rgb + hsv sliders

This commit is contained in:
Ronja 2021-11-25 17:57:45 +01:00
parent 69e368725a
commit f31790189e

View file

@ -1,24 +1,127 @@
import "luxe: world" for Entity, UIClear, UILayoutMode, UIBehave, UIContain, Assets, Material, UI, UIEvent
import "luxe: ui" for Control, UIList, UIWindow, UIButton, UIPanel, UIImage
import "luxe: world" for Entity, UIClear, UILayoutMode, UIBehave, UIContain, Assets, Material, UI, UIEvent, UILayoutBehave
import "luxe: ui" for Control, UIList, UIWindow, UIButton, UIPanel, UIImage, UISlider, UILabel
import "luxe: ui/field/number" for UINumber
import "luxe: id" for ID
import "luxe: draw" for PathStyle
import "luxe: math" for Math
import "luxe: color" for Color
class ColorPickerData {
//parameters - we could make some of this dynamic if we wanted to
triangle_size {35}
outer_ring_size {200}
inner_ring_size {140}
r{_r}
g{_g}
b{_b}
h{_h}
s{_s}
v{_v}
a{_a}
rgba{[_r, _g, _b, _a]}
hsva{[_h, _s, _v, _a]}
toString{"Data - HSV:[%(h), %(s), %(v)] - RGB:[%(r), %(g), %(b)] - A:[%(a)]"}
construct new(){
set_rgba(Color.hex(0xFFAABB))
}
set_rgba(col){set_rgba(col, true)}
set_rgba(col, update_spaces){
System.print("Set RGB!")
if(!ColorPicker.approx(_r, col.r)) _r = col.r
if(!ColorPicker.approx(_g, col.g)) _g = col.g
if(!ColorPicker.approx(_b, col.b)) _b = col.b
if(!ColorPicker.approx(_a, col.a)) _a = col.a
if(!update_spaces) return
var hsv = Color.rgb2hsv(col)
//be careful not to destroy hue when doing rgb to hsv
if(!ColorPicker.approx(_h, hsv.x) && !ColorPicker.approx(_s, 0)) _h = hsv.x
if(!ColorPicker.approx(_s, hsv.y)) _s = hsv.y
if(!ColorPicker.approx(_v, hsv.z)) _v = hsv.z
}
set_hsva(col){set_hsva(col, true)}
set_hsva(col, update_spaces){
System.print("Set HSV!")
if(!ColorPicker.approx(_h, col.x)) _h = col.x
if(!ColorPicker.approx(_s, col.y)) _s = col.y
if(!ColorPicker.approx(_v, col.z)) _v = col.z
if(!ColorPicker.approx(_a, col.a)) _a = col.a
if(!update_spaces) return
var rgb = Color.hsv2rgb(col)
if(!ColorPicker.approx(_r, rgb.r)) _r = rgb.r
if(!ColorPicker.approx(_g, rgb.g)) _g = rgb.g
if(!ColorPicker.approx(_b, rgb.b)) _b = rgb.b
}
set_rgba_component(index: Num, value: Num){
if(index == 0){
set_rgba([value, _g, _b, _a])
} else if(index == 1){
set_rgba([_r, value, _b, _a])
} else if(index == 2){
set_rgba([_r, _g, value, _a])
} else if(index == 3){
set_rgba([_r, _g, _b, value])
}
}
get_rgba_component(index: Num){
if(index == 0){
return _r
} else if(index == 1){
return _g
} else if(index == 2){
return _b
} else if(index == 3){
return _a
}
}
set_hsva_component(index: Num, value: Num){
if(index == 0){
set_hsva([value, _s, _v, _a])
} else if(index == 1){
set_hsva([_h, value, _v, _a])
} else if(index == 2){
set_hsva([_h, _s, value, _a])
} else if(index == 3){
set_hsva([_h, _s, _v, value])
}
}
get_hsva_component(index: Num){
if(index == 0){
return _h
} else if(index == 1){
return _s
} else if(index == 2){
return _v
} else if(index == 3){
return _a
}
}
}
class ColorPicker{
static create(ui: Entity) : Control{
//parameters - we could expose some of this if we wanted to
var base_color = [1, 0, 0, 1]
var base_hsv = Color.rgb2hsv(base_color)
var base_value_gamma = 1.6
var base_sat_gamma = 0.8
var triangle_size = 35 //this is the inner triangle radius
var outer_ring_size = 200
var inner_ring_size = 140
var data = ColorPickerData.new()
//setup root
var panel = UIWindow.create(ui)
Control.set_size(panel, 350, 400)
Control.set_size(panel, 350, 500)
Control.set_id(panel, "panel.%(ID.unique())")
//Control.set_state_data(panel, base_color) //turns out UIWindows use their own state, whoops
