// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
//
// -----------------------------------------------------------------------------
// Original code from SlimMath project. http://code.google.com/p/slimmath/
// Greetings to SlimDX Group. Original code published with the following license:
// -----------------------------------------------------------------------------
/*
* Copyright (c) 2007-2011 SlimDX Group
*
* 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.
*/
using System;
using System.Globalization;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
namespace math
{
///
/// Represents a color in the form of rgb.
///
[DataContract( Name = "Color3")]
[DataStyle(DataStyle.Compact)]
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct Color3 : IEquatable, IFormattable
{
private const string ToStringFormat = "R:{0} G:{1} B:{2}";
///
/// The red component of the color.
///
[DataMember( Order = 0 )]
public float R;
///
/// The green component of the color.
///
[DataMember( Order = 1 )]
public float G;
///
/// The blue component of the color.
///
[DataMember( Order = 2 )]
public float B;
///
/// Initializes a new instance of the struct.
///
/// The value that will be assigned to all components.
public Color3(float value)
{
R = G = B = value;
}
///
/// Initializes a new instance of the struct.
///
/// The red component of the color.
/// The green component of the color.
/// The blue component of the color.
public Color3(float red, float green, float blue)
{
R = red;
G = green;
B = blue;
}
///
/// Initializes a new instance of the struct.
///
/// The red, green, and blue components of the color.
public Color3(Vec3 value)
{
R = value.X;
G = value.Y;
B = value.Z;
}
///
/// Initializes a new instance of the struct.
///
/// A packed integer containing all three color components.
/// The alpha component is ignored.
public Color3(int rgb)
{
B = ((rgb >> 16) & 255) / 255.0f;
G = ((rgb >> 8) & 255) / 255.0f;
R = (rgb & 255) / 255.0f;
}
///
/// Initializes a new instance of the struct.
///
/// A packed unsigned integer containing all three color components.
/// The alpha component is ignored.
public Color3(uint rgb)
{
B = ((rgb >> 16) & 255) / 255.0f;
G = ((rgb >> 8) & 255) / 255.0f;
R = (rgb & 255) / 255.0f;
}
///
/// Initializes a new instance of the struct.
///
/// The values to assign to the red, green, and blue components of the color. This must be an array with three elements.
/// Thrown when is null.
/// Thrown when contains more or less than four elements.
public Color3(float[] values)
{
if (values == null)
throw new ArgumentNullException(nameof(values));
if (values.Length != 3)
throw new ArgumentOutOfRangeException(nameof(values), "There must be three and only three input values for Color3.");
R = values[0];
G = values[1];
B = values[2];
}
///
/// Gets or sets the component at the specified index.
///
/// The value of the red, green, or blue component, depending on the index.
/// The index of the component to access. Use 0 for the red component, 1 for the green component, and 2 for the blue component.
/// The value of the component at the specified index.
/// Thrown when the is out of the range [0, 2].
public float this[int index]
{
get
{
switch (index)
{
case 0: return R;
case 1: return G;
case 2: return B;
}
throw new ArgumentOutOfRangeException(nameof(index), "Indices for Color3 run from 0 to 2, inclusive.");
}
set
{
switch (index)
{
case 0: R = value; break;
case 1: G = value; break;
case 2: B = value; break;
default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Color3 run from 0 to 2, inclusive.");
}
}
}
///
/// Converts the color into a packed integer.
///
/// A packed integer containing all three color components.
/// The alpha channel is set to 255.
public int ToRgb()
{
uint a = 255;
uint r = (uint)(R * 255.0f);
uint g = (uint)(G * 255.0f);
uint b = (uint)(B * 255.0f);
uint value = r;
value += g << 8;
value += b << 16;
value += a << 24;
return (int)value;
}
///
/// Raises the exponent for each components.
///
/// The exponent.
public void Pow(float exponent)
{
R = (float)Math.Pow(R, exponent);
G = (float)Math.Pow(G, exponent);
B = (float)Math.Pow(B, exponent);
}
///
/// Converts the color into a three component vector.
