/ accepts parameters
* h Object = {h:x, s:y, v:z}
* OR
* h, s, v
/
function HSVtoRGB(h, s, v) {
var r, g, b, i, f, p, q, t;
if (arguments.length === 1) {
s = h.s, v = h.v, h = h.h;
}
i = Math.floor(h * 6);
f = h * 6 - i;
p = v * (1 - s);
q = v * (1 - f * s);
t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return {
r: Math.round(r * 255),
g: Math.round(g * 255),
b: Math.round(b * 255)
};
}
0 <= h, s, v <= 1如果您使用度数或弧度,则此代码应为,请记住将其分开。
返回
0 <= r, g, b <= 255的值四舍五入到最接近的 Integer
。如果您不希望出现这种情况,请
Math.round从返回的对象中删除。
反之(除法较少)
function RGBtoHSV(r, g, b) { if (arguments.length === 1) { g = r.g, b = r.b, r = r.r; } var max = Math.max(r, g, b), min = Math.min(r, g, b), d = max - min, h, s = (max === 0 ? 0 : d / max), v = max / 255; switch (max) { case min: h = 0; break; case r: h = (g - b) + d * (g < b ? 6: 0); h /= 6 * d; break; case g: h = (b - r) + d * 2; h /= 6 * d; break; case b: h = (r - g) + d * 4; h /= 6 * d; break; } return { h: h, s: s, v: v };}该代码将输出
0 <= h, s, v <= 1,但是这次需要任何时间
0 <= r, g, b <= 255(不需要是整数)
为了完整性,
function HSVtoHSL(h, s, v) { if (arguments.length === 1) { s = h.s, v = h.v, h = h.h; } var _h = h, _s = s * v, _l = (2 - s) * v; _s /= (_l <= 1) ? _l : 2 - _l; _l /= 2; return { h: _h, s: _s, l: _l };}function HSLtoHSV(h, s, l) { if (arguments.length === 1) { s = h.s, l = h.l, h = h.h; } var _h = h, _s, _v; l *= 2; s *= (l <= 1) ? l : 2 - l; _v = (l + s) / 2; _s = (2 * s) / (l + s); return { h: _h, s: _s, v: _v };}所有这些值应在范围
0来
1。对于
HSL<->RGB_通过去 _HSV 。



