Improved auto detection
This commit is contained in:
@@ -15,12 +15,12 @@
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class="w-full px-3 py-2 border border-gray-300 dark:border-gray-600 dark:bg-gray-800 dark:text-gray-200 rounded-md shadow-sm focus:outline-none focus:ring-blue-500 focus:border-blue-500 dark:focus:ring-blue-400 dark:focus:border-blue-400"
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data-rybbit-event="spritesheet-detection-method"
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>
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<option value="irregular">Auto-detect</option>
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<option value="manual">Manual (specify rows and columns)</option>
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<option value="auto">Auto-detect (experimental)</option>
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</select>
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</div>
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<div v-if="detectionMethod === 'auto'" class="space-y-2">
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<div v-if="detectionMethod === 'auto' || detectionMethod === 'irregular'" class="space-y-2">
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<label for="sensitivity" class="block text-sm font-medium text-gray-700 dark:text-gray-300">Detection Sensitivity</label>
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<input type="range" id="sensitivity" v-model="sensitivity" min="1" max="100" class="w-full dark:accent-blue-400" data-rybbit-event="spritesheet-sensitivity" />
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<div class="text-xs text-gray-500 dark:text-gray-400 flex justify-between">
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@@ -63,7 +63,7 @@
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<div v-if="previewSprites.length > 0" class="space-y-2">
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<h3 class="text-sm font-medium text-gray-700 dark:text-gray-300">Preview ({{ previewSprites.length }} sprites)</h3>
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<div class="grid grid-cols-3 sm:grid-cols-6 md:grid-cols-8 gap-2 max-h-40 overflow-y-auto p-2 border border-gray-200 dark:border-gray-700 rounded-lg bg-white dark:bg-gray-800">
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<div class="grid grid-cols-3 sm:grid-cols-6 md:grid-cols-8 gap-2 max-h-96 overflow-y-auto p-2 border border-gray-200 dark:border-gray-700 rounded-lg bg-white dark:bg-gray-800">
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<div v-for="(sprite, index) in previewSprites" :key="index" class="relative border border-gray-300 dark:border-gray-600 rounded bg-gray-100 dark:bg-gray-700 flex items-center justify-center" :style="{ width: '80px', height: '80px' }">
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<img :src="sprite.url" alt="Sprite preview" class="max-w-full max-h-full" :style="settingsStore.pixelPerfect ? { 'image-rendering': 'pixelated' } : {}" />
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</div>
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@@ -93,7 +93,7 @@
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</template>
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<script setup lang="ts">
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import { ref, watch } from 'vue';
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import { ref, watch, onUnmounted } from 'vue';
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import Modal from './utilities/Modal.vue';
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import { useSettingsStore } from '@/stores/useSettingsStore';
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@@ -129,7 +129,7 @@
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const settingsStore = useSettingsStore();
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// State
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const detectionMethod = ref<'manual' | 'auto'>('manual');
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const detectionMethod = ref<'manual' | 'auto' | 'irregular'>('irregular');
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const rows = ref(1);
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const columns = ref(1);
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const sensitivity = ref(50);
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@@ -137,6 +137,15 @@
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const previewSprites = ref<SpritePreview[]>([]);
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const isProcessing = ref(false);
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const imageElement = ref<HTMLImageElement | null>(null);
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const irregularWorker = ref<Worker | null>(null);
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// Cache for sprite detection results
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const detectionCache = new Map<string, SpritePreview[]>();
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// Generate cache key for current detection settings
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function getCacheKey(url: string, method: string, sensitivity: number, removeEmpty: boolean): string {
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return `${url}-${method}-${sensitivity}-${removeEmpty}`;
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}
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// Load the image when the component is mounted or the URL changes
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watch(() => props.imageUrl, loadImage, { immediate: true });
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@@ -168,10 +177,18 @@
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img.src = props.imageUrl;
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}
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// Generate preview of split sprites
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// Generate preview of split sprites with caching
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async function generatePreview() {
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if (!imageElement.value) return;
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// Check cache first
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const cacheKey = getCacheKey(props.imageUrl, detectionMethod.value, sensitivity.value, removeEmpty.value);
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if (detectionCache.has(cacheKey)) {
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previewSprites.value = detectionCache.get(cacheKey)!;
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return;
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}