@ -27,20 +130,190 @@ class ColorPicker{
Control.set_margin(color_view, 0, 40, 0, 0)
Control.child_add(panel, color_view)
Control.set_id(panel, "color_view.%(ID.unique())")
Control.set_state_data(color_view, base_color) //stores state "golbally" for multiple elements in the colorpicker to access
Control.set_state_data(color_view, data)
var hsv_view = Control.create(ui)
Control.set_behave(hsv_view, UIBehave.fill)
Control.set_margin(hsv_view, 0, 0, 0, 0)
Control.set_contain(hsv_view, UIContain.column | UIContain.start)
Control.child_add(color_view, hsv_view)
Control.set_id(panel, "hsv_view.%(ID.unique())")
var wheel = create_hsv_wheel(ui, color_view)
Control.set_behave(wheel, UIBehave.left | UIBehave.top)
Control.set_margin(wheel, 8, 8, 0, 0)
Control.child_add(hsv_view, wheel)
var component_choice = Control.create(ui)
Control.set_contain(component_choice, UIContain.row | UIContain.start)
Control.set_behave(component_choice, UIBehave.hfill | UIBehave.left | UIBehave.top)
Control.set_margin(component_choice, 8, 8, 0, 0)
Control.set_size(component_choice, 0, 32)
Control.child_add(hsv_view, component_choice)
var rgba_button = UIButton.create(ui)
Control.set_behave(rgba_button, UIBehave.left)
UIButton.set_text(rgba_button, "rgb")
Control.child_add(component_choice, rgba_button)
var hsva_button = UIButton.create(ui)
Control.set_behave(hsva_button, UIBehave.left)
UIButton.set_text(hsva_button, "hsv")
Control.child_add(component_choice, hsva_button)
var rgba_components = rgba_values(ui, color_view)
Control.child_add(hsv_view, rgba_components)
var hsva_components = hsva_values(ui, color_view)
Control.child_add(hsv_view, hsva_components)
Control.set_events(rgba_button) {|event|
if(event.type == UIEvent.press){
Control.set_visible(rgba_components, true)
Control.set_visible(hsva_components, false)
}
}
Control.set_events(hsva_button) {|event|
if(event.type == UIEvent.press){
Control.set_visible(rgba_components, false)
Control.set_visible(hsva_components, true)
}
}
//todo: next steps: hex input(s?)
return panel
}
static rgba_values(ui: UI, color_view: Control) {
var rgba_components = Control.create(ui)
Control.set_contain(rgba_components, UIContain.column | UIContain.hfit | UIContain.vfit)
Control.set_behave(rgba_components, UIBehave.hfill)
Control.set_margin(rgba_components, 0, 8, 0, 0)
var red = color_component(ui, "R", 0, color_view, "rgb")
Control.child_add(rgba_components, red)
var green = color_component(ui, "G", 1, color_view, "rgb")
Control.child_add(rgba_components, green)
var blue = color_component(ui, "B", 2, color_view, "rgb")
Control.child_add(rgba_components, blue)
var alpha = color_component(ui, "A", 3, color_view, "rgb")
Control.child_add(rgba_components, alpha)
return rgba_components
}
static hsva_values(ui: UI, color_view: Control) {
var rgba_components = Control.create(ui)
Control.set_contain(rgba_components, UIContain.column | UIContain.hfit | UIContain.vfit)
Control.set_behave(rgba_components, UIBehave.hfill)
Control.set_margin(rgba_components, 0, 8, 0, 0)
var red = color_component(ui, "H", 0, color_view, "hsv")
Control.child_add(rgba_components, red)
var green = color_component(ui, "S", 1, color_view, "hsv")
Control.child_add(rgba_components, green)
var blue = color_component(ui, "V", 2, color_view, "hsv")
Control.child_add(rgba_components, blue)
var alpha = color_component(ui, "A", 3, color_view, "hsv")
Control.child_add(rgba_components, alpha)
return rgba_components
}
static color_component (ui: Entity, name: String, index: Num, color_view: Control, space: String){