///
/// A three component vector containing the red, green, and blue components of the color.
public Vec3 ToVector3()
{
return new Vec3(R, G, B);
}
///
/// Creates an array containing the elements of the color.
///
/// A three-element array containing the components of the color.
public float[] ToArray()
{
return new[] { R, G, B };
}
///
/// Adds two colors.
///
/// The first color to add.
/// The second color to add.
/// When the method completes, completes the sum of the two colors.
public static void Add(ref Color3 left, ref Color3 right, out Color3 result)
{
result.R = left.R + right.R;
result.G = left.G + right.G;
result.B = left.B + right.B;
}
///
/// Adds two colors.
///
/// The first color to add.
/// The second color to add.
/// The sum of the two colors.
public static Color3 Add(Color3 left, Color3 right)
{
return new Color3(left.R + right.R, left.G + right.G, left.B + right.B);
}
///
/// Subtracts two colors.
///
/// The first color to subtract.
/// The second color to subtract.
/// WHen the method completes, contains the difference of the two colors.
public static void Subtract(ref Color3 left, ref Color3 right, out Color3 result)
{
result.R = left.R - right.R;
result.G = left.G - right.G;
result.B = left.B - right.B;
}
///
/// Subtracts two colors.
///
/// The first color to subtract.
/// The second color to subtract
/// The difference of the two colors.
public static Color3 Subtract(Color3 left, Color3 right)
{
return new Color3(left.R - right.R, left.G - right.G, left.B - right.B);
}
///
/// Modulates two colors.
///
/// The first color to modulate.
/// The second color to modulate.
/// When the method completes, contains the modulated color.
public static void Modulate(ref Color3 left, ref Color3 right, out Color3 result)
{
result.R = left.R * right.R;
result.G = left.G * right.G;
result.B = left.B * right.B;
}
///
/// Modulates two colors.
///
/// The first color to modulate.
/// The second color to modulate.
/// The modulated color.
public static Color3 Modulate(Color3 left, Color3 right)
{
return new Color3(left.R * right.R, left.G * right.G, left.B * right.B);
}
///
/// Scales a color.
///
/// The color to scale.
/// The amount by which to scale.
/// When the method completes, contains the scaled color.
public static void Scale(ref Color3 value, float scale, out Color3 result)
{
result.R = value.R * scale;
result.G = value.G * scale;
result.B = value.B * scale;
}
///
/// Scales a color.
///
/// The color to scale.
/// The amount by which to scale.
/// The scaled color.
public static Color3 Scale(Color3 value, float scale)
{
return new Color3(value.R * scale, value.G * scale, value.B * scale);
}
///
/// Negates a color.
///
/// The color to negate.
/// When the method completes, contains the negated color.
public static void Negate(ref Color3 value, out Color3 result)
{
result.R = 1.0f - value.R;
result.G = 1.0f - value.G;
result.B = 1.0f - value.B;
}
///
/// Negates a color.
///
/// The color to negate.
/// The negated color.
public static Color3 Negate(Color3 value)
{
return new Color3(1.0f - value.R, 1.0f - value.G, 1.0f - value.B);
}
///
/// Restricts a value to be within a specified range.
///
/// The value to clamp.
/// The minimum value.
/// The maximum value.
/// When the method completes, contains the clamped value.
public static void Clamp(ref Color3 value, ref Color3 min, ref Color3 max, out Color3 result)
{
float red = value.R;
red = (red > max.R) ? max.R : red;
red = (red < min.R) ? min.R : red;
float green = value.G;
green = (green > max.G) ? max.G : green;
green = (green < min.G) ? min.G : green;
float blue = value.B;
blue = (blue > max.B) ? max.B : blue;
blue = (blue < min.B) ? min.B : blue;
result = new Color3(red, green, blue);
}
///
/// Restricts a value to be within a specified range.
