Files
tbd-station-14/Content.Shared/Humanoid/SkinColor.cs
Pieter-Jan Briers af4ff4e9de Update content to remove redundant Robust math types (#38930)
Vector3, Vector4, Matrix4, and Quaternion are now gone. This switches us over to System.Numerics where applicable.
2025-07-22 12:29:17 +02:00

262 lines
8.8 KiB
C#

using System.Numerics;
using System.Security.Cryptography;
using Microsoft.VisualBasic.CompilerServices;
namespace Content.Shared.Humanoid;
public static class SkinColor
{
public const float MaxTintedHuesSaturation = 0.1f;
public const float MinTintedHuesLightness = 0.85f;
public const float MinHuesLightness = 0.175f;
public const float MinFeathersHue = 29f / 360;
public const float MaxFeathersHue = 174f / 360;
public const float MinFeathersSaturation = 20f / 100;
public const float MaxFeathersSaturation = 88f / 100;
public const float MinFeathersValue = 36f / 100;
public const float MaxFeathersValue = 55f / 100;
public static Color ValidHumanSkinTone => Color.FromHsv(new Vector4(0.07f, 0.2f, 1f, 1f));
/// <summary>
/// Turn a color into a valid tinted hue skin tone.
/// </summary>
/// <param name="color">The color to validate</param>
/// <returns>Validated tinted hue skin tone</returns>
public static Color ValidTintedHuesSkinTone(Color color)
{
return TintedHues(color);
}
/// <summary>
/// Get a human skin tone based on a scale of 0 to 100. The value is clamped between 0 and 100.
/// </summary>
/// <param name="tone">Skin tone. Valid range is 0 to 100, inclusive. 0 is gold/yellowish, 100 is dark brown.</param>
/// <returns>A human skin tone.</returns>
public static Color HumanSkinTone(int tone)
{
// 0 - 100, 0 being gold/yellowish and 100 being dark
// HSV based
//
// 0 - 20 changes the hue
// 20 - 100 changes the value
// 0 is 45 - 20 - 100
// 20 is 25 - 20 - 100
// 100 is 25 - 100 - 20
tone = Math.Clamp(tone, 0, 100);
var rangeOffset = tone - 20;
float hue = 25;
float sat = 20;
float val = 100;
if (rangeOffset <= 0)
{
hue += Math.Abs(rangeOffset);
}
else
{
sat += rangeOffset;
val -= rangeOffset;
}
var color = Color.FromHsv(new Vector4(hue / 360, sat / 100, val / 100, 1.0f));
return color;
}
/// <summary>
/// Gets a human skin tone from a given color.
/// </summary>
/// <param name="color"></param>
/// <returns></returns>
/// <remarks>
/// Does not cause an exception if the color is not originally from the human color range.
/// Instead, it will return the approximation of the skin tone value.
/// </remarks>
public static float HumanSkinToneFromColor(Color color)
{
var hsv = Color.ToHsv(color);
// check for hue/value first, if hue is lower than this percentage
// and value is 1.0
// then it'll be hue
if (Math.Clamp(hsv.X, 25f / 360f, 1) > 25f / 360f
&& hsv.Z == 1.0)
{
return Math.Abs(45 - (hsv.X * 360));
}
// otherwise it'll directly be the saturation
else
{
return hsv.Y * 100;
}
}
/// <summary>
/// Verify if a color is in the human skin tone range.
/// </summary>
/// <param name="color">The color to verify</param>
/// <returns>True if valid, false otherwise.</returns>
public static bool VerifyHumanSkinTone(Color color)
{
var colorValues = Color.ToHsv(color);
var hue = Math.Round(colorValues.X * 360f);
var sat = Math.Round(colorValues.Y * 100f);
var val = Math.Round(colorValues.Z * 100f);
// rangeOffset makes it so that this value
// is 25 <= hue <= 45
if (hue < 25 || hue > 45)
{
return false;
}
// rangeOffset makes it so that these two values
// are 20 <= sat <= 100 and 20 <= val <= 100
// where saturation increases to 100 and value decreases to 20
if (sat < 20 || val < 20)
{
return false;
}
return true;
}
/// <summary>
/// Convert a color to the 'tinted hues' skin tone type.
/// </summary>
/// <param name="color">Color to convert</param>
/// <returns>Tinted hue color</returns>
public static Color TintedHues(Color color)
{
var newColor = Color.ToHsl(color);
newColor.Y *= MaxTintedHuesSaturation;
newColor.Z = MathHelper.Lerp(MinTintedHuesLightness, 1f, newColor.Z);
return Color.FromHsv(newColor);
}
/// <summary>
/// Verify if this color is a valid tinted hue color type, or not.