var base = Control.create(ui)
Control.set_size(base, 0, 32)
Control.set_behave(base, UIBehave.top | UIBehave.left | UILayoutBehave.hfill)
Control.set_contain(base, UIContain.row)
Control.set_margin(base, 0, 0, 0, 0)
Control.set_id(base, "component.%(name).%(ID.unique())")
var label = UILabel.create(ui)
UILabel.set_text(label, name)
UILabel.set_text_size(label, 20)
Control.set_size(label, 20, 32)
Control.set_behave(label, UIBehave.left | UIBehave.vfill)
Control.set_margin(label, 8, 0, 8, 0)
Control.child_add(base, label)
var number = UINumber.create(ui)
UINumber.set_value(number, 0)
UINumber.set_validation(number) {|input|
return Math.fixed(input)
}
Control.set_behave(number, UIBehave.top | UIBehave.left)
Control.set_margin(number, 0, 0, 0, 0)
Control.set_size(number, 72, 32)
Control.child_add(base, number)
var slider = UISlider.create(ui)
UISlider.set_min(slider, 0)
UISlider.set_max(slider, 1)
UISlider.set_value(slider, 0)
Control.set_behave(slider, UILayoutBehave.top | UILayoutBehave.bottom | UILayoutBehave.hfill)
Control.set_margin(slider, 8, 8, 8, 8)
Control.child_add(base, slider)
Control.set_events(number) { |event: UIEvent|
if(event.type == UIEvent.change){
if(approx(UISlider.get_value(slider), event.change, 0.001)) return
System.print(" Base event (slider)")
UI.events_emit(base, UIEvent.change, event.change)
}
}
Control.set_events(slider) { |event: UIEvent|
if(event.type == UIEvent.change){
if(approx(UINumber.get_value(number), event.change, 0.001)) return
System.print(" Base event (number)")
UI.events_emit(base, UIEvent.change, event.change)
}
}
Control.set_events(color_view){|event|
if(event.type == UIEvent.change){
//System.print(event.change)
if(space == "rgb"){
UISlider.set_value(slider, Math.fixed(event.change.get_rgba_component(index)))
UINumber.set_value(number, Math.fixed(event.change.get_rgba_component(index)))
} else if(space == "hsv"){
UISlider.set_value(slider, Math.fixed(event.change.get_hsva_component(index)))
UINumber.set_value(number, Math.fixed(event.change.get_hsva_component(index)))
}
}
}
Control.set_events(base) {|event|
if(event.type == UIEvent.change){
var color = Control.get_state_data(color_view)
if(space == "rgb"){
if(approx(event.change, color.get_rgba_component(index))) return
color.set_rgba_component(index, event.change)
} else if(space == "hsv"){
if(approx(event.change, color.get_hsva_component(index))) return
color.set_hsva_component(index, event.change)
}
Control.set_state_data(color_view, color)
System.print("event from color component (%(name))")
UI.events_emit(color_view, UIEvent.change, color)
}
}
return base
}
static create_hsv_wheel(ui: Entity, data_root: Control) : Control {
var data: ColorPickerData = Control.get_state_data(data_root)
var base_value_gamma = 1.6
var base_sat_gamma = 0.8
var color_wheel = Control.create(ui)
Control.set_size(color_wheel, outer_ring_size, outer_ring_size)
Control.child_add(hsv_view, color_wheel)
Control.set_size(color_wheel, data.outer_ring_size, data.outer_ring_size)
//Control.child_add(parent, color_wheel)
//the wheel has a bunch of state to have stuff be more solid (for example not reset hue when going to [0,0,0,_]) and interaction state
Control.set_state_data(color_wheel, {"ring":null, "triangle":null,
"hue": base_hsv.x, "value": base_hsv.z, "saturation": base_hsv.y})
Control.set_state_data(color_wheel, {"ring":null, "triangle":null})
Control.set_process(color_wheel){|control, state, event, x,y,w,h|
//this might not be nessecary anymore?
