如果将RGB视为三维空间,R,G和B为轴,则可以将"近色"定义为颜色周围的立方体或球体,并返回其中的所有颜色(或检查给定颜色)如果它足够接近).配方师非常简单:
Original color R, G, B
Cube with side length L around it:
All colors between (R - L/2, G - L/2, B - L/2) and (R + L/2, G + L/2, B + L/2)
Sphere with radius R around it:
New color R_new, G_new, B_new is inside if
delta_r * delta_r + delta_g * delta_g + delta_b * delta_b < R * R
where
delta_r = abs(R - R_new)
delta_g = abs(G - G_new)
delta_b = abs(B - B_new)
Run Code Online (Sandbox Code Playgroud)
使用球体而不是立方体是"正确的"方式,但它对于小的方式没有太大的区别,并且立方体内的颜色更容易计算.