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@cjddmut
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A HSV Color struct for Unity3D. Allows conversion between UnityEngine.Color and UnityEngine.Color32.
/*
* Created by C.J. Kimberlin (http://cjkimberlin.com)
*
* The MIT License (MIT)
*
* Copyright (c) 2015
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*
* ============= Description =============
*
* An ColorHSV struct for interpreting a color in hue/saturation/value instead of red/green/blue.
* NOTE! hue will be a value from 0 to 1 instead of 0 to 360.
*
* ColorHSV hsvRed = new ColorHSV(1, 1, 1, 1); // RED
* ColorHSV hsvGreen = new ColorHSV(0.333f, 1, 1, 1); // GREEN
*
*
* Also supports implicit conversion between Color and Color32.
*
* ColorHSV hsvBlue = Color.blue; // HSVA(0.667f, 1, 1, 1)
* Color blue = hsvBlue; // RGBA(0, 0, 1, 1)
* Color32 blue32 = hsvBlue; // RGBA(0, 0, 255, 255)
*
*
* If functions are desired instead of implicit conversion then use the following.
*
* Color yellowBefore = Color.yellow; // RBGA(1, .922f, 0.016f, 1)
* ColorHSV hsvYellow = Color.yellowBefore.ToHSV(); // HSVA(0.153f, 0.984f, 1, 1)
* Color yellowAfter = hsvYellow.ToRGB(); // RBGA(1, .922f, 0.016f, 1)
* */
using UnityEngine;
public struct ColorHSV
{
public float h;
public float s;
public float v;
public float a;
public ColorHSV(float h, float s, float v, float a)
{
this.h = h;
this.s = s;
this.v = v;
this.a = a;
}
public override string ToString()
{
return string.Format("HSVA: ({0:F3}, {1:F3}, {2:F3}, {3:F3})", h, s, v, a);
}
public static bool operator ==(ColorHSV lhs, ColorHSV rhs)
{
if (lhs.a != rhs.a)
{
return false;
}
if (lhs.v == 0 && rhs.v == 0)
{
return true;
}
if (lhs.s == 0 && rhs.s == 0)
{
return lhs.v == rhs.v;
}
return lhs.h == rhs.h &&
lhs.s == rhs.s &&
lhs.v == rhs.v;
}
public static implicit operator ColorHSV(Color c)
{
return c.ToHSV();
}
public static implicit operator Color(ColorHSV hsv)
{
return hsv.ToRGB();
}
public static implicit operator ColorHSV(Color32 c32)
{
return ((Color) c32).ToHSV();
}
public static implicit operator Color32(ColorHSV hsv)
{
return hsv.ToRGB();
}
public static bool operator !=(ColorHSV lhs, ColorHSV rhs)
{
return !(lhs == rhs);
}
public override bool Equals(object other)
{
if (other == null)
{
return false;
}
if (other is ColorHSV || other is Color || other is Color32)
{
return this == (ColorHSV) other;
}
return false;
}
public override int GetHashCode()
{
// This is maybe not a good implementation :)
return ((Color) this).GetHashCode();
}
public Color ToRGB()
{
Vector3 rgb = HUEtoRGB(h);
Vector3 vc = ((rgb - Vector3.one) * s + Vector3.one) * v;
return new Color(vc.x, vc.y, vc.z, a);
}
private static Vector3 HUEtoRGB(float h)
{
float r = Mathf.Abs(h * 6 - 3) - 1;
float g = 2 - Mathf.Abs(h * 6 - 2);
float b = 2 - Mathf.Abs(h * 6 - 4);
return new Vector3(Mathf.Clamp01(r), Mathf.Clamp01(g), Mathf.Clamp01(b));
}
}
public static class ColorExtension
{
private const float EPSILON = 1e-10f;
public static ColorHSV ToHSV(this Color rgb)
{
Vector3 hcv = RGBtoHCV(rgb);
float s = hcv.y / (hcv.z + EPSILON);
return new ColorHSV(hcv.x, s, hcv.z, rgb.a);
}
private static Vector3 RGBtoHCV(Color rgb)
{
Vector4 p = rgb.g < rgb.b ? new Vector4(rgb.b, rgb.g, -1, 2f / 3f) : new Vector4(rgb.g, rgb.b, 0, -1f / 3f);
Vector4 q = rgb.r < p.x ? new Vector4(p.x, p.y, p.w, rgb.r) : new Vector4(rgb.r, p.y, p.z, p.x);
float c = q.x - Mathf.Min(q.w, q.y);
float h = Mathf.Abs((q.w - q.y) / (6 * c + EPSILON) + q.z);
return new Vector3(h, c, q.x);
}
}
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