if(event.control != control) return
@ -55,18 +328,17 @@ class ColorPicker{
var hue = angle / Num.tau
//change relevant values
var color = Control.get_state_data(color_view)
var hsv = [hue, state["saturation"], state["value"], color.a]
state["hue"] = hue
color = Color.hsv2rgb(hsv)
Control.set_state_data(control, state)
Control.set_state_data(color_view, color)
UI.events_emit(control, UIEvent.change, state)
UI.events_emit(color_view, UIEvent.change, color)
var picker_state: ColorPickerData = Control.get_state_data(data_root)
var hsv = [hue, picker_state.s, picker_state.v, picker_state.a]
picker_state.set_hsva(hsv)
System.print("Event from hue ring")
UI.events_emit(data_root, UIEvent.change, picker_state)
} else if(state["triangle"] == "captured"){ //if we're editing the triangle (saturation & value)
var picker_state: ColorPickerData = Control.get_state_data(data_root)
var diff = [event.x - center.x, event.y - center.y] //position rel to center
Math.rotate(diff, 0, 0, state["hue"] * -360) //follow triangle rotation
Math.rotate(diff, 0, 0, picker_state.h * -360) //follow triangle rotation
//constrain to triangle
var triangle_size = picker_state.triangle_size
constrain_to_triangle(diff, triangle_size)
//get saturation based on distance to 2 edges
@ -83,26 +355,20 @@ class ColorPicker{
value = value.clamp(0, 1)
//calculate and apply relevant values
var hue = state["hue"]
var color = Control.get_state_data(color_view)
var hsv = [hue, saturation, value, color.a]
hsv[0] = hue
state["value"] = value
state["saturation"] = saturation
color = Color.hsv2rgb(hsv)
Control.set_state_data(control, state)
Control.set_state_data(color_view, color)
UI.events_emit(control, UIEvent.change, state)
UI.events_emit(color_view, UIEvent.change, color)
var hsv = [picker_state.h, saturation, value, picker_state.a]
picker_state.set_hsva(hsv)
System.print("event from saturation/value triangle")
UI.events_emit(data_root, UIEvent.change, picker_state)
} else { //if we're not editing anything, lets check what we're hovering over!
var picker_state: ColorPickerData = Control.get_state_data(data_root)
var distance = Math.dist2D(center, event)
//first reset hover state (can only be hover bc we checked for captured)
state["ring"] = null
state["triangle"] = null
//then find actual state
if(distance > inner_ring_size/2 && distance < outer_ring_size/2){
if(distance > picker_state.inner_ring_size/2 && distance < picker_state.outer_ring_size/2){
state["ring"] = "hover"
} else if(distance < inner_ring_size/2) { //todo: triangle not round
} else if(distance < picker_state.inner_ring_size/2) { //todo: triangle not round
state["triangle"] = "hover"
}
}
@ -114,6 +380,7 @@ class ColorPicker{
if(hover_ring) state["ring"] = "captured"
if(hover_tri) state["triangle"] = "captured"
} else if(event.type == UIEvent.release && event.button == 1) { //if we release a click, let go
var picker_state: ColorPickerData = Control.get_state_data(data_root)
x = Control.get_pos_x_abs(control)
y = Control.get_pos_y_abs(control)
var center = [x + w/2, y + h/2]
@ -123,60 +390,41 @@ class ColorPicker{
state["ring"] = null
state["triangle"] = null
//then find actual state
if(distance > inner_ring_size/2 && distance < outer_ring_size/2){
if(distance > picker_state.inner_ring_size/2 && distance < picker_state.outer_ring_size/2){
state["ring"] = "hover"
} else if(distance < inner_ring_size/2) { //todo: triangle not round
} else if(distance < picker_state.inner_ring_size/2) { //todo: triangle not round
state["triangle"] = "hover"
}
UI.uncapture(control)
}
}
Control.set_allow_input(color_wheel, true)
//update values when some other UI that doesnt care about HSV changes the color
Control.set_events(color_view) {|event|
if(event.type == UIEvent.change){
//construct wheel color
var wheel_data = Control.get_state_data(color_wheel)
var wheel_color = Color.hsv2rgb([wheel_data["hue"], wheel_data["saturation"], wheel_data["value"], 1])
//ignore if its the same (we likely triggered this ourselves) (though this still fails often when 2 multiple land in the event queue)
if(approx_rgb(wheel_color, event.change, 0.001)) return
//update the wheel hsv if different
var hsv = Color.rgb2hsv(event.change)
//only change hue if saturation is nonzero and theres relevant change (saturation check is bc in rgb greyscale has no hue)
if(hsv.y > 0.001 && !approx(wheel_data["hue"], hsv.x, 0.001)) wheel_data["hue"] = hsv.x
//only change if theres relevant change
if(!approx(wheel_data["saturation"], hsv.y, 0.001)) wheel_data["saturation"] = hsv.y
if(!approx(wheel_data["value"], hsv.z, 0.001)) wheel_data["value"] = hsv.z
