Ark Server API (ASE) - Wiki
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#include <Color.h>
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FORCEINLINE | FLinearColor () |
FORCEINLINE | FLinearColor (EForceInit) |
FORCEINLINE | FLinearColor (float InR, float InG, float InB, float InA=1.0f) |
FLinearColor (const FColor &Color) | |
FORCEINLINE float & | Component (int32 Index) |
FORCEINLINE const float & | Component (int32 Index) const |
FORCEINLINE FLinearColor | operator+ (const FLinearColor &ColorB) const |
FORCEINLINE FLinearColor & | operator+= (const FLinearColor &ColorB) |
FORCEINLINE FLinearColor | operator- (const FLinearColor &ColorB) const |
FORCEINLINE FLinearColor & | operator-= (const FLinearColor &ColorB) |
FORCEINLINE FLinearColor | operator* (const FLinearColor &ColorB) const |
FORCEINLINE FLinearColor & | operator*= (const FLinearColor &ColorB) |
FORCEINLINE FLinearColor | operator* (float Scalar) const |
FORCEINLINE FLinearColor & | operator*= (float Scalar) |
FORCEINLINE FLinearColor | operator/ (const FLinearColor &ColorB) const |
FORCEINLINE FLinearColor & | operator/= (const FLinearColor &ColorB) |
FORCEINLINE FLinearColor | operator/ (float Scalar) const |
FORCEINLINE FLinearColor & | operator/= (float Scalar) |
FORCEINLINE FLinearColor | GetClamped (float InMin=0.0f, float InMax=1.0f) const |
FORCEINLINE bool | operator== (const FLinearColor &ColorB) const |
FORCEINLINE bool | operator!= (const FLinearColor &Other) const |
FORCEINLINE bool | Equals (const FLinearColor &ColorB, float Tolerance=KINDA_SMALL_NUMBER) const |
FLinearColor | CopyWithNewOpacity (float NewOpacicty) const |
FLinearColor | LinearRGBToHSV () const |
FLinearColor | HSVToLinearRGB () const |
FLinearColor | Desaturate (float Desaturation) const |
float | ComputeLuminance () const |
FORCEINLINE float | GetMax () const |
bool | IsAlmostBlack () const |
FORCEINLINE float | GetMin () const |
FORCEINLINE float | GetLuminance () const |
Static Public Member Functions | |
static FLinearColor | FGetHSV (uint8 H, uint8 S, uint8 V) |
static FLinearColor | MakeRandomColor () |
static FLinearColor | MakeFromColorTemperature (float Temp) |
static float | Dist (const FLinearColor &V1, const FLinearColor &V2) |
static float | EvaluateBezier (const FLinearColor *ControlPoints, int32 NumPoints, TArray< FLinearColor > &OutPoints) |
static FLinearColor | LerpUsingHSV (const FLinearColor &From, const FLinearColor &To, const float Progress) |
Public Attributes | |
float | R |
float | G |
float | B |
float | A |
Static Public Attributes | |
static float | Pow22OneOver255Table [256] |
static CONSTEXPR double | sRGBToLinearTable [256] |
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FLinearColor FLinearColor::Desaturate | ( | float | Desaturation | ) | const |
Returns a desaturated color, with 0 meaning no desaturation and 1 == full desaturation
Desaturation | Desaturation factor in range [0..1] |
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Generates a list of sample points on a Bezier curve defined by 2 points.
ControlPoints | Array of 4 Linear Colors (vert1, controlpoint1, controlpoint2, vert2). |
NumPoints | Number of samples. |
OutPoints | Receives the output samples. |
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Converts byte hue-saturation-brightness to floating point red-green-blue.
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FLinearColor FLinearColor::HSVToLinearRGB | ( | ) | const |
Converts an HSV color to a linear space RGB color
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Linearly interpolates between two colors by the specified progress amount. The interpolation is performed in HSV color space taking the shortest path to the new color's hue. This can give better results than FMath::Lerp(), but is much more expensive. The incoming colors are in RGB space, and the output color will be RGB. The alpha value will also be interpolated.
From | The color and alpha to interpolate from as linear RGBA |
To | The color and alpha to interpolate to as linear RGBA |
Progress | Scalar interpolation amount (usually between 0.0 and 1.0 inclusive) |
FLinearColor FLinearColor::LinearRGBToHSV | ( | ) | const |
Converts a linear space RGB color to an HSV color
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Converts temperature in Kelvins of a black body radiator to RGB chromaticity.
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Makes a random but quite nice color.
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Static lookup table used for FColor -> FLinearColor conversion. Pow(2.2)
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Static lookup table used for FColor -> FLinearColor conversion. sRGB