import { IVector3D } from '@nitrots/api'; import { Vector3d } from './Vector3d'; export class ColorConverter { private static HEX_DIGITS = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f']; public static hex2rgb(hex: number, out: Array | Float32Array = []): Array | Float32Array { out[0] = ((hex >> 16) & 0xFF) / 255; out[1] = ((hex >> 8) & 0xFF) / 255; out[2] = (hex & 0xFF) / 255; return out; } public static hex2rgba(hex: number, out: Array | Float32Array = []): Array | Float32Array { out[0] = ((hex >> 16) & 0xFF) / 255; out[1] = ((hex >> 8) & 0xFF) / 255; out[2] = (hex & 0xFF) / 255; out[3] = (hex & 0xFF); return out; } public static rgb2hex(rgb: number[] | Float32Array): number { return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0)); } public static rgba2hex(rgb: number[] | Float32Array): number { return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0) + (rgb[3] | 0)); } public static rgbStringToHex(rgb: string): string { const extracted = rgb.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/); return '#' + ColorConverter.getHex(extracted[1]) + ColorConverter.getHex(extracted[2]) + ColorConverter.getHex(extracted[3]); } public static getHex(x: any) { return isNaN(x) ? '00' : ColorConverter.HEX_DIGITS[(x - x % 16) / 16] + ColorConverter.HEX_DIGITS[x % 16]; } public static int2rgb(color: number): string { color >>>= 0; const b = color & 0xFF; const g = (color & 0xFF00) >>> 8; const r = (color & 0xFF0000) >>> 16; const a = ((color & 0xFF000000) >>> 24) / 255; return 'rgba(' + [r, g, b, 1].join(',') + ')'; } public static rgbToHSL(rgbValue: number): number { const red = ((rgbValue >> 16) & 0xFF) / 0xFF; const green = ((rgbValue >> 8) & 0xFF) / 0xFF; const blue = (rgbValue & 0xFF) / 0xFF; const max = Math.max(red, green, blue); const min = Math.min(red, green, blue); const delta = max - min; let hue = 0; let saturation = 0; const lightness = (max + min) / 2; if(delta !== 0) { saturation = lightness > 0.5 ? delta / (2 - max - min) : delta / (max + min); switch(max) { case red: hue = (green - blue) / delta + (green < blue ? 6 : 0); break; case green: hue = (blue - red) / delta + 2; break; case blue: hue = (red - green) / delta + 4; break; } hue *= 60; } const h = Math.round((hue / 360) * 0xFF); const s = Math.round(saturation * 0xFF); const l = Math.round(lightness * 0xFF); return (h << 16) + (s << 8) + l; } public static hslToRGB(hslValue: number): number { const hue = ((hslValue >> 16) & 0xFF) / 0xFF; const saturation = ((hslValue >> 8) & 0xFF) / 0xFF; const lightness = (hslValue & 0xFF) / 0xFF; let red = 0; let green = 0; let blue = 0; if(saturation > 0) { const t2 = lightness < 0.5 ? lightness * (1 + saturation) : (lightness + saturation) - (lightness * saturation); const t1 = (2 * lightness) - t2; const rgb = [hue + (1 / 3), hue, hue - (1 / 3)].map(color => { if(color < 0) color += 1; if(color > 1) color -= 1; if(color * 6 < 1) return t1 + ((t2 - t1) * 6 * color); if(color * 2 < 1) return t2; if(color * 3 < 2) return t1 + ((t2 - t1) * ((2 / 3) - color) * 6); return t1; }); [red, green, blue] = rgb; } else { red = green = blue = lightness; // In the case of no saturation, all colors are the same. } const r = Math.round(red * 0xFF); const g = Math.round(green * 0xFF); const b = Math.round(blue * 0xFF); return (r << 16) + (g << 8) + b; } public static rgb2xyz(k: number): IVector3D { let _local_2: number = (((k >> 16) & 0xFF) / 0xFF); let _local_3: number = (((k >> 8) & 0xFF) / 0xFF); let _local_4: number = (((k >> 0) & 0xFF) / 0xFF); if(_local_2 > 0.04045) { _local_2 = Math.pow(((_local_2 + 0.055) / 1.055), 2.4); } else { _local_2 = (_local_2 / 12.92); } if(_local_3 > 0.04045) { _local_3 = Math.pow(((_local_3 + 0.055) / 1.055), 2.4); } else { _local_3 = (_local_3 / 12.92); } if(_local_4 > 0.04045) { _local_4 = Math.pow(((_local_4 + 0.055) / 1.055), 2.4); } else { _local_4 = (_local_4 / 12.92); } _local_2 = (_local_2 * 100); _local_3 = (_local_3 * 100); _local_4 = (_local_4 * 100); return new Vector3d((((_local_2 * 0.4124) + (_local_3 * 0.3576)) + (_local_4 * 0.1805)), (((_local_2 * 0.2126) + (_local_3 * 0.7152)) + (_local_4 * 0.0722)), (((_local_2 * 0.0193) + (_local_3 * 0.1192)) + (_local_4 * 0.9505))); } public static xyz2CieLab(k: IVector3D): IVector3D { let _local_2: number = (k.x / 95.047); let _local_3: number = (k.y / 100); let _local_4: number = (k.z / 108.883); if(_local_2 > 0.008856) { _local_2 = Math.pow(_local_2, (1 / 3)); } else { _local_2 = ((7.787 * _local_2) + (16 / 116)); } if(_local_3 > 0.008856) { _local_3 = Math.pow(_local_3, (1 / 3)); } else { _local_3 = ((7.787 * _local_3) + (16 / 116)); } if(_local_4 > 0.008856) { _local_4 = Math.pow(_local_4, (1 / 3)); } else { _local_4 = ((7.787 * _local_4) + (16 / 116)); } return new Vector3d(((116 * _local_3) - 16), (500 * (_local_2 - _local_3)), (200 * (_local_3 - _local_4))); } public static rgb2CieLab(k: number): IVector3D { return ColorConverter.xyz2CieLab(ColorConverter.rgb2xyz(k)); } public static colorize(colorA: number, colorB: number): number { if(colorB === 0xFFFFFFFF) return colorA; let r = ((colorB >> 16) & 0xFF); let g = ((colorB >> 8) & 0xFF); let b = (colorB & 0xFF); r = ((((colorA >> 16) & 0xFF) * r) / 0xFF); g = ((((colorA >> 8) & 0xFF) * g) / 0xFF); b = (((colorA & 0xFF) * b) / 0xFF); return ((colorA && 0xFF000000) | (r << 16) | (g << 8) | b); } }