//also trigger event in self to update stuff like image rotation
UI.events_emit(color_wheel, UIEvent.change, wheel_data)
}
}
//ring visuals, interresting stuff happens in shader
var color_ring = UIImage.create(ui)
Control.set_size(color_ring, outer_ring_size, outer_ring_size)
Control.set_size(color_ring, data.outer_ring_size, data.outer_ring_size)
Control.set_contain(color_ring, UIContain.justify)
var color_ring_mat = Material.create("materials/color_ring")
Material.set_input(color_ring_mat, "wheel.outer_distance", 0.5)
Material.set_input(color_ring_mat, "wheel.inner_distance", 0.5 * inner_ring_size / outer_ring_size)
Material.set_input(color_ring_mat, "wheel.inner_distance", 0.5 * data.inner_ring_size / data.outer_ring_size)
UIImage.set_material(color_ring, color_ring_mat)
Control.child_add(color_wheel, color_ring)
//triangle visual, interresting stuff happens in shader
var color_triangle = UIImage.create(ui)
Control.set_margin(color_triangle, 30, 30, 0, 0)
Control.set_size(color_triangle, triangle_size * 4, triangle_size*4)
Control.set_size(color_triangle, data.triangle_size * 4, data.triangle_size*4)
Control.set_contain(color_triangle, UIContain.justify)
var color_tri_mat = Material.create("materials/color_triangle")
Material.set_input(color_tri_mat, "triangle.value_gamma", base_value_gamma)
Material.set_input(color_tri_mat, "triangle.saturation_gamma", base_sat_gamma)
Material.set_input(color_tri_mat, "triangle.hue", base_hsv.x)
Material.set_input(color_tri_mat, "triangle.hue", data.h)
UIImage.set_material(color_triangle, color_tri_mat)
Control.child_add(color_wheel, color_triangle)
//rotates image when color wheel hue updates
Control.set_events(color_wheel) {|event|
Control.set_events(data_root) {|event|
if(event.type == UIEvent.change){
var hue = event.change["hue"]
var hue = event.change.h
UIImage.set_angle(color_triangle, hue * -360)
Material.set_input(color_tri_mat, "triangle.hue", hue)
}
@ -192,20 +440,22 @@ class ColorPicker{
var center = [x + w/2, y + h/2]
var style: PathStyle = PathStyle.new()
var color = Control.get_state_data(color_view)
var wheel_data = Control.get_state_data(color_wheel)
var hue = wheel_data["hue"]
var value = wheel_data["value"].pow(1/base_value_gamma)
var saturation = wheel_data["saturation"].pow(1/base_sat_gamma)
var picker_state: ColorPickerData = Control.get_state_data(data_root)
var color = picker_state.rgba
color.a = 1
var hue = picker_state.h
var saturation = picker_state.s.pow(1/base_sat_gamma)
var value = picker_state.v.pow(1/base_value_gamma)
//draw hue ring borders
style.color = [0.22, 0.22, 0.22, 1]
style.thickness = 2
UI.draw_ring(control, center.x, center.y, depth, outer_ring_size/2, outer_ring_size/2, 0, 360, 8, style)
UI.draw_ring(control, center.x, center.y, depth, inner_ring_size/2, inner_ring_size/2, 0, 360, 8, style)
style.thickness = 3
UI.draw_ring(control, center.x, center.y, depth, picker_state.outer_ring_size/2, picker_state.outer_ring_size/2, 0, 360, 8, style)
UI.draw_ring(control, center.x, center.y, depth, picker_state.inner_ring_size/2, picker_state.inner_ring_size/2, 0, 360, 8, style)
//draw hue ring color rect
style.thickness = 3
var wheel_data = Control.get_state_data(color_wheel)
style.thickness = 2
if(wheel_data["ring"] != null) {
style.color = [0.5, 0.5, 0.5, 1]
} else {
@ -214,18 +464,19 @@ class ColorPicker{
var size = [20, 30]
var angle_degree = hue * -360
var angle_radian = hue * -Num.tau
var avg_radius = (inner_ring_size + outer_ring_size) / 2 / 2
var avg_radius = (picker_state.inner_ring_size + picker_state.outer_ring_size) / 2 / 2
var offset = [-angle_radian.sin * avg_radius - size.x/2, -angle_radian.cos * avg_radius - size.y/2]
UI.draw_quad(control, center.x + offset.x, center.y + offset.y, depth, size.x, size.y, angle_degree, color)
UI.draw_rect(control, center.x + offset.x, center.y + offset.y, depth, size.x, size.y, angle_degree, style)
//draw triangle color dot
style.thickness = 3
style.thickness = 2
if(wheel_data["triangle"] != null) {
style.color = [0.5, 0.5, 0.5, 1]
} else {
style.color = [0.22, 0.22, 0.22, 1]
}
var triangle_size = picker_state.triangle_size
var v_dist = (1 - value) * (triangle_size * 3) - triangle_size //distance in "value direction" in triangle
var v_dir = dir_vec(Math.radians(150), 1) //"value direction"
var v_norm = [-v_dir.y, v_dir.x] //direction orthogonal to "value direction"
@ -239,88 +490,20 @@ class ColorPicker{
}
Control.child_add(color_wheel, color_wheel_overlay)
return panel
/*
//setup colorspace buttons
//todo: this should be a dropdown???
