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import Vector2d from "./../../math/vector2.js";
import Sprite from "./../../renderable/sprite.js";
import { renderer } from "./../video.js";
import pool from "./../../system/pooling.js";
import { getImage } from "./../../loader/loader.js";
import { ETA } from "./../../math/math.js";
/**
* create a simple 1 frame texture atlas based on the given parameters
* @ignore
*/
export function createAtlas(width, height, name = "default", repeat = "no-repeat") {
return {
"meta" : {
"app" : "melonJS",
"size" : { "w" : width, "h" : height },
"repeat" : repeat,
"image" : "default"
},
"frames" : [{
"filename" : name,
"frame" : { "x" : 0, "y" : 0, "w" : width, "h" : height }
}]
};
}
/**
* @classdesc
* A Texture atlas class, currently supports : <br>
* - [TexturePacker]{@link http://www.codeandweb.com/texturepacker/} : through JSON export (standard and multipack texture atlas) <br>
* - [ShoeBox]{@link http://renderhjs.net/shoebox/} : through JSON export using the
* melonJS setting [file]{@link https://github.com/melonjs/melonJS/raw/master/media/shoebox_JSON_export.sbx} <br>
* - [Free Texture Packer]{@link http://free-tex-packer.com/app/} : through JSON export (standard and multipack texture atlas) <br>
* - Standard (fixed cell size) spritesheet : through a {framewidth:xx, frameheight:xx, anchorPoint:me.Vector2d} object
* );
*/
export class TextureAtlas {
/**
* @param {object|object[]} atlases - atlas information. See {@link loader.getJSON}
* @param {HTMLImageElement|HTMLCanvasElement|string|HTMLImageElement[]|HTMLCanvasElement[]|string[]} [src=atlas.meta.image] - Image source
* @param {boolean} [cache=false] - Use true to skip caching this Texture
* @example
* // create a texture atlas from a JSON Object
* game.texture = new me.TextureAtlas(
* me.loader.getJSON("texture")
* );
*
* // create a texture atlas from a multipack JSON Object
* game.texture = new me.TextureAtlas([
* me.loader.getJSON("texture-0"),
* me.loader.getJSON("texture-1"),
* me.loader.getJSON("texture-2")
* ]);
*
* // create a texture atlas for a spritesheet with an anchorPoint in the center of each frame
* game.texture = new me.TextureAtlas(
* {
* framewidth : 32,
* frameheight : 32,
* anchorPoint : new me.Vector2d(0.5, 0.5)
* },
* me.loader.getImage("spritesheet")
*/
constructor (atlases, src, cache) {
/**
* to identify the atlas format (e.g. texture packer)
* @ignore
*/
this.format = null;
/**
* the texture source(s) itself
* @type {Map}
* @ignore
*/
this.sources = new Map();
/**
* the atlas dictionnaries
* @type {Map}
* @ignore
*/
this.atlases = new Map();
// parse given atlas(es) paremeters
if (typeof (atlases) !== "undefined") {
// normalize to array to keep the following code generic
atlases = Array.isArray(atlases) ? atlases : [atlases];
for (let i in atlases) {
let atlas = atlases[i];
if (typeof(atlas.meta) !== "undefined") {
// Texture Packer or Free Texture Packer
if (atlas.meta.app.includes("texturepacker") || atlas.meta.app.includes("free-tex-packer")) {
this.format = "texturepacker";
// set the texture
if (typeof(src) === "undefined") {
// get the texture name from the atlas meta data
let image = getImage(atlas.meta.image);
if (!image) {
throw new Error(
"Atlas texture '" + image + "' not found"
);
}
this.sources.set(atlas.meta.image, image);
} else {
this.sources.set(atlas.meta.image || "default", typeof src === "string" ? getImage(src) : src);
}
this.repeat = "no-repeat";
}
// ShoeBox
else if (atlas.meta.app.includes("ShoeBox")) {
if (!atlas.meta.exporter || !atlas.meta.exporter.includes("melonJS")) {
throw new Error(
"ShoeBox requires the JSON exporter : " +
"https://github.com/melonjs/melonJS/tree/master/media/shoebox_JSON_export.sbx"
);
}
this.format = "ShoeBox";
this.repeat = "no-repeat";
this.sources.set("default", typeof src === "string" ? getImage(src) : src);
}
// Internal texture atlas
else if (atlas.meta.app.includes("melonJS")) {
this.format = "melonJS";
