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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.graphics.g2d;

import com.badlogic.gdx.graphics.Texture;

/** Defines a rectangular area of a texture. The coordinate system used has its origin in the upper left corner with the x-axis
 * pointing to the right and the y axis pointing downwards.
 * @author mzechner
 * @author Nathan Sweet */
public class TextureRegion {
	Texture texture;
	float u, v;
	float u2, v2;
	int regionWidth, regionHeight;

	/** Constructs a region with no texture and no coordinates defined. */
	public TextureRegion () {
	}

	/** Constructs a region the size of the specified texture. */
	public TextureRegion (Texture texture) {
		if (texture == null) throw new IllegalArgumentException("texture cannot be null.");
		this.texture = texture;
		setRegion(0, 0, texture.getWidth(), texture.getHeight());
	}

	/** @param width The width of the texture region. May be negative to flip the sprite when drawn.
	 * @param height The height of the texture region. May be negative to flip the sprite when drawn. */
	public TextureRegion (Texture texture, int width, int height) {
		this.texture = texture;
		setRegion(0, 0, width, height);
	}

	/** @param width The width of the texture region. May be negative to flip the sprite when drawn.
	 * @param height The height of the texture region. May be negative to flip the sprite when drawn. */
	public TextureRegion (Texture texture, int x, int y, int width, int height) {
		this.texture = texture;
		setRegion(x, y, width, height);
	}

	public TextureRegion (Texture texture, float u, float v, float u2, float v2) {
		this.texture = texture;
		setRegion(u, v, u2, v2);
	}

	/** Constructs a region with the same texture and coordinates of the specified region. */
	public TextureRegion (TextureRegion region) {
		setRegion(region);
	}

	/** Constructs a region with the same texture as the specified region and sets the coordinates relative to the specified region.
	 * @param width The width of the texture region. May be negative to flip the sprite when drawn.
	 * @param height The height of the texture region. May be negative to flip the sprite when drawn. */
	public TextureRegion (TextureRegion region, int x, int y, int width, int height) {
		setRegion(region, x, y, width, height);
	}

	/** Sets the texture and sets the coordinates to the size of the specified texture. */
	public void setRegion (Texture texture) {
		this.texture = texture;
		setRegion(0, 0, texture.getWidth(), texture.getHeight());
	}

	/** @param width The width of the texture region. May be negative to flip the sprite when drawn.
	 * @param height The height of the texture region. May be negative to flip the sprite when drawn. */
	public void setRegion (int x, int y, int width, int height) {
		float invTexWidth = 1f / texture.getWidth();
		float invTexHeight = 1f / texture.getHeight();
		setRegion(x * invTexWidth, y * invTexHeight, (x + width) * invTexWidth, (y + height) * invTexHeight);
		regionWidth = Math.abs(width);
		regionHeight = Math.abs(height);
	}

	public void setRegion (float u, float v, float u2, float v2) {
		int texWidth = texture.getWidth(), texHeight = texture.getHeight();
		regionWidth = Math.round(Math.abs(u2 - u) * texWidth);
		regionHeight = Math.round(Math.abs(v2 - v) * texHeight);

		// For a 1x1 region, adjust UVs toward pixel center to avoid filtering artifacts on AMD GPUs when drawing very stretched.
		if (regionWidth == 1 && regionHeight == 1) {
			float adjustX = 0.25f / texWidth;
			u += adjustX;
			u2 -= adjustX;
			float adjustY = 0.25f / texHeight;
			v += adjustY;
			v2 -= adjustY;
		}

		this.u = u;
		this.v = v;
		this.u2 = u2;
		this.v2 = v2;
	}

	/** Sets the texture and coordinates to the specified region. */
	public void setRegion (TextureRegion region) {
		texture = region.texture;
		setRegion(region.u, region.v, region.u2, region.v2);
	}

