我已经创建了swift函数,我将颜色值发送到并且想要返回三元组和四元组值。它有点工作,但我对颜色结果不满意。请问有人能帮我调整配方吗?
我关注的是几个来源,但与几个基于网络的在线配色方案相比,返回的颜色太亮或太饱和了。我知道这也是一个偏好问题,我有点像下面代码的结果,但在某些颜色的情况下,返回的一种颜色的结果太接近原始颜色的结果,所以它是隐约可见。它仅适用于少数几种颜色......
我正在使用此处的公式:
我的代码:
func getTriadColor(color: UIColor) -> (UIColor, UIColor){
var hue : CGFloat = 0
var saturation : CGFloat = 0
var brightness : CGFloat = 0
var alpha : CGFloat = 0
let triadHue = CGFloat(color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: &alpha))
let triadColor1 = UIColor(hue: (triadHue + 0.33) - 1.0, saturation: saturation, brightness: brightness, alpha: alpha)
let triadColor2 = UIColor(hue: (triadHue + 0.66) - 1.0, saturation: saturation, brightness: brightness, alpha: alpha)
return (triadColor1, triadColor2)
}
func getTetradColor(color: UIColor) -> (UIColor, UIColor, UIColor){
var hue : CGFloat = 0
var saturation : CGFloat = 0
var brightness : CGFloat = 0
var alpha : CGFloat = 0
let tetradHue = CGFloat(color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: &alpha))
let tetradColor1 = UIColor(hue: (tetradHue + 0.25) - 1.0, saturation: saturation, brightness: brightness, alpha: alpha)
let tetradColor2 = UIColor(hue: (tetradHue + 0.5) - 1.0, saturation: saturation, brightness: brightness, alpha: alpha)
let tetradColor3 = UIColor(hue: (tetradHue + 0.75) - 1.0, saturation: saturation, brightness: brightness, alpha: alpha)
return (tetradColor1, tetradColor2, tetradColor3)
}
我还找到了很好的清洁代码来寻找补色,我对结果非常满意
func getComplementColor(color: UIColor) -> UIColor{
let ciColor = CIColor(color: color)
let compRed: CGFloat = 1.0 - ciColor.red
let compGreen: CGFloat = 1.0 - ciColor.green
let compBlue: CGFloat = 1.0 - ciColor.blue
return UIColor(red: compRed, green: compGreen, blue: compBlue, alpha: 1.0)
}
答案 0 :(得分:10)
屏幕截图中的公式不正确,因为它们指定使用绝对值函数而不是模数函数。也就是说,例如,您的屏幕截图定义了
H 1 = |(H 0 + 180°) - 360°|
但考虑一下输入H 0 = 90°:
H 1 = |(90°+ 180°) - 360°| = | 270° - 360°| = | -90°| = 90°
您是否认为H 0 = 90°的互补色调是H 1 = 90°,相同的色调?
正确的公式是
H 1 =(H 0 + 180°)mod 360°
其中“mod”是“modulo”的缩写,表示“除以后的余数”。换句话说,如果答案将超过360°,则减去360°。对于H 0 = 90°,这给出了H 1 = 270°的正确答案。
但是你的代码中甚至没有这个问题,因为你没有在代码中使用绝对值函数(或模数函数)。由于你没有做任何事情来保持你的色调值在0 ... 1的范围内,你的色调值小于零被剪裁为零,你的色调值高于1被剪裁为一个(零和一个均值为红色) )。
您的getComplementColor
也不是“补色”的标准定义。
以下是正确的定义:
extension UIColor {
var complement: UIColor {
return self.withHueOffset(0.5)
}
var splitComplement0: UIColor {
return self.withHueOffset(150 / 360)
}
var splitComplement1: UIColor {
return self.withHueOffset(210 / 360)
}
var triadic0: UIColor {
return self.withHueOffset(120 / 360)
}
var triadic1: UIColor {
return self.withHueOffset(240 / 360)
}
var tetradic0: UIColor {
return self.withHueOffset(0.25)
}
var tetradic1: UIColor {
return self.complement
}
var tetradic2: UIColor {
return self.withHueOffset(0.75)
}
var analagous0: UIColor {
return self.withHueOffset(-1 / 12)
}
var analagous1: UIColor {
return self.withHueOffset(1 / 12)
}
func withHueOffset(offset: CGFloat) -> UIColor {
var h: CGFloat = 0
var s: CGFloat = 0
var b: CGFloat = 0
var a: CGFloat = 0
self.getHue(&h, saturation: &s, brightness: &b, alpha: &a)
return UIColor(hue: fmod(h + offset, 1), saturation: s, brightness: b, alpha: a)
}
}
以下是补色的一些例子(原件在顶部,在下面互补):
以下是拆分补色(原件在上面):
以下是三元颜色(原件在上面):
这是四色(原始的):
以下是类似的颜色(中间原 ):
这是我用来生成这些图像的游乐场:
import XCPlayground
import UIKit
let view = UIView(frame: CGRectMake(0, 0, 320, 480))
view.backgroundColor = [#Color(colorLiteralRed: 0.9607843137254902, green: 0.9607843137254902, blue: 0.9607843137254902, alpha: 1)#]
let vStack = UIStackView(frame: view.bounds)
vStack.autoresizingMask = [ .FlexibleWidth, .FlexibleHeight ]
view.addSubview(vStack)
vStack.axis = .Vertical
vStack.distribution = .FillEqually
vStack.alignment = .Fill
vStack.spacing = 10
typealias ColorTransform = (UIColor) -> UIColor
func tile(color color: UIColor) -> UIView {
let view = UIView()
view.translatesAutoresizingMaskIntoConstraints = false
view.backgroundColor = color
return view
}
func strip(transforms: [ColorTransform]) -> UIStackView {
let strip = UIStackView()
strip.translatesAutoresizingMaskIntoConstraints = false
strip.axis = .Vertical
strip.distribution = .FillEqually
strip.alignment = .Fill
strip.spacing = 0
let hStacks = (0 ..< transforms.count).map { (i: Int) -> UIStackView in
let stack = UIStackView()
stack.translatesAutoresizingMaskIntoConstraints = false
stack.axis = .Horizontal
stack.distribution = .FillEqually
stack.alignment = .Fill
stack.spacing = 4
strip.addArrangedSubview(stack)
return stack
}
for h in 0 ..< 10 {
let hue = CGFloat(h) / 10
let color = UIColor(hue: hue, saturation: 1, brightness: 1, alpha: 1)
for (i, transform) in transforms.enumerate() {
hStacks[i].addArrangedSubview(tile(color: transform(color)))
}
}
return strip
}
vStack.addArrangedSubview(strip([
{ $0 },
{ $0.complement }]))
vStack.addArrangedSubview(strip([
{ $0 },
{ $0.splitComplement0 },
{ $0.splitComplement1 }]))
vStack.addArrangedSubview(strip([
{ $0 },
{ $0.triadic0 },
{ $0.triadic1 }]))
vStack.addArrangedSubview(strip([
{ $0 },
{ $0.tetradic0 },
{ $0.tetradic1 },
{ $0.tetradic2 }]))
vStack.addArrangedSubview(strip([
{ $0.analagous0 },
{ $0 },
{ $0.analagous1 }]))
XCPlaygroundPage.currentPage.liveView = view