenIndex][blueIndex] +
              areaBlue[blueIndex];
            xareaAlpha[redIndex][greenIndex][blueIndex] =
              xareaAlpha[redIndex - 1][greenIndex][blueIndex] +
              areaAlpha[blueIndex];
            xarea2[redIndex][greenIndex][blueIndex] =
              xarea2[redIndex - 1][greenIndex][blueIndex] + area2[blueIndex];

            this._weights[alphaIndex][redIndex][greenIndex][blueIndex] =
              this._weights[alphaIndex - 1][redIndex][greenIndex][blueIndex] +
              xarea[redIndex][greenIndex][blueIndex];
            this._momentsRed[alphaIndex][redIndex][greenIndex][blueIndex] =
              this._momentsRed[alphaIndex - 1][redIndex][greenIndex][
                blueIndex
              ] + xareaRed[redIndex][greenIndex][blueIndex];
            this._momentsGreen[alphaIndex][redIndex][greenIndex][blueIndex] =
              this._momentsGreen[alphaIndex - 1][redIndex][greenIndex][
                blueIndex
              ] + xareaGreen[redIndex][greenIndex][blueIndex];
            this._momentsBlue[alphaIndex][redIndex][greenIndex][blueIndex] =
              this._momentsBlue[alphaIndex - 1][redIndex][greenIndex][
                blueIndex
              ] + xareaBlue[redIndex][greenIndex][blueIndex];
            this._momentsAlpha[alphaIndex][redIndex][greenIndex][blueIndex] =
              this._momentsAlpha[alphaIndex - 1][redIndex][greenIndex][
                blueIndex
              ] + xareaAlpha[redIndex][greenIndex][blueIndex];
            this._moments[alphaIndex][redIndex][greenIndex][blueIndex] =
              this._moments[alphaIndex - 1][redIndex][greenIndex][blueIndex] +
              xarea2[redIndex][greenIndex][blueIndex];
          }
        }
      }
    }
  }

  /**
   * Computes the volume of the cube in a specific moment.
   */
  private static _volumeFloat(cube: WuColorCube, moment: number[][][][]) {
    return (
      moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][
        cube.blueMaximum
      ] -
      moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][
        cube.blueMaximum
      ] -
      moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][
        cube.blueMaximum
      ] +
      moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
        cube.blueMaximum
      ] -
      moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][
        cube.blueMaximum
      ] +
      moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
        cube.blueMaximum
      ] +
      moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
        cube.blueMaximum
      ] -
      moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
        cube.blueMaximum
      ] -
      (moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][
        cube.blueMinimum
      ] -
        moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][
          cube.blueMinimum
        ] -
        moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][
          cube.blueMinimum
        ] +
        moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
          cube.blueMinimum
        ] -
        moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][
          cube.blueMinimum
        ] +
        moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
          cube.blueMinimum
        ] +
        moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
          cube.blueMinimum
        ] -
        moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
          cube.blueMinimum
        ])
    );
  }

  /**
   * Computes the volume of the cube in a specific moment.
   */
  private static _volume(cube: WuColorCube, moment: number[][][][]) {
    return WuQuant._volumeFloat(cube, moment) | 0;
  }

  /**
   * Splits the cube in given position][and color direction.
   */
  private static _top(
    cube: WuColorCube,
    direction: number,
    position: number,
    moment: number[][][][],
  ) {
    let result;
    switch (direction) {
      case WuQuant._alpha:
        result =
          moment[position][cube.redMaximum][cube.greenMaximum][
            cube.blueMaximum
          ] -
          moment[position][cube.redMaximum][cube.greenMinimum][
            cube.blueMaximum
          ] -
          moment[position][cube.redMinimum][cube.greenMaximum][
            cube.blueMaximum
          ] +
          moment[position][cube.redMinimum][cube.greenMinimum][
            cube.blueMaximum
          ] -
          (moment[position][cube.redMaximum][cube.greenMaximum][
            cube.blueMinimum
          ] -
            moment[position][cube.redMaximum][cube.greenMinimum][
              cube.blueMinimum
            ] -
            moment[position][cube.redMinimum][cube.greenMaximum][
              cube.blueMinimum
            ] +
            moment[position][cube.redMinimum][cube.greenMinimum][
              cube.blueMinimum
            ]);
        break;