	/** Sets the texture to that of the specified region and sets the coordinates relative to the specified region. */
	public void setRegion (TextureRegion region, int x, int y, int width, int height) {
		texture = region.texture;
		setRegion(region.getRegionX() + x, region.getRegionY() + y, width, height);
	}

	public Texture getTexture () {
		return texture;
	}

	public void setTexture (Texture texture) {
		this.texture = texture;
	}

	public float getU () {
		return u;
	}

	public void setU (float u) {
		this.u = u;
		regionWidth = Math.round(Math.abs(u2 - u) * texture.getWidth());
	}

	public float getV () {
		return v;
	}

	public void setV (float v) {
		this.v = v;
		regionHeight = Math.round(Math.abs(v2 - v) * texture.getHeight());
	}

	public float getU2 () {
		return u2;
	}

	public void setU2 (float u2) {
		this.u2 = u2;
		regionWidth = Math.round(Math.abs(u2 - u) * texture.getWidth());
	}

	public float getV2 () {
		return v2;
	}

	public void setV2 (float v2) {
		this.v2 = v2;
		regionHeight = Math.round(Math.abs(v2 - v) * texture.getHeight());
	}

	public int getRegionX () {
		return Math.round(u * texture.getWidth());
	}

	public void setRegionX (int x) {
		setU(x / (float)texture.getWidth());
	}

	public int getRegionY () {
		return Math.round(v * texture.getHeight());
	}

	public void setRegionY (int y) {
		setV(y / (float)texture.getHeight());
	}

	/** Returns the region's width. */
	public int getRegionWidth () {
		return regionWidth;
	}

	public void setRegionWidth (int width) {
		if (isFlipX()) {
			setU(u2 + width / (float)texture.getWidth());
		} else {
			setU2(u + width / (float)texture.getWidth());
		}
	}

	/** Returns the region's height. */
	public int getRegionHeight () {
		return regionHeight;
	}

	public void setRegionHeight (int height) {
		if (isFlipY()) {
			setV(v2 + height / (float)texture.getHeight());			
		} else {
			setV2(v + height / (float)texture.getHeight());
		}
	}

	public void flip (boolean x, boolean y) {
		if (x) {
			float temp = u;
			u = u2;
			u2 = temp;
		}
		if (y) {
			float temp = v;
			v = v2;
			v2 = temp;
		}
	}

	public boolean isFlipX () {
		return u > u2;
	}

	public boolean isFlipY () {
		return v > v2;
	}

	/** Offsets the region relative to the current region. Generally the region's size should be the entire size of the texture in
	 * the direction(s) it is scrolled.
	 * @param xAmount The percentage to offset horizontally.
	 * @param yAmount The percentage to offset vertically. This is done in texture space, so up is negative. */
	public void scroll (float xAmount, float yAmount) {
		if (xAmount != 0) {
			float width = (u2 - u) * texture.getWidth();
			u = (u + xAmount) % 1;
			u2 = u + width / texture.getWidth();
		}
		if (yAmount != 0) {
			float height = (v2 - v) * texture.getHeight();
			v = (v + yAmount) % 1;
			v2 = v + height / texture.getHeight();
		}
	}

	/** Helper function to create tiles out of this TextureRegion starting from the top left corner going to the right and ending at
	 * the bottom right corner. Only complete tiles will be returned so if the region's width or height are not a multiple of the
	 * tile width and height not all of the region will be used. This will not work on texture regions returned form a TextureAtlas
	 * that either have whitespace removed or where flipped before the region is split.
	 * 
	 * @param tileWidth a tile's width in pixels
	 * @param tileHeight a tile's height in pixels
	 * @return a 2D array of TextureRegions indexed by [row][column]. */
	public TextureRegion[][] split (int tileWidth, int tileHeight) {
		int x = getRegionX();
		int y = getRegionY();
		int width = regionWidth;
		int height = regionHeight;

		int rows = height / tileHeight;
		int cols = width / tileWidth;

		int startX = x;
		TextureRegion[][] tiles = new TextureRegion[rows][cols];
		for (int row = 0; row < rows; row++, y += tileHeight) {
			x = startX;
			for (int col = 0; col < cols; col++, x += tileWidth) {
				tiles[row][col] = new TextureRegion(texture, x, y, tileWidth, tileHeight);
			}
		}

		return tiles;
	}

	/** Helper function to create tiles out of the given {@link Texture} starting from the top left corner going to the right and
	 * ending at the bottom right corner. Only complete tiles will be returned so if the texture's width or height are not a
	 * multiple of the tile width and height not all of the texture will be used.
	 * 
	 * @param texture the Texture
	 * @param tileWidth a tile's width in pixels
	 * @param tileHeight a tile's height in pixels
	 * @return a 2D array of TextureRegions indexed by [row][column]. */
	public static TextureRegion[][] split (Texture texture, int tileWidth, int tileHeight) {
		TextureRegion region = new TextureRegion(texture);
		return region.split(tileWidth, tileHeight);
	}
}




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