this.repeat = atlas.meta.repeat || "no-repeat";
this.sources.set("default", typeof src === "string" ? getImage(src) : src);
}
// initialize the atlas
this.atlases.set(atlas.meta.image || "default", this.parse(atlas));
} else {
// a regular spritesheet
if (typeof(atlas.framewidth) !== "undefined" &&
typeof(atlas.frameheight) !== "undefined") {
this.format = "Spritesheet (fixed cell size)";
this.repeat = "no-repeat";
if (typeof(src) !== "undefined") {
// overwrite if specified
atlas.image = typeof src === "string" ? getImage(src) : src;
}
// initialize the atlas
this.atlases.set("default", this.parseFromSpriteSheet(atlas));
this.sources.set("default", atlas.image);
}
}
} // end forEach
}
// if format not recognized
if (this.atlases.length === 0) {
throw new Error("texture atlas format not supported");
}
// Add self to TextureCache if cache !== false
if (cache !== false) {
this.sources.forEach((source) => {
renderer.cache.set(source, this);
});
}
}
/**
* build an atlas from the given data
* @ignore
*/
parse(data) {
let atlas = {};
data.frames.forEach((frame) => {
// fix wrongly formatted JSON (e.g. last dummy object in ShoeBox)
if (frame.hasOwnProperty("filename")) {
// Source coordinates
let s = frame.frame;
let originX, originY;
// Pixel-based offset origin from the top-left of the source frame
let hasTextureAnchorPoint = (frame.spriteSourceSize && frame.sourceSize && frame.pivot);
if (hasTextureAnchorPoint) {
originX = (frame.sourceSize.w * frame.pivot.x) - ((frame.trimmed) ? frame.spriteSourceSize.x : 0);
originY = (frame.sourceSize.h * frame.pivot.y) - ((frame.trimmed) ? frame.spriteSourceSize.y : 0);
}
atlas[frame.filename] = {
name : frame.filename, // frame name
texture : data.meta.image || "default", // the source texture
offset : new Vector2d(s.x, s.y),
anchorPoint : (hasTextureAnchorPoint) ? new Vector2d(originX / s.w, originY / s.h) : null,
trimmed : !!frame.trimmed,
width : s.w,
height : s.h,
angle : (frame.rotated === true) ? -ETA : 0
};
this.addUVs(atlas, frame.filename, data.meta.size.w, data.meta.size.h);
}
});
return atlas;
}
/**
* build an atlas from the given spritesheet
* @ignore
*/
parseFromSpriteSheet(data) {
let atlas = {};
let image = data.image;
let spacing = data.spacing || 0;
let margin = data.margin || 0;
let width = image.width;
let height = image.height;
// calculate the sprite count (line, col)
let spritecount = pool.pull("Vector2d",
~~((width - margin + spacing) / (data.framewidth + spacing)),
~~((height - margin + spacing) / (data.frameheight + spacing))
);
// verifying the texture size
if ((width % (data.framewidth + spacing)) !== 0 ||
(height % (data.frameheight + spacing)) !== 0) {
let computed_width = spritecount.x * (data.framewidth + spacing);
let computed_height = spritecount.y * (data.frameheight + spacing);
if (computed_width - width !== spacing && computed_height - height !== spacing) {
// "truncate size" if delta is different from the spacing size
width = computed_width;
height = computed_height;
// warning message
console.warn(
"Spritesheet Texture for image: " + image.src +
" is not divisible by " + (data.framewidth + spacing) +
"x" + (data.frameheight + spacing) +
", truncating effective size to " + width + "x" + height
);
}
}
// build the local atlas
for (let frame = 0, count = spritecount.x * spritecount.y; frame < count; frame++) {
let name = "" + frame;
atlas[name] = {
name : name,
texture : "default", // the source texture
offset : new Vector2d(
margin + (spacing + data.framewidth) * (frame % spritecount.x),
margin + (spacing + data.frameheight) * ~~(frame / spritecount.x)
),
anchorPoint : (data.anchorPoint || null),
trimmed : false,
width : data.framewidth,
height : data.frameheight,
angle : 0
};
this.addUVs(atlas, name, width, height);
}
pool.push(spritecount);
return atlas;
}
/**
* return the default or specified atlas dictionnary
* @param {string} [name] - atlas name in case of multipack textures
* @returns {object}
