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 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))); }
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; }
private Color[] CalculateVertexColors(Transform[] bones, Mesh m, Bone bone) { Color[] colors = new Color[m.vertexCount]; for (int i = 0; i < colors.Length; i++) { colors[i] = Color.black; } if (bones.Any(b => b.gameObject.GetInstanceID() == bone.gameObject.GetInstanceID())) { for (int i = 0; i < colors.Length; i++) { float value = 0; BoneWeight bw = m.boneWeights[i]; if (bw.boneIndex0 == boneIndex) { value = bw.weight0; } else if (bw.boneIndex1 == boneIndex) { value = bw.weight1; } else if (bw.boneIndex2 == boneIndex) { value = bw.weight2; } else if (bw.boneIndex3 == boneIndex) { value = bw.weight3; } Util.HSBColor hsbColor = new Util.HSBColor(0.7f - value, 1.0f, 0.5f); hsbColor.a = colorTransparency; colors[i] = Util.HSBColor.ToColor(hsbColor); } } return(colors); }
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)); }
private Color[] CalculateVertexColors(Transform[] bones, Mesh m, Bone bone) { Color[] colors = new Color[m.vertexCount]; for (int i = 0; i < colors.Length; i++) { colors[i] = Color.black; } if (bones.Any(b => b.gameObject.GetInstanceID() == bone.gameObject.GetInstanceID())) { for (int i = 0; i < colors.Length; i++) { float value = 0; BoneWeight bw = m.boneWeights[i]; if (bw.boneIndex0 == boneIndex) value = bw.weight0; else if (bw.boneIndex1 == boneIndex) value = bw.weight1; else if (bw.boneIndex2 == boneIndex) value = bw.weight2; else if (bw.boneIndex3 == boneIndex) value = bw.weight3; Util.HSBColor hsbColor = new Util.HSBColor(0.7f - value, 1.0f, 0.5f); hsbColor.a = colorTransparency; colors[i] = Util.HSBColor.ToColor(hsbColor); } } return colors; }