Files
openlayers/src/ol/style/Atlas.js
2018-09-17 12:38:00 -06:00

207 lines
5.8 KiB
JavaScript

/**
* @module ol/style/Atlas
*/
import {createCanvasContext2D} from '../dom.js';
/**
* @typedef {Object} AtlasBlock
* @property {number} x
* @property {number} y
* @property {number} width
* @property {number} height
*/
/**
* Provides information for an image inside an atlas.
* `offsetX` and `offsetY` are the position of the image inside the atlas image `image`.
* @typedef {Object} AtlasInfo
* @property {number} offsetX
* @property {number} offsetY
* @property {HTMLCanvasElement} image
*/
/**
* @classesc
* This class facilitates the creation of image atlases.
*
* Images added to an atlas will be rendered onto a single
* atlas canvas. The distribution of images on the canvas is
* managed with the bin packing algorithm described in:
* http://www.blackpawn.com/texts/lightmaps/
*
* @param {number} size The size in pixels of the sprite image.
* @param {number} space The space in pixels between images.
* Because texture coordinates are float values, the edges of
* images might not be completely correct (in a way that the
* edges overlap when being rendered). To avoid this we add a
* padding around each image.
*/
class Atlas {
/**
* @param {number} size The size in pixels of the sprite image.
* @param {number} space The space in pixels between images.
* Because texture coordinates are float values, the edges of
* images might not be completely correct (in a way that the
* edges overlap when being rendered). To avoid this we add a
* padding around each image.
*/
constructor(size, space) {
/**
* @private
* @type {number}
*/
this.space_ = space;
/**
* @private
* @type {Array<AtlasBlock>}
*/
this.emptyBlocks_ = [{x: 0, y: 0, width: size, height: size}];
/**
* @private
* @type {Object<string, AtlasInfo>}
*/
this.entries_ = {};
/**
* @private
* @type {CanvasRenderingContext2D}
*/
this.context_ = createCanvasContext2D(size, size);
/**
* @private
* @type {HTMLCanvasElement}
*/
this.canvas_ = this.context_.canvas;
}
/**
* @param {string} id The identifier of the entry to check.
* @return {?AtlasInfo} The atlas info.
*/
get(id) {
return this.entries_[id] || null;
}
/**
* @param {string} id The identifier of the entry to add.
* @param {number} width The width.
* @param {number} height The height.
* @param {function(CanvasRenderingContext2D, number, number)} renderCallback
* Called to render the new image onto an atlas image.
* @param {Object=} opt_this Value to use as `this` when executing
* `renderCallback`.
* @return {?AtlasInfo} The position and atlas image for the entry.
*/
add(id, width, height, renderCallback, opt_this) {
for (let i = 0, ii = this.emptyBlocks_.length; i < ii; ++i) {
const block = this.emptyBlocks_[i];
if (block.width >= width + this.space_ &&
block.height >= height + this.space_) {
// we found a block that is big enough for our entry
const entry = {
offsetX: block.x + this.space_,
offsetY: block.y + this.space_,
image: this.canvas_
};
this.entries_[id] = entry;
// render the image on the atlas image
renderCallback.call(opt_this, this.context_,
block.x + this.space_, block.y + this.space_);
// split the block after the insertion, either horizontally or vertically
this.split_(i, block, width + this.space_, height + this.space_);
return entry;
}
}
// there is no space for the new entry in this atlas
return null;
}
/**
* @private
* @param {number} index The index of the block.
* @param {AtlasBlock} block The block to split.
* @param {number} width The width of the entry to insert.
* @param {number} height The height of the entry to insert.
*/
split_(index, block, width, height) {
const deltaWidth = block.width - width;
const deltaHeight = block.height - height;
/** @type {AtlasBlock} */
let newBlock1;
/** @type {AtlasBlock} */
let newBlock2;
if (deltaWidth > deltaHeight) {
// split vertically
// block right of the inserted entry
newBlock1 = {
x: block.x + width,
y: block.y,
width: block.width - width,
height: block.height
};
// block below the inserted entry
newBlock2 = {
x: block.x,
y: block.y + height,
width: width,
height: block.height - height
};
this.updateBlocks_(index, newBlock1, newBlock2);
} else {
// split horizontally
// block right of the inserted entry
newBlock1 = {
x: block.x + width,
y: block.y,
width: block.width - width,
height: height
};
// block below the inserted entry
newBlock2 = {
x: block.x,
y: block.y + height,
width: block.width,
height: block.height - height
};
this.updateBlocks_(index, newBlock1, newBlock2);
}
}
/**
* Remove the old block and insert new blocks at the same array position.
* The new blocks are inserted at the same position, so that splitted
* blocks (that are potentially smaller) are filled first.
* @private
* @param {number} index The index of the block to remove.
* @param {AtlasBlock} newBlock1 The 1st block to add.
* @param {AtlasBlock} newBlock2 The 2nd block to add.
*/
updateBlocks_(index, newBlock1, newBlock2) {
const args = /** @type {Array<*>} */ ([index, 1]);
if (newBlock1.width > 0 && newBlock1.height > 0) {
args.push(newBlock1);
}
if (newBlock2.width > 0 && newBlock2.height > 0) {
args.push(newBlock2);
}
this.emptyBlocks_.splice.apply(this.emptyBlocks_, args);
}
}
export default Atlas;