207 lines
5.8 KiB
JavaScript
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;
|