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isProcessing.value = true;
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previewSprites.value = [];
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@@ -179,13 +196,19 @@
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const img = imageElement.value;
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if (detectionMethod.value === 'auto') {
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// Auto-detection logic would go here
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// For now, we'll use a simple algorithm based on sensitivity
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await autoDetectSprites(img);
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} else if (detectionMethod.value === 'irregular') {
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await detectIrregularSprites(img);
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} else {
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// Manual splitting based on rows and columns
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await splitSpritesheet(img, rows.value, columns.value);
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}
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// Cache results (limit cache size to prevent memory issues)
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if (detectionCache.size > 10) {
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const firstKey = detectionCache.keys().next().value;
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detectionCache.delete(firstKey || '');
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}
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detectionCache.set(cacheKey, previewSprites.value);
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} catch (error) {
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console.error('Error generating preview:', error);
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} finally {
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@@ -575,6 +598,161 @@
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return { detectedWidth, detectedHeight };
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}
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// Detect irregular sprites using Web Worker
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async function detectIrregularSprites(img: HTMLImageElement): Promise<void> {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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if (!ctx) throw new Error('Could not get canvas context');
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canvas.width = img.width;
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canvas.height = img.height;
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ctx.drawImage(img, 0, 0);
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const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
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// Initialize worker lazily
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if (!irregularWorker.value) {
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irregularWorker.value = new Worker('/src/workers/irregularSpriteDetection.worker.ts', { type: 'module' });
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}
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return new Promise<void>((resolve, reject) => {
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const worker = irregularWorker.value!;
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const handleMessage = async (e: MessageEvent) => {
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worker.removeEventListener('message', handleMessage);
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worker.removeEventListener('error', handleError);
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if (e.data.type === 'spritesDetected') {
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try {
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await processDetectedSprites(img, e.data.sprites, e.data.backgroundColor);
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resolve();
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} catch (error) {
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reject(error);
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}
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}
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};
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const handleError = (error: ErrorEvent) => {
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worker.removeEventListener('message', handleMessage);
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worker.removeEventListener('error', handleError);
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reject(error);
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};
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worker.addEventListener('message', handleMessage);
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worker.addEventListener('error', handleError);
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worker.postMessage({
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type: 'detectIrregularSprites',
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imageData,
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sensitivity: sensitivity.value,
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maxSize: 2048, // Limit processing size for performance
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});
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});
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}
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// Process sprites detected by the worker (optimized)
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async function processDetectedSprites(img: HTMLImageElement, detectedSprites: any[], backgroundColor?: [number, number, number, number]): Promise<void> {
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if (!detectedSprites?.length) {
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previewSprites.value = [];
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return;
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}
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const sprites: SpritePreview[] = [];
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const sourceCanvas = document.createElement('canvas');
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const sourceCtx = sourceCanvas.getContext('2d');
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const spriteCanvas = document.createElement('canvas');
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const spriteCtx = spriteCanvas.getContext('2d');
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if (!sourceCtx || !spriteCtx) return;