var colorspace_list = UIList.create(ui) //could use naked control but logically its a list?
Control.child_add(root, colorspace_list)
//base button size is 92x32 btw
var space_button_height = 30
var space_button_width = 50
for(i in 0...Color_spaces.count){
var space = Color_spaces[i]
var colorspace_button = UIButton.create(ui)
Control.set_size(colorspace_button, space_button_width, space_button_height)
UIList.add(colorspace_list, colorspace_button)
UIButton.set_text(colorspace_button, space["name"])
Control.set_pos(colorspace_button, i * space_button_width, 0) //manually set position
//todo: add event to actually do stuff here
}
Control.set_size(colorspace_list, Control.get_width(root).min(space_button_width * Color_spaces.count), space_button_height)
//UIList.refresh(colorspace_list) //uilist can only do vertical ordering so far :(
//setup uimode buttons
//todo: this should be a dropdown???
var mode_list = UIList.create(ui)
Control.child_add(root, mode_list)
Control.set_pos(mode_list, 0, space_button_height)
//base button size is 92x32 btw
var mode_button_height = 30
var mode_button_width = 50
for(i in 0...Modes.count){
var mode = Modes[i]
var mode_button = UIButton.create(ui)
Control.set_size(mode_button, mode_button_width, mode_button_height)
UIList.add(mode_list, mode_button)
UIButton.set_text(mode_button, mode["icon"])
Control.set_pos(mode_button, i * mode_button_width, 0) //manually set position
//todo: add event to actually do stuff here
}
Control.set_size(mode_list, Control.get_width(root).min(mode_button_width * Modes.count), mode_button_height)
//setup main editor
var main_editor_root = Control.create(ui)
Control.child_add(root, main_editor_root)
Control.set_size(main_editor_root, 200, 200)
Control.set_pos(main_editor_root, 0, mode_button_height + space_button_height)
//todo: configurable default editor
build_triangle_editor(ui, main_editor_root)
//setup sliders
var sliders_root = Control.create(ui)
Control.child_add(root, sliders_root)
Control.set_size(sliders_root, 300, 140)
Control.set_pos(sliders_root, 0, mode_button_height + space_button_height + 200)
//setup text input/output
var text_io_root = Control.create(ui)
Control.child_add(root, text_io_root)
Control.set_size(text_io_root, 150, 100)
Control.set_pos(text_io_root, 200, 160)
//setup preview field (old => new)
var preview_root = Control.create(ui)
Control.child_add(root, preview_root)
Control.set_size(preview_root, 150, 100)
Control.set_pos(preview_root, 200, 60)
//other stuff? gamma/linear? scene color pick? range toggle (0-1/0-255)? HDR??
//todo
return root
*/
return color_wheel
}
static approx_rgb(one: Color, other: Color, epsilson: Num) : Bool{
return approx(one.x, other.x, epsilson) && approx(one.y, other.y, epsilson) && approx(one.z, other.z, epsilson)
}
static approx(one: Num, other: Num) : Bool{
return approx(one, other, 0.001)
}
static approx(one: Num, other: Num, epsilon: Num) : Bool{
if(!(one is Num && other is Num)) return false
return (one - other).abs < epsilon
}