pub fn max_chroma_at_hue<T: FloatComponent>(&self, hue: LuvHue<T>) -> T {
        let mut min_chroma = f64::MAX;
        let h = hue.to_positive_radians().to_f64().unwrap();

        // minimize the distance across all individual boundaries
        for b in &self.bounds {
            if let Some(t) = b.intersect_length_at_angle(h) {
                if t >= 0.0 && min_chroma > t {
                    min_chroma = t;
                }
            }
        }
        T::from_f64(min_chroma)
    }
/// Given a particular hue, return the distance to the boundary at
/// the angle determined by the hue.
Given a particular hue, return the distance to the boundary at
the angle determined by the hue.
Given a particular hue return the distance to the boundary at the angle determined by the hue .
pub fn max_chroma_at_hue<T: FloatComponent>(&self, hue: LuvHue<T>) -> T {
        let mut min_chroma = f64::MAX;
        let h = hue.to_positive_radians().to_f64().unwrap();
        // minimize the distance across all individual boundaries
        for b in &self.bounds {
            if let Some(t) = b.intersect_length_at_angle(h) {
                if t >= 0.0 && min_chroma > t {
                    min_chroma = t;
                }
            }
        }
        T::from_f64(min_chroma)
    }
pub fn max_chroma_at_hue < T : FloatComponent > ( & self , hue : LuvHue < T > ) -> T { let mut min_chroma = f64 :: MAX ; let h = hue . to_positive_radians ( ) . to_f64 ( ) . unwrap ( ) ; // minimize the distance across all individual boundaries for b in & self . bounds { if let Some ( t ) = b . intersect_length_at_angle ( h ) { if t >= 0.0 && min_chroma > t { min_chroma = t ; } } } T :: from_f64 ( min_chroma ) }
Given a particular hue, return the distance to the boundary at
the angle determined by the hue.
Given a particular hue return the distance to the boundary at the angle determined by the hue .
&self
hue
LuvHue<T>
&self
hue
LuvHue<T>