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// Setup source canvas once
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sourceCanvas.width = img.width;
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sourceCanvas.height = img.height;
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sourceCtx.drawImage(img, 0, 0);
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// Process sprites in batches to avoid blocking
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const batchSize = 50;
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for (let i = 0; i < detectedSprites.length; i += batchSize) {
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const batch = detectedSprites.slice(i, i + batchSize);
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for (const sprite of batch) {
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const { x, y, width, height } = sprite;
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// Skip invalid sprites
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if (width <= 0 || height <= 0) continue;
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spriteCanvas.width = width;
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spriteCanvas.height = height;
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spriteCtx.clearRect(0, 0, width, height);
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spriteCtx.drawImage(sourceCanvas, x, y, width, height, 0, 0, width, height);
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// Remove background and make transparent for irregular sprites
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if (detectionMethod.value === 'irregular' && backgroundColor) {
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removeBackgroundFromSprite(spriteCtx, width, height, backgroundColor, sensitivity.value);
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}
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const isEmpty = removeEmpty.value ? isCanvasEmpty(spriteCtx, width, height) : false;
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if (!removeEmpty.value || !isEmpty) {
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sprites.push({
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url: spriteCanvas.toDataURL('image/png'),
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x,
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y,
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width,
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height,
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isEmpty,
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});
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}
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}
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// Yield control periodically for large batches
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if (i > 0 && i % 100 === 0) {
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await new Promise(resolve => setTimeout(resolve, 0));
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}
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}
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previewSprites.value = sprites;
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}
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// Remove background color and make it transparent
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function removeBackgroundFromSprite(ctx: CanvasRenderingContext2D, width: number, height: number, backgroundColor: [number, number, number, number], sensitivity: number): void {
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const imageData = ctx.getImageData(0, 0, width, height);
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const data = imageData.data;
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const [bgR, bgG, bgB, bgA] = backgroundColor;
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const colorTolerance = Math.round(50 - sensitivity * 0.45); // Same as worker
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const alphaTolerance = Math.round(40 - sensitivity * 0.35);
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for (let i = 0; i < data.length; i += 4) {
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const r = data[i];
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const g = data[i + 1];
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const b = data[i + 2];
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const a = data[i + 3];
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// Handle fully transparent pixels
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if (a < 10) {
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data[i + 3] = 0; // Make fully transparent
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continue;
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}
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// Calculate color difference using Euclidean distance
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const rDiff = r - bgR;
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const gDiff = g - bgG;
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const bDiff = b - bgB;
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const aDiff = a - bgA;
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const colorDistance = Math.sqrt(rDiff * rDiff + gDiff * gDiff + bDiff * bDiff);
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const alphaDistance = Math.abs(aDiff);
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// If pixel matches background color, make it transparent
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if (colorDistance <= colorTolerance && alphaDistance <= alphaTolerance) {
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data[i + 3] = 0; // Set alpha to 0 (transparent)
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}
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}
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ctx.putImageData(imageData, 0, 0);
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}
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// Check if a canvas is empty (all transparent or same color)
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function isCanvasEmpty(ctx: CanvasRenderingContext2D, width: number, height: number): boolean {
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const imageData = ctx.getImageData(0, 0, width, height);
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@@ -668,4 +846,13 @@
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generatePreview();
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}
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});
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// Clean up worker and cache on component unmount