///
/// The value to clamp.
/// The minimum value.
/// The maximum value.
/// The clamped value.
public static Color3 Clamp(Color3 value, Color3 min, Color3 max)
{
Color3 result;
Clamp(ref value, ref min, ref max, out result);
return result;
}
///
/// Performs a linear interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// When the method completes, contains the linear interpolation of the two colors.
///
/// This method performs the linear interpolation based on the following formula.
/// start + (end - start) * amount
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
///
public static void Lerp(ref Color3 start, ref Color3 end, float amount, out Color3 result)
{
result.R = start.R + amount * (end.R - start.R);
result.G = start.G + amount * (end.G - start.G);
result.B = start.B + amount * (end.B - start.B);
}
///
/// Performs a linear interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// The linear interpolation of the two colors.
///
/// This method performs the linear interpolation based on the following formula.
/// start + (end - start) * amount
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
///
public static Color3 Lerp(Color3 start, Color3 end, float amount)
{
return new Color3(
start.R + amount * (end.R - start.R),
start.G + amount * (end.G - start.G),
start.B + amount * (end.B - start.B));
}
///
/// Performs a cubic interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// When the method completes, contains the cubic interpolation of the two colors.
public static void SmoothStep(ref Color3 start, ref Color3 end, float amount, out Color3 result)
{
amount = (amount > 1.0f) ? 1.0f : ((amount < 0.0f) ? 0.0f : amount);
amount = (amount * amount) * (3.0f - (2.0f * amount));
result.R = start.R + ((end.R - start.R) * amount);
result.G = start.G + ((end.G - start.G) * amount);
result.B = start.B + ((end.B - start.B) * amount);
}
///
/// Performs a cubic interpolation between two colors.
///
/// Start color.
/// End color.
/// Value between 0 and 1 indicating the weight of .
/// The cubic interpolation of the two colors.
public static Color3 SmoothStep(Color3 start, Color3 end, float amount)
{
amount = (amount > 1.0f) ? 1.0f : ((amount < 0.0f) ? 0.0f : amount);
amount = (amount * amount) * (3.0f - (2.0f * amount));
return new Color3(
start.R + ((end.R - start.R) * amount),
start.G + ((end.G - start.G) * amount),
start.B + ((end.B - start.B) * amount));
}
///
/// Returns a color containing the smallest components of the specified colorss.
///
/// The first source color.
/// The second source color.
/// When the method completes, contains an new color composed of the largest components of the source colorss.
public static void Max(ref Color3 left, ref Color3 right, out Color3 result)
{
result.R = (left.R > right.R) ? left.R : right.R;
result.G = (left.G > right.G) ? left.G : right.G;
result.B = (left.B > right.B) ? left.B : right.B;
}
///
/// Returns a color containing the largest components of the specified colorss.
///
/// The first source color.
/// The second source color.
/// A color containing the largest components of the source colors.
public static Color3 Max(Color3 left, Color3 right)
{
Color3 result;
Max(ref left, ref right, out result);
return result;
}
///
/// Returns a color containing the smallest components of the specified colors.
///
/// The first source color.
/// The second source color.
/// When the method completes, contains an new color composed of the smallest components of the source colors.
public static void Min(ref Color3 left, ref Color3 right, out Color3 result)
{
result.R = (left.R < right.R) ? left.R : right.R;
result.G = (left.G < right.G) ? left.G : right.G;
result.B = (left.B < right.B) ? left.B : right.B;
}
///
/// Returns a color containing the smallest components of the specified colors.
///
/// The first source color.
/// The second source color.
/// A color containing the smallest components of the source colors.
public static Color3 Min(Color3 left, Color3 right)
{
Color3 result;
Min(ref left, ref right, out result);
return result;
}
///
/// Adjusts the contrast of a color.
///
/// The color whose contrast is to be adjusted.
/// The amount by which to adjust the contrast.
