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nothoughts/node_modules/pixi.js/lib/spritesheet/Spritesheet.js
2025-08-04 18:57:35 +02:00

165 lines
5.2 KiB
JavaScript

'use strict';
var Rectangle = require('../maths/shapes/Rectangle.js');
var Texture = require('../rendering/renderers/shared/texture/Texture.js');
"use strict";
const _Spritesheet = class _Spritesheet {
/**
* @param texture - Reference to the source BaseTexture object.
* @param {object} data - Spritesheet image data.
*/
constructor(texture, data) {
/** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */
this.linkedSheets = [];
this._texture = texture instanceof Texture.Texture ? texture : null;
this.textureSource = texture.source;
this.textures = {};
this.animations = {};
this.data = data;
const metaResolution = parseFloat(data.meta.scale);
if (metaResolution) {
this.resolution = metaResolution;
texture.source.resolution = this.resolution;
} else {
this.resolution = texture.source._resolution;
}
this._frames = this.data.frames;
this._frameKeys = Object.keys(this._frames);
this._batchIndex = 0;
this._callback = null;
}
/**
* Parser spritesheet from loaded data. This is done asynchronously
* to prevent creating too many Texture within a single process.
*/
parse() {
return new Promise((resolve) => {
this._callback = resolve;
this._batchIndex = 0;
if (this._frameKeys.length <= _Spritesheet.BATCH_SIZE) {
this._processFrames(0);
this._processAnimations();
this._parseComplete();
} else {
this._nextBatch();
}
});
}
/**
* Process a batch of frames
* @param initialFrameIndex - The index of frame to start.
*/
_processFrames(initialFrameIndex) {
let frameIndex = initialFrameIndex;
const maxFrames = _Spritesheet.BATCH_SIZE;
while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {
const i = this._frameKeys[frameIndex];
const data = this._frames[i];
const rect = data.frame;
if (rect) {
let frame = null;
let trim = null;
const sourceSize = data.trimmed !== false && data.sourceSize ? data.sourceSize : data.frame;
const orig = new Rectangle.Rectangle(
0,
0,
Math.floor(sourceSize.w) / this.resolution,
Math.floor(sourceSize.h) / this.resolution
);
if (data.rotated) {
frame = new Rectangle.Rectangle(
Math.floor(rect.x) / this.resolution,
Math.floor(rect.y) / this.resolution,
Math.floor(rect.h) / this.resolution,
Math.floor(rect.w) / this.resolution
);
} else {
frame = new Rectangle.Rectangle(
Math.floor(rect.x) / this.resolution,
Math.floor(rect.y) / this.resolution,
Math.floor(rect.w) / this.resolution,
Math.floor(rect.h) / this.resolution
);
}
if (data.trimmed !== false && data.spriteSourceSize) {
trim = new Rectangle.Rectangle(
Math.floor(data.spriteSourceSize.x) / this.resolution,
Math.floor(data.spriteSourceSize.y) / this.resolution,
Math.floor(rect.w) / this.resolution,
Math.floor(rect.h) / this.resolution
);
}
this.textures[i] = new Texture.Texture({
source: this.textureSource,
frame,
orig,
trim,
rotate: data.rotated ? 2 : 0,
defaultAnchor: data.anchor,
defaultBorders: data.borders,
label: i.toString()
});
}
frameIndex++;
}
}
/** Parse animations config. */
_processAnimations() {
const animations = this.data.animations || {};
for (const animName in animations) {
this.animations[animName] = [];
for (let i = 0; i < animations[animName].length; i++) {
const frameName = animations[animName][i];
this.animations[animName].push(this.textures[frameName]);
}
}
}
/** The parse has completed. */
_parseComplete() {
const callback = this._callback;
this._callback = null;
this._batchIndex = 0;
callback.call(this, this.textures);
}
/** Begin the next batch of textures. */
_nextBatch() {
this._processFrames(this._batchIndex * _Spritesheet.BATCH_SIZE);
this._batchIndex++;
setTimeout(() => {
if (this._batchIndex * _Spritesheet.BATCH_SIZE < this._frameKeys.length) {
this._nextBatch();
} else {
this._processAnimations();
this._parseComplete();
}
}, 0);
}
/**
* Destroy Spritesheet and don't use after this.
* @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well
*/
destroy(destroyBase = false) {
for (const i in this.textures) {
this.textures[i].destroy();
}
this._frames = null;
this._frameKeys = null;
this.data = null;
this.textures = null;
if (destroyBase) {
this._texture?.destroy();
this.textureSource.destroy();
}
this._texture = null;
this.textureSource = null;
this.linkedSheets = [];
}
};
/** The maximum number of Textures to build per process. */
_Spritesheet.BATCH_SIZE = 1e3;
let Spritesheet = _Spritesheet;
exports.Spritesheet = Spritesheet;
//# sourceMappingURL=Spritesheet.js.map