Pigmento

Luz

Hex.

%

TEORÍA
DEL
COLOR

3 DIMENSIONES

A = (6.928203230275509, -1)
B = (10.392304845413264, -1)
polígono1, a, a1, b3, C0 = Polygon(A, B, 3.0)
c = Circle(C0, A)
d = Circle(B, C0)
e = Circle(A, B)
D = Intersect(c, e, 2.0)
E = Intersect(c, d, 2.0)
f = CircleArc(A, B, C0)
g1 = CircleArc(B, C0, A)
h = CircleArc(C0, A, B)
k1 = CircleArc(A, C0, D)
polígono2, a2, d1, c1 = Polygon(D, C0, A)
polígono3, e1, c2, b1 = Polygon(C0, B, E)
F = Intersect(d, e, 2.0)
polígono4, b2, a3, f1 = Polygon(A, F, B)
p = CircleArc(C0, D, A)
q = CircleArc(B, E, C0)
r1 = CircleArc(C0, B, E)
s = CircleArc(B, A, F)
t_1 = CircleArc(A, F, B)
r = 255 (slider from 0 to 255, step 1)
g = 181 (slider from 0 to 255, step 1)
b = 145 (slider from 0 to 255, step 1)
t = 0 (slider from 0 to 1, step 1)
azul: t - b / 255.0
rojo: t - r / 255.0
verde: t - g / 255.0
C = (4.58, 5.42)
zz0 = Circle(C, 0.62)
zz1 = OrthogonalLine(C, yAxis)
zz2 = OrthogonalLine(C, xAxis)
ZZ1 = Intersect(zz0, zz1, 1.0)
ZZ2 = Intersect(zz0, zz1, 2.0)
ZZ3 = Intersect(zz0, zz2, 2.0)
ZZ4 = Intersect(zz0, zz2, 1.0)
zElipse1 = Ellipse(ZZ1, ZZ2, 0.65)
zElipse2 = Ellipse(ZZ3, ZZ4, 0.65)
ZZ5 = Intersect(zElipse1, zz1, 1.0)
ZZ6 = Intersect(zElipse1, zz1, 2.0)
ZZ7 = Intersect(zElipse2, zz2, 1.0)
ZZ8 = Intersect(zElipse2, zz2, 2.0)
zz3 = Segment(ZZ7, ZZ8)
zz4 = Segment(ZZ5, ZZ6)
XY = Point(zElipse1)
Z = Point(zElipse2)
BX: {1.0, 0.0, 0.0}
BY: {0.0, 1.0, 0.0}
BZ: {0.0, 0.0, 1.0}
i = Vector((0.0, 0.0), Punto3D[C, XY, Z, BX])
j = Vector((0.0, 0.0), Punto3D[C, XY, Z, {0.0, 1.0, 0.0}])
k = Vector((0.0, 0.0), Punto3D[C, XY, Z, {0.0, 0.0, 1.0}])
O = (-2.12, -2.32)
escala = 5
H: O + escala * i
G: O + escala * j
I: O + escala * k
J: O + escala * (i + j)
K: O + escala * (i + k)
L: O + escala * (j + k)
M: O + escala * (i + j + k)
u = Vector(O, I)
v = Vector(O, H)
w = Vector(O, G)
l = Segment(G, J)
m = Segment(J, H)
n = Segment(H, K)
a_1 = Segment(I, K)
b_1 = Segment(K, M)
c_1 = Segment(M, J)
d_1 = Segment(M, L)
e_1 = Segment(L, I)
f_1 = Segment(L, G)
N: O + escala * (r / 255.0 * i + g / 255.0 * j + b / 255.0 * k)
z = Vector(O, N)
P: O + escala * (g / 255.0 * j + b / 255.0 * k)
Q: O + escala * (r / 255.0 * i + b / 255.0 * k)
R: O + escala * (r / 255.0 * i + g / 255.0 * j)
g_1 = Segment(N, R)
h_1 = Segment(Q, N)
i_1 = Segment(P, N)
S = (-1.04, 5.14)
texto4: "" + (If[t ≟ 0.0, "Verde", "Magenta"])
texto5: "" + (If[t ≟ 0.0, "Azul", "Amarillo"])
texto6: If[Div[r, 16.0] > 9.0, UnicodeToLetter[Div[r, 16.0] + 55.0], "" + (Div[r, 16.0])] + (If[Mod[r, 16.0] > 9.0, UnicodeToLetter[Mod[r, 16.0] + 55.0], "" + (Mod[r, 16.0])])
texto7: If[Div[g, 16.0] > 9.0, UnicodeToLetter[Div[g, 16.0] + 55.0], "" + (Div[g, 16.0])] + (If[Mod[g, 16.0] > 9.0, UnicodeToLetter[Mod[g, 16.0] + 55.0], "" + (Mod[g, 16.0])])
texto8: If[Div[b, 16.0] > 9.0, UnicodeToLetter[Div[b, 16.0] + 55.0], "" + (Div[b, 16.0])] + (If[Mod[b, 16.0] > 9.0, UnicodeToLetter[Mod[b, 16.0] + 55.0], "" + (Mod[b, 16.0])])
texto11: "" + (If[round(100.0 * g / 255.0) < 10.0, "  ", ""]) + (If[round(100.0 * g / 255.0) < 100.0, "  ", ""]) + (round(100.0 * g / 255.0))
texto12: "" + (If[round(100.0 * b / 255.0) < 10.0, "  ", ""]) + (If[round(100.0 * b / 255.0) < 100.0, "  ", ""]) + (round(100.0 * b / 255.0))
texto10: "" + (If[round(100.0 * r / 255.0) < 10.0, "  ", ""]) + (If[round(100.0 * r / 255.0) < 100.0, "  ", ""]) + (round(100.0 * r / 255.0))
texto3: "" + (If[t ≟ 0.0, "Rojo", "Cian"])
T: O + escala * b / 255.0 * k
U: O + escala * r / 255.0 * i
V: O + escala * g / 255.0 * j
lista1: {Polygon[T, P, N, Q], Polygon[P, V, R, N], Polygon[N, Q, U, R]}
j_1 = Segment(P, T)
k_1 = Segment(T, Q)
l_1 = Segment(Q, U)
m_1 = Segment(U, R)
n_1 = Segment(R, V)
p_1 = Segment(P, V)

Tool: Punto3D
[C,XY,Z,Lista 3D]
Input: C, XY, Z, A
Output: H'

z1 = OrthogonalLine(C, yAxis)
z0 = Circle(C, 0.62)
Z1 = Intersect(z0, z1, 1.0)
Z2 = Intersect(z0, z1, 2.0)
zElipse1 = Ellipse(Z1, Z2, 0.65)
Z5, Z6 = Intersect(zElipse1, z1)
z2 = OrthogonalLine(C, xAxis)
Z3 = Intersect(z0, z2, 2.0)
Z4 = Intersect(z0, z2, 1.0)
zElipse2 = Ellipse(Z3, Z4, 0.65)
Z7, Z8 = Intersect(zElipse2, z2)
zAngInc = Angle(Z8, C, Z)
zAngRot = Angle(Z6, C, XY)
A: {0.0, 0.0, 1.0}
H': (Element[A, 1.0] * sin(zAngRot) + Element[A, 2.0] * cos(zAngRot), -(Element[A, 1.0]) * cos(zAngRot) * sin(zAngInc) + Element[A, 2.0] * sin(zAngRot) * sin(zAngInc) + Element[A, 3.0] * cos(zAngInc))