forked from Syomus/ProceduralToolkit
-
Notifications
You must be signed in to change notification settings - Fork 0
/
ColorHSV.cs
369 lines (327 loc) · 10.5 KB
/
ColorHSV.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
using System;
using System.Collections.Generic;
using UnityEngine;
namespace ProceduralToolkit
{
/// <summary>
/// Representation of color in HSV model
/// </summary>
[Serializable]
public struct ColorHSV
{
/// <summary>
/// Hue component of the color
/// </summary>
public float h;
/// <summary>
/// Saturation component of the color
/// </summary>
public float s;
/// <summary>
/// Value component of the color
/// </summary>
public float v;
/// <summary>
/// Alpha component of the color
/// </summary>
public float a;
/// <summary>
/// Returns the opposite color on the color wheel
/// </summary>
public ColorHSV complementary => WithOffsetH(180);
/// <summary>
/// Access the h, s, v, a components using [0], [1], [2], [3] respectively
/// </summary>
public float this[int index]
{
get
{
switch (index)
{
case 0:
return h;
case 1:
return s;
case 2:
return v;
case 3:
return a;
default:
throw new IndexOutOfRangeException("Invalid ColorHSV index!");
}
}
set
{
switch (index)
{
case 0:
h = value;
break;
case 1:
s = value;
break;
case 2:
v = value;
break;
case 3:
a = value;
break;
default:
throw new IndexOutOfRangeException("Invalid ColorHSV index!");
}
}
}
/// <summary>
/// Constructs a new ColorHSV with the given h, s, v, a components
/// </summary>
/// <param name="h">Hue component</param>
/// <param name="s">Saturation component</param>
/// <param name="v">Value component</param>
/// <param name="a">Alpha component</param>
public ColorHSV(float h, float s, float v, float a)
{
this.h = h;
this.s = s;
this.v = v;
this.a = a;
}
/// <summary>
/// Constructs a new ColorHSV with the given h, s, v components and sets the alpha to 1
/// </summary>
/// <param name="h">Hue component</param>
/// <param name="s">Saturation component</param>
/// <param name="v">Value component</param>
public ColorHSV(float h, float s, float v)
{
this.h = h;
this.s = s;
this.v = v;
a = 1;
}
/// <summary>
/// Constructs a new ColorHSV from a Color
/// </summary>
public ColorHSV(Color color)
{
Color.RGBToHSV(color, out h, out s, out v);
a = color.a;
}
public static explicit operator Vector3(ColorHSV c)
{
return new Vector3(c.h, c.s, c.v);
}
public static explicit operator Vector4(ColorHSV c)
{
return new Vector4(c.h, c.s, c.v, c.a);
}
public static explicit operator ColorHSV(Vector3 v)
{
return new ColorHSV(v.x, v.y, v.z);
}
public static explicit operator ColorHSV(Vector4 v)
{
return new ColorHSV(v.x, v.y, v.z, v.w);
}
public static ColorHSV operator +(ColorHSV a, ColorHSV b)
{
return new ColorHSV(a.h + b.h, a.s + b.s, a.v + b.v, a.a + b.a);
}
public static ColorHSV operator -(ColorHSV a, ColorHSV b)
{
return new ColorHSV(a.h - b.h, a.s - b.s, a.v - b.v, a.a - b.a);
}
public static ColorHSV operator *(ColorHSV a, ColorHSV b)
{
return new ColorHSV(a.h*b.h, a.s*b.s, a.v*b.v, a.a*b.a);
}
public static ColorHSV operator *(ColorHSV a, float b)
{
return new ColorHSV(a.h*b, a.s*b, a.v*b, a.a*b);
}
public static ColorHSV operator *(float b, ColorHSV a)
{
return new ColorHSV(a.h*b, a.s*b, a.v*b, a.a*b);
}
public static ColorHSV operator /(ColorHSV a, float b)
{
return new ColorHSV(a.h/b, a.s/b, a.v/b, a.a/b);
}
public static bool operator ==(ColorHSV lhs, ColorHSV rhs)
{
return (Vector4) lhs == (Vector4) rhs;
}
public static bool operator !=(ColorHSV lhs, ColorHSV rhs)
{
return !(lhs == rhs);
}
/// <summary>
/// Returns a nicely formatted string for this color
/// </summary>
public override string ToString()
{
return string.Format("HSVA({0:F3}, {1:F3}, {2:F3}, {3:F3})", h, s, v, a);
}
/// <summary>