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onUnmounted(() => {
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if (irregularWorker.value) {
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irregularWorker.value.terminate();
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irregularWorker.value = null;
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}
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detectionCache.clear();
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});
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</script>
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378
src/workers/irregularSpriteDetection.worker.ts
Normal file
378
src/workers/irregularSpriteDetection.worker.ts
Normal file
@@ -0,0 +1,378 @@
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interface SpriteRegion {
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x: number;
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y: number;
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width: number;
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height: number;
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pixelCount: number;
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}
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interface WorkerMessage {
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type: 'detectIrregularSprites';
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imageData: ImageData;
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sensitivity: number;
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maxSize?: number;
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}
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interface WorkerResponse {
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type: 'spritesDetected';
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sprites: SpriteRegion[];
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backgroundColor: [number, number, number, number];
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}
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// Pre-allocate arrays for better performance
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let maskBuffer: Uint8Array;
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let visitedBuffer: Uint8Array;
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let stackBuffer: Int32Array;
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self.onmessage = function (e: MessageEvent<WorkerMessage>) {
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const { type, imageData, sensitivity, maxSize = 2048 } = e.data;
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if (type === 'detectIrregularSprites') {
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const { sprites, backgroundColor } = detectIrregularSprites(imageData, sensitivity, maxSize);
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const response: WorkerResponse = {
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type: 'spritesDetected',
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sprites,
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backgroundColor,
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};
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self.postMessage(response);
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}
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};
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function detectIrregularSprites(imageData: ImageData, sensitivity: number, maxSize: number): { sprites: SpriteRegion[]; backgroundColor: [number, number, number, number] } {
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const { data, width, height } = imageData;
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// Downsample for very large images
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const shouldDownsample = width > maxSize || height > maxSize;
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let processedData: Uint8ClampedArray;
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let processedWidth: number;
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let processedHeight: number;
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let scale = 1;
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if (shouldDownsample) {
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scale = Math.min(maxSize / width, maxSize / height);
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processedWidth = Math.floor(width * scale);
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processedHeight = Math.floor(height * scale);
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processedData = downsampleImageData(data, width, height, processedWidth, processedHeight);
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} else {
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processedData = data;
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processedWidth = width;
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processedHeight = height;
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}
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// Fast background detection using histogram
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const backgroundColor = fastBackgroundDetection(processedData, processedWidth, processedHeight);
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// Create optimized mask
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const mask = createOptimizedMask(processedData, processedWidth, processedHeight, backgroundColor, sensitivity);
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// Clean up mask with morphological operations
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const cleanedMask = cleanUpMask(mask, processedWidth, processedHeight);
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// Find connected components with optimized flood fill
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const sprites = findOptimizedConnectedComponents(cleanedMask, processedWidth, processedHeight);
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// Filter noise
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const minSpriteSize = Math.max(4, Math.floor(Math.min(processedWidth, processedHeight) / 100));
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const filteredSprites = sprites.filter(sprite => sprite.pixelCount >= minSpriteSize);
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// Scale results back up if downsampled
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const finalSprites = shouldDownsample
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? filteredSprites.map(sprite => ({
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x: Math.floor(sprite.x / scale),
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y: Math.floor(sprite.y / scale),
