com.unity.uiextensions/Scripts/HSVPicker/HSVUtil.cs

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///Credit judah4
///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
using System;
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
#region ColorUtilities
public static class HSVUtil
{
public static HsvColor ConvertRgbToHsv(Color color)
{
return ConvertRgbToHsv((int)(color.r * 255), (int)(color.g * 255), (int)(color.b * 255));
}
// Converts an RGB color to an HSV color.
public static HsvColor ConvertRgbToHsv(double r, double b, double g)
{
double delta, min;
double h = 0, s, v;
min = Math.Min(Math.Min(r, g), b);
v = Math.Max(Math.Max(r, g), b);
delta = v - min;
if (v == 0.0)
{
s = 0;
}
else
s = delta / v;
if (s == 0)
h = 0.0f;
else
{
if (r == v)
h = (g - b) / delta;
else if (g == v)
h = 2 + (b - r) / delta;
else if (b == v)
h = 4 + (r - g) / delta;
h *= 60;
if (h < 0.0)
h = h + 360;
}
HsvColor hsvColor = new HsvColor();
hsvColor.H = h;
hsvColor.S = s;
hsvColor.V = v / 255;
return hsvColor;
}
public static Color ConvertHsvToRgb(HsvColor color)
{
return ConvertHsvToRgb(color.H, color.S, color.V);
}
// Converts an HSV color to an RGB color.
public static Color ConvertHsvToRgb(double h, double s, double v)
{
double r = 0, g = 0, b = 0;
if (s == 0)
{
r = v;
g = v;
b = v;
}
else
{
int i;
double f, p, q, t;
if (h == 360)
h = 0;
else
h = h / 60;
i = (int)(h);
f = h - i;
p = v * (1.0 - s);
q = v * (1.0 - (s * f));
t = v * (1.0 - (s * (1.0f - f)));
switch (i)
{
case 0:
r = v;
g = t;
b = p;
break;
case 1:
r = q;
g = v;
b = p;
break;
case 2:
r = p;
g = v;
b = t;
break;
case 3:
r = p;
g = q;
b = v;
break;
case 4:
r = t;
g = p;
b = v;
break;
default:
r = v;
g = p;
b = q;
break;
}
}
return new Color((float)r, (float)g, (float)b, 1);//255, (byte)(r * 255), (byte)(g * 255), (byte)(b * 255));
}
// Generates a list of colors with hues ranging from 0 360
// and a saturation and value of 1.
public static List<Color> GenerateHsvSpectrum()
{
List<Color> colorsList = new List<Color>(8);
//for (int i = 0; i < 29; i++)
//{
// colorsList.Add(
// ConvertHsvToRgb(i * 12, 1, 1)
// );
//}
for (int i = 0; i < 359; i++)
{
colorsList.Add(
ConvertHsvToRgb(i, 1, 1)
);
}
colorsList.Add(ConvertHsvToRgb(0, 1, 1));
return colorsList;
}
public static Texture2D GenerateHSVTexture(int width, int height)
{
var list = GenerateHsvSpectrum();
float interval = 1;
if (list.Count > height)
{
interval = (float)list.Count / height;
}
var texture = new Texture2D(width, height);
int ySize = Mathf.Max(1, (int)(1f / (list.Count / interval) * height));
int colorH = 0;
Color color = Color.white;
for (float cnt = 0; cnt < list.Count; cnt += interval)
{
color = list[(int)cnt];
Color[] colors = new Color[width * ySize];
for (int i = 0; i < width * ySize; i++)
{
colors[i] = color;
}
if (colorH < height)
{
texture.SetPixels(0, colorH, width, ySize, colors);
}
colorH += ySize;
}
texture.Apply();
return texture;
}
public static Texture2D GenerateColorTexture(Color mainColor, Texture2D texture)
{
int width = texture.width;
int height = texture.height;
var hsvColor = ConvertRgbToHsv((int)(mainColor.r * 255), (int)(mainColor.g * 255), (int)(mainColor.b * 255));
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
var adjustedColor = hsvColor;
adjustedColor.V = (float)y / height;
adjustedColor.S = (float)x / width;
var color = ConvertHsvToRgb(adjustedColor.H, adjustedColor.S, adjustedColor.V);
texture.SetPixel(x, y, color);
}
}
texture.Apply();
return texture;
}
public static Texture2D GenerateColorTexture(int width, int height, Color mainColor)
{
return GenerateColorTexture(mainColor, new Texture2D(width, height));
}
}
#endregion ColorUtilities
// Describes a color in terms of
// Hue, Saturation, and Value (brightness)
#region HsvColor
public struct HsvColor
{
public double H;
public double S;
public double V;
public HsvColor(double h, double s, double v)
{
this.H = h;
this.S = s;
this.V = v;
}
public override string ToString()
{
return "{" + H + "," + S + "," + V + "}";
}
}
#endregion HsvColor
}