      case WuQuant._red:
        result =
          moment[cube.alphaMaximum][position][cube.greenMaximum][
            cube.blueMaximum
          ] -
          moment[cube.alphaMaximum][position][cube.greenMinimum][
            cube.blueMaximum
          ] -
          moment[cube.alphaMinimum][position][cube.greenMaximum][
            cube.blueMaximum
          ] +
          moment[cube.alphaMinimum][position][cube.greenMinimum][
            cube.blueMaximum
          ] -
          (moment[cube.alphaMaximum][position][cube.greenMaximum][
            cube.blueMinimum
          ] -
            moment[cube.alphaMaximum][position][cube.greenMinimum][
              cube.blueMinimum
            ] -
            moment[cube.alphaMinimum][position][cube.greenMaximum][
              cube.blueMinimum
            ] +
            moment[cube.alphaMinimum][position][cube.greenMinimum][
              cube.blueMinimum
            ]);
        break;

      case WuQuant._green:
        result =
          moment[cube.alphaMaximum][cube.redMaximum][position][
            cube.blueMaximum
          ] -
          moment[cube.alphaMaximum][cube.redMinimum][position][
            cube.blueMaximum
          ] -
          moment[cube.alphaMinimum][cube.redMaximum][position][
            cube.blueMaximum
          ] +
          moment[cube.alphaMinimum][cube.redMinimum][position][
            cube.blueMaximum
          ] -
          (moment[cube.alphaMaximum][cube.redMaximum][position][
            cube.blueMinimum
          ] -
            moment[cube.alphaMaximum][cube.redMinimum][position][
              cube.blueMinimum
            ] -
            moment[cube.alphaMinimum][cube.redMaximum][position][
              cube.blueMinimum
            ] +
            moment[cube.alphaMinimum][cube.redMinimum][position][
              cube.blueMinimum
            ]);
        break;

      case WuQuant._blue:
        result =
          moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][
            position
          ] -
          moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][
            position
          ] -
          moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][
            position
          ] +
          moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
            position
          ] -
          (moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][
            position
          ] -
            moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
              position
            ] -
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
              position
            ] +
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
              position
            ]);
        break;
      default:
        throw new Error('impossible');
    }

    return result | 0;
  }

  /**
   * Splits the cube in a given color direction at its minimum.
   */
  private static _bottom(
    cube: WuColorCube,
    direction: number,
    moment: number[][][][],
  ) {
    switch (direction) {
      case WuQuant._alpha:
        return (
          -moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][
            cube.blueMaximum
          ] +
          moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
            cube.blueMaximum
          ] +
          moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
            cube.blueMaximum
          ] -
          moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
            cube.blueMaximum
          ] -
          (-moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][
            cube.blueMinimum
          ] +
            moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
              cube.blueMinimum
            ] +
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
              cube.blueMinimum
            ] -
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
              cube.blueMinimum
            ])
        );

      case WuQuant._red:
        return (
          -moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][
            cube.blueMaximum
          ] +
          moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
            cube.blueMaximum
          ] +
          moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
            cube.blueMaximum
          ] -
          moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
            cube.blueMaximum
          ] -
          (-moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][
            cube.blueMinimum
          ] +
            moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
              cube.blueMinimum
            ] +
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
              cube.blueMinimum
            ] -
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
              cube.blueMinimum
            ])
        );

      case WuQuant._green:
        return (
          -moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][
            cube.blueMaximum
          ] +
          moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
            cube.blueMaximum
          ] +
          moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
            cube.blueMaximum
          ] -
          moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
            cube.blueMaximum
          ] -
          (-moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][
            cube.blueMinimum
          ] +
            moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
              cube.blueMinimum
            ] +
            moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
              cube.blueMinimum
            ] -
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
              cube.blueMinimum
            ])
        );

      case WuQuant._blue:
        return (
          -moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][
            cube.blueMinimum
          ] +
          moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][
            cube.blueMinimum
          ] +
          moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][
            cube.blueMinimum
          ] -
          moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][
            cube.blueMinimum
          ] -
          (-moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][
            cube.blueMinimum
          ] +
            moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][
              cube.blueMinimum
            ] +
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][
              cube.blueMinimum
            ] -
            moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][
              cube.blueMinimum
            ])
        );

      default:
        // TODO: why here is return 0, and in this._top there is no default at all (now it is throw error)?
        return 0;
    }
  }