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width: Math.ceil(sprite.width / scale),
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height: Math.ceil(sprite.height / scale),
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pixelCount: sprite.pixelCount,
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}))
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: filteredSprites;
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// Convert background color back to original format
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const finalBackgroundColor: [number, number, number, number] = [backgroundColor[0], backgroundColor[1], backgroundColor[2], backgroundColor[3]];
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return {
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sprites: finalSprites,
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backgroundColor: finalBackgroundColor,
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};
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}
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function downsampleImageData(data: Uint8ClampedArray, width: number, height: number, newWidth: number, newHeight: number): Uint8ClampedArray {
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const result = new Uint8ClampedArray(newWidth * newHeight * 4);
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const scaleX = width / newWidth;
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const scaleY = height / newHeight;
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for (let y = 0; y < newHeight; y++) {
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for (let x = 0; x < newWidth; x++) {
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const srcX = Math.floor(x * scaleX);
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const srcY = Math.floor(y * scaleY);
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const srcIdx = (srcY * width + srcX) * 4;
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const dstIdx = (y * newWidth + x) * 4;
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result[dstIdx] = data[srcIdx];
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result[dstIdx + 1] = data[srcIdx + 1];
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result[dstIdx + 2] = data[srcIdx + 2];
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result[dstIdx + 3] = data[srcIdx + 3];
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}
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}
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return result;
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}
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function fastBackgroundDetection(data: Uint8ClampedArray, width: number, height: number): Uint32Array {
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// Enhanced background detection focusing on edges and corners
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const colorCounts = new Map<string, number>();
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// Sample from corners (most likely to be background)
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const cornerSamples = [
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[0, 0],
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[width - 1, 0],
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[0, height - 1],
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[width - 1, height - 1],
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];
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// Sample from edges (also likely background)
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const edgeSamples: [number, number][] = [];
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const edgeStep = Math.max(1, Math.floor(Math.min(width, height) / 20));
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// Top and bottom edges
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for (let x = 0; x < width; x += edgeStep) {
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edgeSamples.push([x, 0]);
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edgeSamples.push([x, height - 1]);
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}
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// Left and right edges
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for (let y = 0; y < height; y += edgeStep) {
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edgeSamples.push([0, y]);
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edgeSamples.push([width - 1, y]);
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}
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// Collect all samples
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const allSamples = [...cornerSamples, ...edgeSamples];
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// Count colors with tolerance grouping
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const tolerance = 15;
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for (const [x, y] of allSamples) {
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const idx = (y * width + x) * 4;
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const r = data[idx];
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const g = data[idx + 1];
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const b = data[idx + 2];
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const a = data[idx + 3];
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// Find existing similar color or create new entry
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let matched = false;
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for (const [colorKey, count] of colorCounts.entries()) {
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const [existingR, existingG, existingB, existingA] = colorKey.split(',').map(Number);
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if (Math.abs(r - existingR) <= tolerance && Math.abs(g - existingG) <= tolerance && Math.abs(b - existingB) <= tolerance && Math.abs(a - existingA) <= tolerance) {
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colorCounts.set(colorKey, count + 1);
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matched = true;
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break;
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}
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}
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||||
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if (!matched) {
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||||
const colorKey = `${r},${g},${b},${a}`;
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colorCounts.set(colorKey, 1);
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||||
}
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||||
}