/// Returns the color as a hexadecimal string in the format "RRGGBB"
/// </summary>
public string ToHtmlStringRGB()
{
return ColorUtility.ToHtmlStringRGB(ToColor());
}
/// <summary>
/// Returns the color as a hexadecimal string in the format "RRGGBBAA"
/// </summary>
public string ToHtmlStringRGBA()
{
return ColorUtility.ToHtmlStringRGBA(ToColor());
}
public override int GetHashCode()
{
return ((Vector4) this).GetHashCode();
}
public override bool Equals(object other)
{
if (!(other is ColorHSV))
{
return false;
}
ColorHSV color = (ColorHSV) other;
if (h.Equals(color.h) && s.Equals(color.s) && v.Equals(color.v))
{
return a.Equals(color.a);
}
return false;
}
/// <summary>
/// Converts ColorHSV to a RGB representation
/// </summary>
public Color ToColor()
{
var color = Color.HSVToRGB(h, s, v);
color.a = a;
return color;
}
/// <summary>
/// Returns a new color with the hue offset by <paramref name="angle"/> degrees
/// </summary>
public ColorHSV WithOffsetH(float angle)
{
return WithH(Mathf.Repeat(h + angle/360, 1));
}
/// <summary>
/// Returns a new color with the modified hue component
/// </summary>
public ColorHSV WithH(float h)
{
return new ColorHSV(h, s, v, a);
}
/// <summary>
/// Returns a new color with the modified saturation component
/// </summary>
public ColorHSV WithS(float s)
{
return new ColorHSV(h, s, v, a);
}
/// <summary>
/// Returns a new color with the modified value component
/// </summary>
public ColorHSV WithV(float v)
{
return new ColorHSV(h, s, v, a);
}
/// <summary>
/// Returns a new color with the modified saturation and value components
/// </summary>
public ColorHSV WithSV(float s, float v)
{
return new ColorHSV(h, s, v, a);
}
/// <summary>
/// Returns a new color with the modified alpha component
/// </summary>
public ColorHSV WithA(float a)
{
return new ColorHSV(h, s, v, a);
}
/// <summary>
/// Returns a list containing this color, a <paramref name="count"/> of analogous colors and an optional complementary color
/// </summary>
public List<ColorHSV> GetAnalogousPalette(int count = 2, bool withComplementary = false)
{
const float analogousAngle = 30;
var palette = new List<ColorHSV> {this};
int rightCount = count/2;
int leftCount = count - rightCount;
for (int i = 0; i < leftCount; i++)
{
palette.Add(WithOffsetH(-(i + 1)*analogousAngle));
}
for (int i = 0; i < rightCount; i++)
{
palette.Add(WithOffsetH((i + 1)*analogousAngle));
}
if (withComplementary)
{
palette.Add(complementary);
}
return palette;
}
/// <summary>
/// Returns a list containing this color, two triadic colors and an optional complementary color
/// </summary>
public List<ColorHSV> GetTriadicPalette(bool withComplementary = false)
{
const float triadicAngle = 120;
var palette = new List<ColorHSV>
{
this,
WithOffsetH(-triadicAngle),
WithOffsetH(triadicAngle)
};
if (withComplementary)
{
palette.Add(complementary);
}
return palette;
}
/// <summary>
/// Returns a list containing this color and three tetradic colors
/// </summary>
public List<ColorHSV> GetTetradicPalette()
{
const float tetradicAngle = 60;
var palette = new List<ColorHSV>
{
this,
WithOffsetH(tetradicAngle),
complementary,
complementary.WithOffsetH(tetradicAngle)
};
return palette;
}
/// <summary>
/// Linearly interpolates between two colors
/// </summary>
public static ColorHSV Lerp(ColorHSV a, ColorHSV b, float t)
{
t = Mathf.Clamp01(t);
return LerpUnclamped(a, b, t);
}
/// <summary>
/// Linearly interpolates between two colors without clamping the interpolant
/// </summary>
public static ColorHSV LerpUnclamped(ColorHSV a, ColorHSV b, float t)
{
float deltaH = Mathf.Repeat(b.h - a.h, 1);
if (deltaH > 0.5f)
{
deltaH -= 1;
}
return new ColorHSV(
Mathf.Repeat(a.h + deltaH*t, 1),
a.s + (b.s - a.s)*t,
a.v + (b.v - a.v)*t,
a.a + (b.a - a.a)*t);
}
}
}