/// </summary>
/// <param name="color">The color to verify</param>
/// <returns>True if valid, false otherwise</returns>
public static bool VerifyTintedHues(Color color)
{
// tinted hues just ensures saturation is always .1, or 10% saturation at all times
return Color.ToHsl(color).Y <= MaxTintedHuesSaturation && Color.ToHsl(color).Z >= MinTintedHuesLightness;
}
/// <summary>
/// Converts a Color proportionally to the allowed vox color range.
/// Will NOT preserve the specific input color even if it is within the allowed vox color range.
/// </summary>
/// <param name="color">Color to convert</param>
/// <returns>Vox feather coloration</returns>
public static Color ProportionalVoxColor(Color color)
{
var newColor = Color.ToHsv(color);
newColor.X = newColor.X * (MaxFeathersHue - MinFeathersHue) + MinFeathersHue;
newColor.Y = newColor.Y * (MaxFeathersSaturation - MinFeathersSaturation) + MinFeathersSaturation;
newColor.Z = newColor.Z * (MaxFeathersValue - MinFeathersValue) + MinFeathersValue;
return Color.FromHsv(newColor);
}
// /// <summary>
// /// Ensures the input Color is within the allowed vox color range.
// /// </summary>
// /// <param name="color">Color to convert</param>
// /// <returns>The same Color if it was within the allowed range, or the closest matching Color otherwise</returns>
public static Color ClosestVoxColor(Color color)
{
var hsv = Color.ToHsv(color);
hsv.X = Math.Clamp(hsv.X, MinFeathersHue, MaxFeathersHue);
hsv.Y = Math.Clamp(hsv.Y, MinFeathersSaturation, MaxFeathersSaturation);
hsv.Z = Math.Clamp(hsv.Z, MinFeathersValue, MaxFeathersValue);
return Color.FromHsv(hsv);
}
/// <summary>
/// Verify if this color is a valid vox feather coloration, or not.
/// </summary>
/// <param name="color">The color to verify</param>
/// <returns>True if valid, false otherwise</returns>
public static bool VerifyVoxFeathers(Color color)
{
var colorHsv = Color.ToHsv(color);
if (colorHsv.X < MinFeathersHue || colorHsv.X > MaxFeathersHue)
return false;
if (colorHsv.Y < MinFeathersSaturation || colorHsv.Y > MaxFeathersSaturation)
return false;
if (colorHsv.Z < MinFeathersValue || colorHsv.Z > MaxFeathersValue)
return false;
return true;
}
/// <summary>
/// This takes in a color, and returns a color guaranteed to be above MinHuesLightness
/// </summary>
/// <param name="color"></param>
/// <returns>Either the color as-is if it's above MinHuesLightness, or the color with luminosity increased above MinHuesLightness</returns>
public static Color MakeHueValid(Color color)
{
var manipulatedColor = Color.ToHsv(color);
manipulatedColor.Z = Math.Max(manipulatedColor.Z, MinHuesLightness);
return Color.FromHsv(manipulatedColor);
}
/// <summary>
/// Verify if this color is above a minimum luminosity
/// </summary>
/// <param name="color"></param>
/// <returns>True if valid, false if not</returns>
public static bool VerifyHues(Color color)
{
return Color.ToHsv(color).Z >= MinHuesLightness;
}
public static bool VerifySkinColor(HumanoidSkinColor type, Color color)
{
return type switch
{
HumanoidSkinColor.HumanToned => VerifyHumanSkinTone(color),
HumanoidSkinColor.TintedHues => VerifyTintedHues(color),
HumanoidSkinColor.Hues => VerifyHues(color),
HumanoidSkinColor.VoxFeathers => VerifyVoxFeathers(color),
_ => false,
};
}
public static Color ValidSkinTone(HumanoidSkinColor type, Color color)
{
return type switch
{
HumanoidSkinColor.HumanToned => ValidHumanSkinTone,
HumanoidSkinColor.TintedHues => ValidTintedHuesSkinTone(color),
HumanoidSkinColor.Hues => MakeHueValid(color),
HumanoidSkinColor.VoxFeathers => ClosestVoxColor(color),
_ => color
};
}
}
public enum HumanoidSkinColor : byte
{
HumanToned,
Hues,
VoxFeathers, // Vox feathers are limited to a specific color range
TintedHues, //This gives a color tint to a humanoid's skin (10% saturation with full hue range).
}