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||||
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||||
// Find most common color
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let maxCount = 0;
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||||
let backgroundColor = [0, 0, 0, 0];
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||||
|
||||
for (const [colorKey, count] of colorCounts.entries()) {
|
||||
if (count > maxCount) {
|
||||
maxCount = count;
|
||||
backgroundColor = colorKey.split(',').map(Number);
|
||||
}
|
||||
}
|
||||
|
||||
return new Uint32Array(backgroundColor);
|
||||
}
|
||||
|
||||
function createOptimizedMask(data: Uint8ClampedArray, width: number, height: number, backgroundColor: Uint32Array, sensitivity: number): Uint8Array {
|
||||
const size = width * height;
|
||||
|
||||
// Reuse buffer if possible
|
||||
if (!maskBuffer || maskBuffer.length < size) {
|
||||
maskBuffer = new Uint8Array(size);
|
||||
}
|
||||
|
||||
// Map sensitivity (1-100) to more aggressive thresholds
|
||||
// Higher sensitivity = stricter background matching (lower tolerance)
|
||||
const colorTolerance = Math.round(50 - sensitivity * 0.45); // 50 down to 5
|
||||
const alphaTolerance = Math.round(40 - sensitivity * 0.35); // 40 down to 5
|
||||
|
||||
const [bgR, bgG, bgB, bgA] = backgroundColor;
|
||||
|
||||
let idx = 0;
|
||||
for (let i = 0; i < size; i++) {
|
||||
const r = data[idx];
|
||||
const g = data[idx + 1];
|
||||
const b = data[idx + 2];
|
||||
const a = data[idx + 3];
|
||||
|
||||
// Handle fully transparent pixels (common background case)
|
||||
if (a < 10) {
|
||||
maskBuffer[i] = 0; // Treat as background
|
||||
idx += 4;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate color difference using Euclidean distance for better accuracy
|
||||
const rDiff = r - bgR;
|
||||
const gDiff = g - bgG;
|
||||
const bDiff = b - bgB;
|
||||
const aDiff = a - bgA;
|
||||
|
||||
const colorDistance = Math.sqrt(rDiff * rDiff + gDiff * gDiff + bDiff * bDiff);
|
||||
const alphaDistance = Math.abs(aDiff);
|
||||
|
||||
// Pixel is foreground if it's significantly different from background
|
||||
const isBackground = colorDistance <= colorTolerance && alphaDistance <= alphaTolerance;
|
||||
maskBuffer[i] = isBackground ? 0 : 1;
|
||||
|
||||
idx += 4;
|
||||
}
|
||||
|
||||
return maskBuffer;
|
||||
}
|
||||
|
||||
function cleanUpMask(mask: Uint8Array, width: number, height: number): Uint8Array {
|
||||
// Simple morphological closing to fill small gaps in sprites
|
||||
// and opening to remove small noise
|
||||
|
||||
const cleaned = new Uint8Array(mask.length);
|
||||
|
||||
// Erosion followed by dilation (opening) to remove small noise
|
||||
// Then dilation followed by erosion (closing) to fill gaps
|
||||
|
||||
// Simple 3x3 kernel operations
|
||||
for (let y = 1; y < height - 1; y++) {
|
||||
for (let x = 1; x < width - 1; x++) {
|
||||
const idx = y * width + x;
|
||||
|
||||
// Count non-zero neighbors in 3x3 area
|
||||
let neighbors = 0;
|
||||
for (let dy = -1; dy <= 1; dy++) {
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
const nIdx = (y + dy) * width + (x + dx);
|
||||
if (mask[nIdx]) neighbors++;
|
||||
}
|
||||
}
|
||||
|
||||
// Use majority rule for cleaning
|
||||
// If more than half the neighbors are foreground, make this foreground
|
||||
cleaned[idx] = neighbors >= 5 ? 1 : 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Copy borders as-is
|
||||
for (let x = 0; x < width; x++) {
|
||||
cleaned[x] = mask[x]; // Top row
|
||||
cleaned[(height - 1) * width + x] = mask[(height - 1) * width + x]; // Bottom row
|
||||
}
|
||||
for (let y = 0; y < height; y++) {
|
||||
cleaned[y * width] = mask[y * width]; // Left column
|
||||
cleaned[y * width + width - 1] = mask[y * width + width - 1]; // Right column
|
||||
}
|
||||
|
||||
return cleaned;
|
||||
}
|
||||
|
||||
function findOptimizedConnectedComponents(mask: Uint8Array, width: number, height: number): SpriteRegion[] {
|
||||
const size = width * height;
|
||||
|
||||
// Reuse buffers
|
||||
if (!visitedBuffer || visitedBuffer.length < size) {
|
||||
visitedBuffer = new Uint8Array(size);
|
||||
}
|
||||
if (!stackBuffer || stackBuffer.length < size * 2) {
|
||||
stackBuffer = new Int32Array(size * 2);
|
||||
}
|
||||
|
||||
// Clear visited array
|
||||
visitedBuffer.fill(0);
|
||||
|
||||
const sprites: SpriteRegion[] = [];
|
||||
|
||||
for (let y = 0; y < height; y++) {
|
||||
for (let x = 0; x < width; x++) {
|
||||
const idx = y * width + x;
|
||||
|
||||
if (mask[idx] && !visitedBuffer[idx]) {
|
||||
const sprite = optimizedFloodFill(mask, visitedBuffer, x, y, width, height);
|
||||
if (sprite) {
|
||||
sprites.push(sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return sprites;
|
||||
}
|
||||
|
||||
function optimizedFloodFill(mask: Uint8Array, visited: Uint8Array, startX: number, startY: number, width: number, height: number): SpriteRegion | null {
|
||||
let stackTop = 0;
|
||||
stackBuffer[stackTop++] = startX;
|
||||
stackBuffer[stackTop++] = startY;
|
||||
|
||||
let minX = startX;
|
||||
let minY = startY;
|
||||
let maxX = startX;
|
||||
let maxY = startY;
|
||||
let pixelCount = 0;
|
||||
|
||||
while (stackTop > 0) {
|
||||
const y = stackBuffer[--stackTop];
|
||||
const x = stackBuffer[--stackTop];
|
||||
const idx = y * width + x;
|
||||
|
||||
if (x < 0 || x >= width || y < 0 || y >= height || visited[idx] || !mask[idx]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
visited[idx] = 1;
|
||||
pixelCount++;
|
||||
|
||||
// Update bounding box
|
||||
if (x < minX) minX = x;
|
||||
if (y < minY) minY = y;
|
||||
if (x > maxX) maxX = x;
|
||||
if (y > maxY) maxY = y;
|
||||
|
||||
// Add neighbors (check bounds to avoid stack overflow)
|
||||
if (x + 1 < width && !visited[idx + 1] && mask[idx + 1]) {
|
||||
stackBuffer[stackTop++] = x + 1;
|
||||
stackBuffer[stackTop++] = y;
|
||||
}
|
||||
if (x - 1 >= 0 && !visited[idx - 1] && mask[idx - 1]) {
|
||||
stackBuffer[stackTop++] = x - 1;
|
||||
stackBuffer[stackTop++] = y;
|
||||
}
|
||||
if (y + 1 < height && !visited[idx + width] && mask[idx + width]) {
|
||||
stackBuffer[stackTop++] = x;
|
||||
stackBuffer[stackTop++] = y + 1;
|
||||
}
|
||||
if (y - 1 >= 0 && !visited[idx - width] && mask[idx - width]) {
|
||||
stackBuffer[stackTop++] = x;
|
||||
stackBuffer[stackTop++] = y - 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (pixelCount === 0) return null;
|
||||
|
||||
// Add padding
|
||||
const padding = 1;
|
||||
return {
|
||||
x: Math.max(0, minX - padding),
|
||||
y: Math.max(0, minY - padding),
|
||||
width: Math.min(width - Math.max(0, minX - padding), maxX - minX + 1 + 2 * padding),
|
||||
height: Math.min(height - Math.max(0, minY - padding), maxY - minY + 1 + 2 * padding),
|
||||
pixelCount,
|
||||
};
|
||||
}
|
||||
|
||||
export {};
|
||||
Reference in New Issue
Block a user