/// When the method completes, contains the adjusted color.
public static void AdjustContrast(ref Color3 value, float contrast, out Color3 result)
{
result.R = 0.5f + contrast * (value.R - 0.5f);
result.G = 0.5f + contrast * (value.G - 0.5f);
result.B = 0.5f + contrast * (value.B - 0.5f);
}
///
/// Adjusts the contrast of a color.
///
/// The color whose contrast is to be adjusted.
/// The amount by which to adjust the contrast.
/// The adjusted color.
public static Color3 AdjustContrast(Color3 value, float contrast)
{
return new Color3(
0.5f + contrast * (value.R - 0.5f),
0.5f + contrast * (value.G - 0.5f),
0.5f + contrast * (value.B - 0.5f));
}
///
/// Adjusts the saturation of a color.
///
/// The color whose saturation is to be adjusted.
/// The amount by which to adjust the saturation.
/// When the method completes, contains the adjusted color.
public static void AdjustSaturation(ref Color3 value, float saturation, out Color3 result)
{
float grey = value.R * 0.2125f + value.G * 0.7154f + value.B * 0.0721f;
result.R = grey + saturation * (value.R - grey);
result.G = grey + saturation * (value.G - grey);
result.B = grey + saturation * (value.B - grey);
}
///
/// Adjusts the saturation of a color.
///
/// The color whose saturation is to be adjusted.
/// The amount by which to adjust the saturation.
/// The adjusted color.
public static Color3 AdjustSaturation(Color3 value, float saturation)
{
float grey = value.R * 0.2125f + value.G * 0.7154f + value.B * 0.0721f;
return new Color3(
grey + saturation * (value.R - grey),
grey + saturation * (value.G - grey),
grey + saturation * (value.B - grey));
}
///
/// Converts this color from linear space to sRGB space.
///
/// A color3 in sRGB space.
public Color3 ToSRgb()
{
return new Color3(MathUtil.LinearToSRgb(R), MathUtil.LinearToSRgb(G), MathUtil.LinearToSRgb(B));
}
///
/// Converts this color from sRGB space to linear space.
///
/// Color3.
public Color3 ToLinear()
{
return new Color3(MathUtil.SRgbToLinear(R), MathUtil.SRgbToLinear(G), MathUtil.SRgbToLinear(B));
}
///
/// Adds two colors.
///
/// The first color to add.
/// The second color to add.
/// The sum of the two colors.
public static Color3 operator +(Color3 left, Color3 right)
{
return new Color3(left.R + right.R, left.G + right.G, left.B + right.B);
}
///
/// Assert a color (return it unchanged).
///
/// The color to assert (unchange).
/// The asserted (unchanged) color.
public static Color3 operator +(Color3 value)
{
return value;
}
///
/// Subtracts two colors.
///
/// The first color to subtract.
/// The second color to subtract.
/// The difference of the two colors.
public static Color3 operator -(Color3 left, Color3 right)
{
return new Color3(left.R - right.R, left.G - right.G, left.B - right.B);
}
///
/// Negates a color.
///
/// The color to negate.
/// A negated color.
public static Color3 operator -(Color3 value)
{
return new Color3(-value.R, -value.G, -value.B);
}
///
/// Scales a color.
///
/// The factor by which to scale the color.
/// The color to scale.
/// The scaled color.
public static Color3 operator *(float scale, Color3 value)
{
return new Color3(value.R * scale, value.G * scale, value.B * scale);
}
///
/// Scales a color.
///
/// The factor by which to scale the color.
/// The color to scale.
/// The scaled color.
public static Color3 operator *(Color3 value, float scale)
{
return new Color3(value.R * scale, value.G * scale, value.B * scale);
}
///
/// Modulates two colors.
///
/// The first color to modulate.
/// The second color to modulate.
/// The modulated color.
public static Color3 operator *(Color3 left, Color3 right)
{
return new Color3(left.R * right.R, left.G * right.G, left.B * right.B);
}
///
/// Tests for equality between two objects.
