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 
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 */
Namespace providing different geometric functions concerning angles.
HuePartitioningColors(float _alpha=1.0f, float _baseHue=0.5694f)