*/
getAtlas(name) {
if (typeof name === "string") {
return this.atlases.get(name);
} else {
return this.atlases.values().next().value;
}
}
/**
* return the format of the atlas dictionnary
* @returns {string} will return "texturepacker", or "ShoeBox", or "melonJS", or "Spritesheet (fixed cell size)"
*/
getFormat() {
return this.format;
}
/**
* return the source texture for the given region (or default one if none specified)
* @param {object} [region] - region name in case of multipack textures
* @returns {HTMLImageElement|HTMLCanvasElement}
*/
getTexture(region) {
if ((typeof region === "object") && (typeof region.texture === "string")) {
return this.sources.get(region.texture);
} else {
return this.sources.values().next().value;
}
}
/**
* add a region to the atlas
* @param {string} name - region mame
* @param {number} x - x origin of the region
* @param {number} y - y origin of the region
* @param {number} w - width of the region
* @param {number} h - height of the region
* @returns {object} the created region
*/
addRegion(name, x, y, w, h) {
// TODO: Require proper atlas regions instead of caching arbitrary region keys
if (renderer.settings.verbose === true) {
console.warn("Adding texture region", name, "for texture", this);
}
let source = this.getTexture();
let atlas = this.getAtlas();
let dw = source.width;
let dh = source.height;
atlas[name] = {
name : name,
offset : new Vector2d(x, y),
width : w,
height : h,
angle : 0
};
this.addUVs(atlas, name, dw, dh);
return atlas[name];
}
/**
* return a normalized region (or frame) information for the specified sprite name
* @param {string} name - name of the sprite
* @param {string} [atlas] - name of a specific atlas where to search for the region
* @returns {object}
*/
getRegion(name, atlas) {
let region;
if (typeof atlas === "string") {
region = this.getAtlas(atlas)[name];
} else {
// look for the given region in each existing atlas
for (let atlas of this.atlases.values()) {
if (typeof atlas[name] !== "undefined") {
// there should be only one
region = atlas[name];
break;
}
}
}
return region;
}
/**
* return the uvs mapping for the given region
* @param {object} name - region (or frame) name
* @returns {Float32Array} region Uvs
*/
getUVs(name) {
// Get the source texture region
let region = this.getRegion(name);
if (typeof(region) === "undefined") {
// TODO: Require proper atlas regions instead of caching arbitrary region keys
let keys = name.split(","),
sx = +keys[0],
sy = +keys[1],
sw = +keys[2],
sh = +keys[3];
region = this.addRegion(name, sx, sy, sw, sh);
}
return region.uvs;
}
/**
* add uvs mapping for the given region
* @param {object} atlas - the atlas dictionnary where the region is define
* @param {object} name - region (or frame) name
* @param {number} w - the width of the region
* @param {number} h - the height of the region
* @returns {Float32Array} the created region UVs
*/
addUVs(atlas, name, w, h) {
// ignore if using the Canvas Renderer
if (typeof renderer.gl !== "undefined") {
// Source coordinates
let s = atlas[name].offset;
let sw = atlas[name].width;
let sh = atlas[name].height;
atlas[name].uvs = new Float32Array([
s.x / w, // u0 (left)
s.y / h, // v0 (top)
(s.x + sw) / w, // u1 (right)
(s.y + sh) / h // v1 (bottom)
]);
// Cache source coordinates
// TODO: Remove this when the Batcher only accepts a region name
let key = s.x + "," + s.y + "," + w + "," + h;
atlas[key] = atlas[name];
}
return atlas[name].uvs;
}
/**
* Create a sprite object using the first region found using the specified name
* @param {string} name - name of the sprite
* @param {object} [settings] - Additional settings passed to the {@link Sprite} contructor
* @param {boolean} [nineSlice=false] - if true returns a 9-slice sprite
* @returns {Sprite|NineSliceSprite}
* @example
* // create a new texture object under the `game` namespace
* game.texture = new me.TextureAtlas(
* me.loader.getJSON("texture"),
* me.loader.getImage("texture")
* );
* ...
