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rated 0 times [  28] [ 5]  / answers: 1 / hits: 69812  / 11 Years ago, fri, june 21, 2013, 12:00:00

I need to accurately convert HSB to RGB but I am not sure how to get around the problem of turning decimals into whole numbers without rounding. This is the current function I have out of a colorpicker library:



HSBToRGB = function (hsb) {

var rgb = { };
var h = Math.round(hsb.h);
var s = Math.round(hsb.s * 255 / 100);
var v = Math.round(hsb.b * 255 / 100);

if (s == 0) {

rgb.r = rgb.g = rgb.b = v;
} else {
var t1 = v;
var t2 = (255 - s) * v / 255;
var t3 = (t1 - t2) * (h % 60) / 60;

if (h == 360) h = 0;

if (h < 60) { rgb.r = t1; rgb.b = t2; rgb.g = t2 + t3 }
else if (h < 120) { rgb.g = t1; rgb.b = t2; rgb.r = t1 - t3 }
else if (h < 180) { rgb.g = t1; rgb.r = t2; rgb.b = t2 + t3 }
else if (h < 240) { rgb.b = t1; rgb.r = t2; rgb.g = t1 - t3 }
else if (h < 300) { rgb.b = t1; rgb.g = t2; rgb.r = t2 + t3 }
else if (h < 360) { rgb.r = t1; rgb.g = t2; rgb.b = t1 - t3 }
else { rgb.r = 0; rgb.g = 0; rgb.b = 0 }
}

return { r: Math.round(rgb.r), g: Math.round(rgb.g), b: Math.round(rgb.b) };


As you can see the inaccuracy in this function comes from the Math.round


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 Answers
6

From Parthik Gosar's link in this comment with slight modification to let you enter each value independently or all at once as an object



/* 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)
};
}


This code expects 0 <= h, s, v <= 1, if you're using degrees or radians, remember to divide them out.



The returned 0 <= r, g, b <= 255 are rounded to the nearest Integer. If you don't want this behaviour remove the Math.rounds from the returned object.






And the reverse (with less division)



/* accepts parameters
* r Object = {r:x, g:y, b:z}
* OR
* r, g, b
*/
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
};
}


This code will output 0 <= h, s, v <= 1, but this time takes any 0 <= r, g, b <= 255 (does not need to be an integer)






For completeness,



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
};
}


All of these values should be in the range 0 to 1. For HSL<->RGB go via HSV.


[#77488] Thursday, June 20, 2013, 11 Years  [reply] [flag answer]
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