  /**
   * Calculates statistical variance for a given cube.
   */
  private _calculateVariance(cube: WuColorCube) {
    const volumeRed = WuQuant._volume(cube, this._momentsRed);
    const volumeGreen = WuQuant._volume(cube, this._momentsGreen);
    const volumeBlue = WuQuant._volume(cube, this._momentsBlue);
    const volumeAlpha = WuQuant._volume(cube, this._momentsAlpha);
    const volumeMoment = WuQuant._volumeFloat(cube, this._moments);
    const volumeWeight = WuQuant._volume(cube, this._weights);
    const distance =
      volumeRed * volumeRed +
      volumeGreen * volumeGreen +
      volumeBlue * volumeBlue +
      volumeAlpha * volumeAlpha;

    return volumeMoment - distance / volumeWeight;
  }

  /**
   * Finds the optimal (maximal) position for the cut.
   */
  private _maximize(
    cube: WuColorCube,
    direction: number,
    first: number,
    last: number,
    wholeRed: number,
    wholeGreen: number,
    wholeBlue: number,
    wholeAlpha: number,
    wholeWeight: number,
  ) {
    const bottomRed = WuQuant._bottom(cube, direction, this._momentsRed) | 0;
    const bottomGreen =
      WuQuant._bottom(cube, direction, this._momentsGreen) | 0;
    const bottomBlue = WuQuant._bottom(cube, direction, this._momentsBlue) | 0;
    const bottomAlpha =
      WuQuant._bottom(cube, direction, this._momentsAlpha) | 0;
    const bottomWeight = WuQuant._bottom(cube, direction, this._weights) | 0;

    let result = 0.0;
    let cutPosition = -1;

    for (let position = first; position < last; ++position) {
      // determines the cube cut at a certain position
      let halfRed =
        bottomRed + WuQuant._top(cube, direction, position, this._momentsRed);
      let halfGreen =
        bottomGreen +
        WuQuant._top(cube, direction, position, this._momentsGreen);
      let halfBlue =
        bottomBlue + WuQuant._top(cube, direction, position, this._momentsBlue);
      let halfAlpha =
        bottomAlpha +
        WuQuant._top(cube, direction, position, this._momentsAlpha);
      let halfWeight =
        bottomWeight + WuQuant._top(cube, direction, position, this._weights);

      // the cube cannot be cut at bottom (this would lead to empty cube)
      if (halfWeight !== 0) {
        let halfDistance =
          halfRed * halfRed +
          halfGreen * halfGreen +
          halfBlue * halfBlue +
          halfAlpha * halfAlpha;
        let temp = halfDistance / halfWeight;

        halfRed = wholeRed - halfRed;
        halfGreen = wholeGreen - halfGreen;
        halfBlue = wholeBlue - halfBlue;
        halfAlpha = wholeAlpha - halfAlpha;
        halfWeight = wholeWeight - halfWeight;

        if (halfWeight !== 0) {
          halfDistance =
            halfRed * halfRed +
            halfGreen * halfGreen +
            halfBlue * halfBlue +
            halfAlpha * halfAlpha;
          temp += halfDistance / halfWeight;

          if (temp > result) {
            result = temp;
            cutPosition = position;
          }
        }
      }
    }

    return { max: result, position: cutPosition };
  }

  // Cuts a cube with another one.
  private _cut(first: WuColorCube, second: WuColorCube) {
    let direction;

    const wholeRed = WuQuant._volume(first, this._momentsRed);
    const wholeGreen = WuQuant._volume(first, this._momentsGreen);
    const wholeBlue = WuQuant._volume(first, this._momentsBlue);
    const wholeAlpha = WuQuant._volume(first, this._momentsAlpha);
    const wholeWeight = WuQuant._volume(first, this._weights);

    const red = this._maximize(
      first,
      WuQuant._red,
      first.redMinimum + 1,
      first.redMaximum,
      wholeRed,
      wholeGreen,
      wholeBlue,
      wholeAlpha,
      wholeWeight,
    );
    const green = this._maximize(
      first,
      WuQuant._green,
      first.greenMinimum + 1,
      first.greenMaximum,
      wholeRed,
      wholeGreen,
      wholeBlue,
      wholeAlpha,
      wholeWeight,
    );
    const blue = this._maximize(
      first,
      WuQuant._blue,
      first.blueMinimum + 1,
      first.blueMaximum,
      wholeRed,
      wholeGreen,
      wholeBlue,
      wholeAlpha,
      wholeWeight,
    );
    const alpha = this._maximize(
      first,
      WuQuant._alpha,
      first.alphaMinimum + 1,
      first.alphaMaximum,
      wholeRed,
      wholeGreen,
      wholeBlue,
      wholeAlpha,
      wholeWeight,
    );

    if (
      alpha.max >= red.max &&
      alpha.max >= green.max &&
      alpha.max >= blue.max
    ) {
      direction = WuQuant._alpha;

