pub struct Hsla {
pub hue: f32,
pub saturation: f32,
pub lightness: f32,
pub alpha: f32,
}
Expand description
Color in Hue-Saturation-Lightness (HSL) color space with alpha. Further information on this color model can be found on Wikipedia.
§Conversion
Conversion between the various color spaces is achieved using Rust’s native From trait. Because certain color spaces are defined by their transformation to and from another space, these From implementations reflect that set of definitions.
let color = Srgba::rgb(0.5, 0.5, 0.5);
// Using From explicitly
let linear_color = LinearRgba::from(color);
// Using Into
let linear_color: LinearRgba = color.into();
For example, the sRGB space is defined by its relationship with Linear RGB, and HWB by its with sRGB. As such, it is the responsibility of sRGB to provide From implementations for Linear RGB, and HWB for sRGB. To then provide conversion between Linear RGB and HWB directly, HWB is responsible for implementing these conversions, delegating to sRGB as an intermediatory. This ensures that all conversions take the shortest path between any two spaces, and limit the proliferation of domain specific knowledge for each color space to their respective definitions.
Fields§
§hue: f32
The hue channel. [0.0, 360.0]
saturation: f32
The saturation channel. [0.0, 1.0]
lightness: f32
The lightness channel. [0.0, 1.0]
alpha: f32
The alpha channel. [0.0, 1.0]
Implementations§
§impl Hsla
impl Hsla
pub const fn new(hue: f32, saturation: f32, lightness: f32, alpha: f32) -> Hsla
pub const fn new(hue: f32, saturation: f32, lightness: f32, alpha: f32) -> Hsla
pub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Hsla
pub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Hsla
Construct a new Hsla
color from (h, s, l) components, with the default alpha (1.0).
§Arguments
hue
- Hue channel. [0.0, 360.0]saturation
- Saturation channel. [0.0, 1.0]lightness
- Lightness channel. [0.0, 1.0]
Examples found in repository?
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fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(3.0, 1.0, 3.0)
.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2_000.0,
},
));
let cube = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
const GOLDEN_ANGLE: f32 = 137.507_77;
let mut hsla = Hsla::hsl(0.0, 1.0, 0.5);
for x in -1..2 {
for z in -1..2 {
commands.spawn(PbrBundle {
mesh: cube.clone(),
material: materials.add(Color::from(hsla)),
transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
..default()
});
hsla = hsla.rotate_hue(GOLDEN_ANGLE);
}
}
}
pub const fn with_saturation(self, saturation: f32) -> Hsla
pub const fn with_saturation(self, saturation: f32) -> Hsla
Return a copy of this color with the saturation channel set to the given value.
pub const fn with_lightness(self, lightness: f32) -> Hsla
pub const fn with_lightness(self, lightness: f32) -> Hsla
Return a copy of this color with the lightness channel set to the given value.
pub fn sequential_dispersed(index: u32) -> Hsla
pub fn sequential_dispersed(index: u32) -> Hsla
Generate a deterministic but quasi-randomly distributed
color from a provided index
.
This can be helpful for generating debug colors.
§Examples
// Unique color for an entity
// let entity_index = entity.index();
let color = Hsla::sequential_dispersed(entity_index);
// Palette with 5 distinct hues
let palette = (0..5).map(Hsla::sequential_dispersed).collect::<Vec<_>>();
Trait Implementations§
§impl Alpha for Hsla
impl Alpha for Hsla
§fn with_alpha(&self, alpha: f32) -> Hsla
fn with_alpha(&self, alpha: f32) -> Hsla
§fn is_fully_transparent(&self) -> bool
fn is_fully_transparent(&self) -> bool
§fn is_fully_opaque(&self) -> bool
fn is_fully_opaque(&self) -> bool
§impl ClampColor for Hsla
impl ClampColor for Hsla
§impl<'de> Deserialize<'de> for Hsla
impl<'de> Deserialize<'de> for Hsla
§fn deserialize<__D>(
__deserializer: __D
) -> Result<Hsla, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D
) -> Result<Hsla, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
§impl From<Hsla> for LinearRgba
impl From<Hsla> for LinearRgba
§fn from(value: Hsla) -> LinearRgba
fn from(value: Hsla) -> LinearRgba
§impl From<LinearRgba> for Hsla
impl From<LinearRgba> for Hsla
§fn from(value: LinearRgba) -> Hsla
fn from(value: LinearRgba) -> Hsla
§impl FromReflect for Hsla
impl FromReflect for Hsla
§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Hsla>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Hsla>
Self
from a reflected value.§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read more§impl GetTypeRegistration for Hsla
impl GetTypeRegistration for Hsla
§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
§impl Hue for Hsla
impl Hue for Hsla
§impl Luminance for Hsla
impl Luminance for Hsla
§fn with_luminance(&self, lightness: f32) -> Hsla
fn with_luminance(&self, lightness: f32) -> Hsla
§fn darker(&self, amount: f32) -> Hsla
fn darker(&self, amount: f32) -> Hsla
amount
should be between 0.0 and 1.0.
The amount represents an absolute decrease in luminance, and is distributive:
color.darker(a).darker(b) == color.darker(a + b)
. Colors are clamped to black
if the amount would cause them to go below black. Read more§fn lighter(&self, amount: f32) -> Hsla
fn lighter(&self, amount: f32) -> Hsla
amount
should be between 0.0 and 1.0.
The amount represents an absolute increase in luminance, and is distributive:
color.lighter(a).lighter(b) == color.lighter(a + b)
. Colors are clamped to white
if the amount would cause them to go above white. Read more§impl Mix for Hsla
impl Mix for Hsla
§fn mix(&self, other: &Hsla, factor: f32) -> Hsla
fn mix(&self, other: &Hsla, factor: f32) -> Hsla
§fn mix_assign(&mut self, other: Self, factor: f32)
fn mix_assign(&mut self, other: Self, factor: f32)
§impl Reflect for Hsla
impl Reflect for Hsla
§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read more§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
§fn reflect_owned(self: Box<Hsla>) -> ReflectOwned
fn reflect_owned(self: Box<Hsla>) -> ReflectOwned
§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
§impl Serialize for Hsla
impl Serialize for Hsla
§fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
§impl Struct for Hsla
impl Struct for Hsla
§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name
as a &dyn Reflect
.§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name
as a
&mut dyn Reflect
.§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index
as a
&dyn Reflect
.§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect
.§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.§impl TypePath for Hsla
impl TypePath for Hsla
§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
impl Copy for Hsla
impl StructuralPartialEq for Hsla
Auto Trait Implementations§
impl Freeze for Hsla
impl RefUnwindSafe for Hsla
impl Send for Hsla
impl Sync for Hsla
impl Unpin for Hsla
impl UnwindSafe for Hsla
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§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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. When used in AsBindGroup
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(where Trait: Downcast
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can
then be further downcast
into Box<ConcreteType>
where ConcreteType
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’s vtable from &Trait
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