From phetsims/photoelectric-effect#230.
In photoelectric-effect, we needed a gradient at the UV/IR transitions from visible color like this:
That is currently not supported by VisibleColor. We solved it like this:
https://github.com/phetsims/totality/blob/7864f4a78e92adab62a2ac7689f0345da2d2c950/photoelectric-effect/js/common/model/PhotoelectricEffectUtils.ts#L151-L166
And see related wavelengthToColorFromStops at that SHA.
Additional discussion:
Details
Marla Schulz [4:57 PM]
We created a gradient to represent wavelengths beyond the visual spectrum in Photoelectric Effect, and are wondering if this feels like something that might be useful for other sims in the future too. If so we can move it to scenery-phet. Thoughts? phetsims/photoelectric-effect#230. This is the existing utility function for visible wavelengths:
VisibleColor.wavelengthToColor( wavelength )5 repliesSam Reid [5:20 PM]
Yes, it seems useful and should be added to scenery-phet in my opinion
Chris Malley [10:04 AM]
Migration of a sim-specific to common (scenery-phet especially) typically occurs when more than one sim needs that feature. But if you are fairly confident that another sim will need it (the cost is justified) and want to be proactive, I’d say go for it.
FYI, MOTHA also has a wavelength slider whose track includes UV, IR, and visible wavelengths. In that sim, we chose one color to represent UV and IR, rather than a gradient. (edited)
Sam Reid [10:06 AM]
I advised that way because I recalled that it had come up before, but I couldn't back that up with a search. Maybe I was thinking of MOTHA? Not sure
Chris Malley [10:07 AM]
I don’t know if the MOTHA decision means that MOTHA or Photoelectric Effect are the typical case. Just a data point to use for your decision whether to migrate now. I would probably open a scenery-phet issue, capture this discussion, and defer doing the work until a 3rd sim needs UV+IR+visible. (edited)
From phetsims/photoelectric-effect#230.
In photoelectric-effect, we needed a gradient at the UV/IR transitions from visible color like this:
That is currently not supported by
VisibleColor. We solved it like this:https://github.com/phetsims/totality/blob/7864f4a78e92adab62a2ac7689f0345da2d2c950/photoelectric-effect/js/common/model/PhotoelectricEffectUtils.ts#L151-L166
And see related
wavelengthToColorFromStopsat that SHA.Additional discussion:
Details
Marla Schulz [4:57 PM]
We created a gradient to represent wavelengths beyond the visual spectrum in Photoelectric Effect, and are wondering if this feels like something that might be useful for other sims in the future too. If so we can move it to scenery-phet. Thoughts? phetsims/photoelectric-effect#230. This is the existing utility function for visible wavelengths:
VisibleColor.wavelengthToColor( wavelength )5 repliesSam Reid [5:20 PM]
Yes, it seems useful and should be added to scenery-phet in my opinion
Chris Malley [10:04 AM]
Migration of a sim-specific to common (scenery-phet especially) typically occurs when more than one sim needs that feature. But if you are fairly confident that another sim will need it (the cost is justified) and want to be proactive, I’d say go for it.
FYI, MOTHA also has a wavelength slider whose track includes UV, IR, and visible wavelengths. In that sim, we chose one color to represent UV and IR, rather than a gradient. (edited)
Sam Reid [10:06 AM]
I advised that way because I recalled that it had come up before, but I couldn't back that up with a search. Maybe I was thinking of MOTHA? Not sure
Chris Malley [10:07 AM]
I don’t know if the MOTHA decision means that MOTHA or Photoelectric Effect are the typical case. Just a data point to use for your decision whether to migrate now. I would probably open a scenery-phet issue, capture this discussion, and defer doing the work until a 3rd sim needs UV+IR+visible. (edited)