Developer Documentation

HuePartitioningColors.cc
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41
42
43 #include "HuePartitioningColors.hh"
44
45 #include <QColor>
46
47 namespace ACG {
48
49 #define DEFAULT_SATURATION 1.0f
50 #define DEFAULT_VALUE 1.0f
51
52 HuePartitioningColors::HuePartitioningColors(float _alpha, float _baseHue) :
53 currentSubdiv_(2), currentIt_(0), currentTriadIt_(0),
54 alpha_(_alpha), baseHue_(_baseHue),
55 defaultSaturation_(DEFAULT_SATURATION), defaultValue_(DEFAULT_VALUE) {
56 }
57
58 static inline float wrap01(float v) {
59 float dummy;
60 if (v > 1.0f) v = modff(v, &dummy);
61 if (v < 0.0f) v = 1.0f - modff(v, &dummy);
62 return v;
63 }
64
65 Vec4f HuePartitioningColors::generateNextColor() {
66 const float resultHue =
67 baseHue_
68 + .33333333f / currentSubdiv_ * currentIt_
69 + .33333333f * currentTriadIt_;
70
71 // Convert color to RGB and store result.
72 double r, g, b, a;
73 QColor::fromHsvF(wrap01(resultHue), defaultSaturation_,
74 defaultValue_, alpha_).getRgbF(
75 &r, &g, &b, &a);
76 const Vec4f result(r, g, b, alpha_);
77
78 /*
79 * Increment the three level iterator state.
80 */
81
82 // Level 1: Increment triad it.
83 if (++currentTriadIt_ <= 2)
84 return result;
85
86 // Level 2: Increment subdiv it.
87 currentTriadIt_ = 0;
88
89 // Starting from the second subdivison, only visit odd numbers.
90 currentIt_ += (currentSubdiv_ == 2 ? 1 : 2);
91 if (currentIt_ < currentSubdiv_)
92 return result;
93
94 // Level 3: Increment subdivision level.
95 currentIt_ = 1;
96 currentSubdiv_ *= 2;
97
98 return result;
99 }
100
101 } /* namespace ACG */
ACG
Namespace providing different geometric functions concerning angles.
Definition: BaseObjectData.hh:68
OpenMesh::VectorT
Definition: Vector11T.hh:83
ACG::HuePartitioningColors::generateNextColor
virtual Vec4f generateNextColor()
Definition: HuePartitioningColors.cc:65
ACG::HuePartitioningColors::HuePartitioningColors
HuePartitioningColors(float _alpha=1.0f, float _baseHue=0.5694f)
Definition: HuePartitioningColors.cc:52