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- /*
- * http://wiki.unity3d.com/index.php/HSBColor
- * © Fri Jul 7 19:39:47 CDT 2006 Graveck Interactive
- * by Jonathan Czeck
- */
- using UnityEngine;
- [System.Serializable]
- public struct HSBColor {
- public float h;
- public float s;
- public float b;
- public float a;
- public HSBColor(float h, float s, float b, float a) {
- this.h = h;
- this.s = s;
- this.b = b;
- this.a = a;
- }
- public HSBColor(float h, float s, float b) {
- this.h = h;
- this.s = s;
- this.b = b;
- this.a = 1f;
- }
- public HSBColor(Color col) {
- HSBColor temp = FromColor(col);
- h = temp.h;
- s = temp.s;
- b = temp.b;
- a = temp.a;
- }
- public static HSBColor FromColor(Color color) {
- HSBColor ret = new HSBColor(0f, 0f, 0f, color.a);
- float r = color.r;
- float g = color.g;
- float b = color.b;
- float max = Mathf.Max(r, Mathf.Max(g, b));
- if (max <= 0) {
- return ret;
- }
- float min = Mathf.Min(r, Mathf.Min(g, b));
- float dif = max - min;
- if (max > min) {
- if (g == max) {
- ret.h = (b - r) / dif * 60f + 120f;
- } else if (b == max) {
- ret.h = (r - g) / dif * 60f + 240f;
- } else if (b > g) {
- ret.h = (g - b) / dif * 60f + 360f;
- } else {
- ret.h = (g - b) / dif * 60f;
- }
- if (ret.h < 0) {
- ret.h = ret.h + 360f;
- }
- } else {
- ret.h = 0;
- }
- ret.h *= 1f / 360f;
- ret.s = (dif / max) * 1f;
- ret.b = max;
- return ret;
- }
- public static Color ToColor(HSBColor hsbColor) {
- float r = hsbColor.b;
- float g = hsbColor.b;
- float b = hsbColor.b;
- if (hsbColor.s != 0) {
- float max = hsbColor.b;
- float dif = hsbColor.b * hsbColor.s;
- float min = hsbColor.b - dif;
- float h = hsbColor.h * 360f;
- if (h < 60f) {
- r = max;
- g = h * dif / 60f + min;
- b = min;
- } else if (h < 120f) {
- r = -(h - 120f) * dif / 60f + min;
- g = max;
- b = min;
- } else if (h < 180f) {
- r = min;
- g = max;
- b = (h - 120f) * dif / 60f + min;
- } else if (h < 240f) {
- r = min;
- g = -(h - 240f) * dif / 60f + min;
- b = max;
- } else if (h < 300f) {
- r = (h - 240f) * dif / 60f + min;
- g = min;
- b = max;
- } else if (h <= 360f) {
- r = max;
- g = min;
- b = -(h - 360f) * dif / 60 + min;
- } else {
- r = 0;
- g = 0;
- b = 0;
- }
- }
- return new Color(Mathf.Clamp01(r), Mathf.Clamp01(g), Mathf.Clamp01(b), hsbColor.a);
- }
- public Color ToColor() {
- return ToColor(this);
- }
- public override string ToString() {
- return "H:" + h + " S:" + s + " B:" + b;
- }
- public static Color Slerp(Color a, Color b, float t) {
- return (Lerp(FromColor(a), FromColor(b), t)).ToColor();
- }
- public static HSBColor Lerp(HSBColor a, HSBColor b, float t) {
- float h, s;
- //check special case black (color.b==0): interpolate neither hue nor saturation!
- //check special case grey (color.s==0): don't interpolate hue!
- if (a.b == 0) {
- h = b.h;
- s = b.s;
- } else if (b.b == 0) {
- h = a.h;
- s = a.s;
- } else {
- if (a.s == 0) {
- h = b.h;
- } else if (b.s == 0) {
- h = a.h;
- } else {
- // works around bug with LerpAngle
- float angle = Mathf.LerpAngle(a.h * 360f, b.h * 360f, t);
- while (angle < 0f)
- angle += 360f;
- while (angle > 360f)
- angle -= 360f;
- h = angle / 360f;
- }
- s = Mathf.Lerp(a.s, b.s, t);
- }
- return new HSBColor(h, s, Mathf.Lerp(a.b, b.b, t), Mathf.Lerp(a.a, b.a, t));
- }
- }
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