      // cannot split empty cube
      if (alpha.position < 0) return false;
    } else if (
      red.max >= alpha.max &&
      red.max >= green.max &&
      red.max >= blue.max
    ) {
      direction = WuQuant._red;
    } else if (
      green.max >= alpha.max &&
      green.max >= red.max &&
      green.max >= blue.max
    ) {
      direction = WuQuant._green;
    } else {
      direction = WuQuant._blue;
    }

    second.redMaximum = first.redMaximum;
    second.greenMaximum = first.greenMaximum;
    second.blueMaximum = first.blueMaximum;
    second.alphaMaximum = first.alphaMaximum;

    // cuts in a certain direction
    switch (direction) {
      case WuQuant._red:
        second.redMinimum = first.redMaximum = red.position;
        second.greenMinimum = first.greenMinimum;
        second.blueMinimum = first.blueMinimum;
        second.alphaMinimum = first.alphaMinimum;
        break;

      case WuQuant._green:
        second.greenMinimum = first.greenMaximum = green.position;
        second.redMinimum = first.redMinimum;
        second.blueMinimum = first.blueMinimum;
        second.alphaMinimum = first.alphaMinimum;
        break;

      case WuQuant._blue:
        second.blueMinimum = first.blueMaximum = blue.position;
        second.redMinimum = first.redMinimum;
        second.greenMinimum = first.greenMinimum;
        second.alphaMinimum = first.alphaMinimum;
        break;

      case WuQuant._alpha:
        second.alphaMinimum = first.alphaMaximum = alpha.position;
        second.blueMinimum = first.blueMinimum;
        second.redMinimum = first.redMinimum;
        second.greenMinimum = first.greenMinimum;
        break;
    }

    // determines the volumes after cut
    first.volume =
      (first.redMaximum - first.redMinimum) *
      (first.greenMaximum - first.greenMinimum) *
      (first.blueMaximum - first.blueMinimum) *
      (first.alphaMaximum - first.alphaMinimum);
    second.volume =
      (second.redMaximum - second.redMinimum) *
      (second.greenMaximum - second.greenMinimum) *
      (second.blueMaximum - second.blueMinimum) *
      (second.alphaMaximum - second.alphaMinimum);

    // the cut was successful
    return true;
  }

  private _initialize(colors: number) {
    this._colors = colors;

    // creates all the _cubes
    this._cubes = [];

    // initializes all the _cubes
    for (let cubeIndex = 0; cubeIndex < colors; cubeIndex++) {
      this._cubes[cubeIndex] = new WuColorCube();
    }

    // resets the reference minimums
    this._cubes[0].redMinimum = 0;
    this._cubes[0].greenMinimum = 0;
    this._cubes[0].blueMinimum = 0;
    this._cubes[0].alphaMinimum = 0;

    // resets the reference maximums
    this._cubes[0].redMaximum = this._maxSideIndex;
    this._cubes[0].greenMaximum = this._maxSideIndex;
    this._cubes[0].blueMaximum = this._maxSideIndex;
    this._cubes[0].alphaMaximum = this._alphaMaxSideIndex;

    this._weights = createArray4D(
      this._alphaSideSize,
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    this._momentsRed = createArray4D(
      this._alphaSideSize,
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    this._momentsGreen = createArray4D(
      this._alphaSideSize,
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    this._momentsBlue = createArray4D(
      this._alphaSideSize,
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    this._momentsAlpha = createArray4D(
      this._alphaSideSize,
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );
    this._moments = createArray4D(
      this._alphaSideSize,
      this._sideSize,
      this._sideSize,
      this._sideSize,
    );

    this._table = [];
    for (let tableIndex = 0; tableIndex < 256; ++tableIndex) {
      this._table[tableIndex] = tableIndex * tableIndex;
    }

    this._pixels = [];
  }

  private _setQuality(significantBitsPerChannel = 5) {
    this._significantBitsPerChannel = significantBitsPerChannel;
    this._maxSideIndex = 1 << this._significantBitsPerChannel;
    this._alphaMaxSideIndex = this._maxSideIndex;

    this._sideSize = this._maxSideIndex + 1;
    this._alphaSideSize = this._alphaMaxSideIndex + 1;
  }
}