* ...
* // create a new "coin" sprite
* let sprite = game.texture.createSpriteFromName("coin.png");
* // set the renderable position to bottom center
* sprite.anchorPoint.set(0.5, 1.0);
* ...
* ...
* // create a 9-slice sprite
* let dialogPanel = game.texture.createSpriteFromName(
* "rpg_dialo.png",
* // width & height are mandatory for 9-slice sprites
* { width: this.width, height: this.height },
* true
* );
*/
createSpriteFromName(name, settings, nineSlice = false) {
// instantiate a new sprite object
return pool.pull(
nineSlice === true ? "me.NineSliceSprite" : "me.Sprite",
0, 0,
Object.assign({
image: this,
region : name
}, settings || {})
);
}
/**
* Create an animation object using the first region found using all specified names
* @param {string[]|number[]} names - list of names for each sprite
* (when manually creating a Texture out of a spritesheet, only numeric values are authorized)
* @param {object} [settings] - Additional settings passed to the {@link Sprite} contructor
* @returns {Sprite}
* @example
* // create a new texture object under the `game` namespace
* game.texture = new me.TextureAtlas(
* me.loader.getJSON("texture"),
* me.loader.getImage("texture")
* );
*
* // create a new Animated Sprite
* let sprite = game.texture.createAnimationFromName([
* "walk0001.png", "walk0002.png", "walk0003.png",
* "walk0004.png", "walk0005.png", "walk0006.png",
* "walk0007.png", "walk0008.png", "walk0009.png",
* "walk0010.png", "walk0011.png"
* ]);
*
* // define an additional basic walking animation
* sprite.addAnimation ("simple_walk", [0,2,1]);
* // you can also use frame name to define your animation
* sprite.addAnimation ("speed_walk", ["walk0007.png", "walk0008.png", "walk0009.png", "walk0010.png"]);
* // set the default animation
* sprite.setCurrentAnimation("simple_walk");
* // set the renderable position to bottom center
* sprite.anchorPoint.set(0.5, 1.0);
*/
createAnimationFromName(names, settings) {
let tpAtlas = [], indices = {};
let width = 0, height = 0;
let region;
// iterate through the given names
// and create a "normalized" atlas
for (let i = 0; i < names.length; ++i) {
region = this.getRegion(names[i]);
if (region == null) {
// throw an error
throw new Error("Texture - region for " + names[i] + " not found");
}
tpAtlas[i] = region;
// save the corresponding index
indices[names[i]] = i;
// calculate the max size of a frame
width = Math.max(region.width, width);
height = Math.max(region.height, height);
}
// instantiate a new animation sheet object
return new Sprite(0, 0, Object.assign({
image: this,
framewidth: width,
frameheight: height,
margin: 0,
spacing: 0,
atlas: tpAtlas,
atlasIndices: indices
}, settings || {}));
}
}