///
/// The first value to compare.
/// The second value to compare.
/// true if has the same value as ; otherwise, false.
public static bool operator ==(Color3 left, Color3 right)
{
return left.Equals(right);
}
///
/// Tests for inequality between two objects.
///
/// The first value to compare.
/// The second value to compare.
/// true if has a different value than ; otherwise, false.
public static bool operator !=(Color3 left, Color3 right)
{
return !left.Equals(right);
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color4(Color3 value)
{
return new Color4(value.R, value.G, value.B, 1.0f);
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Vec3(Color3 value)
{
return new Vec3(value.R, value.G, value.B);
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color3(Vec3 value)
{
return new Color3(value.X, value.Y, value.Z);
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color3(int value)
{
return new Color3(value);
}
///
/// Returns a that represents this instance.
///
///
/// A that represents this instance.
///
public override string ToString()
{
return ToString(CultureInfo.CurrentCulture);
}
///
/// Convert this color to an equivalent with an opaque alpha.
///
/// An equivalent with an opaque alpha.
public Color4 ToColor4()
{
return new Color4(R, G, B, 1.0f);
}
///
/// Returns a that represents this instance.
///
/// The format.
///
/// A that represents this instance.
///
public string ToString(string format)
{
return ToString(format, CultureInfo.CurrentCulture);
}
///
/// Returns a that represents this instance.
///
/// The format provider.
///
/// A that represents this instance.
///
public string ToString(IFormatProvider formatProvider)
{
return string.Format(formatProvider, ToStringFormat, R, G, B);
}
///
/// Returns a that represents this instance.
///
/// The format.
/// The format provider.
///
/// A that represents this instance.
///
public string ToString(string format, IFormatProvider formatProvider)
{
if (format == null)
return ToString(formatProvider);
return string.Format(formatProvider, ToStringFormat,
R.ToString(format, formatProvider),
G.ToString(format, formatProvider),
B.ToString(format, formatProvider));
}
///
/// Returns a hash code for this instance.
///
///
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
///
public override int GetHashCode()
{
return R.GetHashCode() + G.GetHashCode() + B.GetHashCode();
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
///
/// true if the specified is equal to this instance; otherwise, false.
///
public bool Equals(Color3 other)
{
return R == other.R && G == other.G && B == other.B;
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
///
/// true if the specified is equal to this instance; otherwise, false.
///
public override bool Equals(object value)
{
if (value == null)
return false;
if (value.GetType() != GetType())
return false;
return Equals((Color3)value);
}
#if SlimDX1xInterop
///
/// Performs an implicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static implicit operator SlimDX.Color3(Color3 value)
{
return new SlimDX.Color3(value.Red, value.Green, value.Blue);
}
///
/// Performs an implicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static implicit operator Color3(SlimDX.Color3 value)
{
return new Color3(value.Red, value.Green, value.Blue);
}
#endif
#if WPFInterop
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator System.Windows.Media.Color(Color3 value)
{
return new System.Windows.Media.Color()
{
A = 255,
R = (byte)(255f * value.Red),
G = (byte)(255f * value.Green),
B = (byte)(255f * value.Blue)
};
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static explicit operator Color3(System.Windows.Media.Color value)
{
return new Color3()
{
Red = (float)value.R / 255f,
Green = (float)value.G / 255f,
Blue = (float)value.B / 255f
};
}
#endif
#if WinFormsInterop
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static implicit operator System.Drawing.Color(Color3 value)
{
return System.Drawing.Color.FromArgb(
(byte)(255f * value.Red),
(byte)(255f * value.Green),
(byte)(255f * value.Blue));
}
///
/// Performs an explicit conversion from to .
///
/// The value.
/// The result of the conversion.
public static implicit operator Color3(System.Drawing.Color value)
{
return new Color3()
{
Red = (float)value.R / 255f,
Green = (float)value.G / 255f,
Blue = (float)value.B / 255f
};
}
#endif
}
}