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