0.7.0 • Published 1 year ago

babylon-atlas v0.7.0

Weekly downloads
16
License
MIT
Repository
github
Last release
1 year ago

babylon-atlas

Wrangles sprites out of texture atlases for Babylon.js

This module gives two separate (and orthogonal) ways to use texture atlases with Babylon.js, depending on whether you want to work with meshes or textures. Behind the scenes, the mesh APIs deal with vertex UV values, while the texture APIs work with the texture's uvScale/uvOffset properties.

Updates:

  • v0.7.0: Takes babylon as a peer dependency, now uses export/import
  • v0.6.0: Removes dependencies, cleanup
  • v0.4.0: Allow passing in JSON object instead of a URL
  • v0.3.0: API changed to reflect parallel support for mesh/texture-based usage
  • v0.2.0: supports breaking changes in Babylon.js v2.3. When using Babylon 2.2 and below, move this repo to any commit before v0.2.0.

Usage:

var createAtlas = require('babylon-atlas')
var atlas = createAtlas('sprites.png', 'sprites.json', scene)

// making a plane mesh showing frames from the atlas
var mesh = atlas.makeSpriteMesh('player_walk')
atlas.setMeshFrame(mesh, 'player_jump')

// working with textures
var mat = myExistingMesh.material
mat.diffuseTexture = atlas.createSpriteTexture('player_walk')
atlas.setTextureFrame(mat.diffuseTexture, 'player_jump')

Live demo here (outdated).

Format

Expects texture atlas JSON to look something like this:

{
    "meta": {
        "size": {"w":256,"h":256}
    },
    "frames": {
        "frame_001": {"frame": {"x":0, "y":32,"w":22,"h":18} },
        "frame_002": {"frame": {"x":53,"y":0, "w":22,"h":21} }
    }
}

which is, I guess, a sort-of standard format.

Installation

npm install babylon-atlas

Hacking on the local demo is broken right now!

todo: update to use modern imported version of babylon.

API

// import
import { Atlas } from 'babylon-atlas'

// create an atlas - last two args optional
var atlas = createAtlas( imgURL, jsonURL, scene, noMipMap, samplingMode )

// frame names are accessible as an array of strings
// this will be empty until the atlas loads, but other APIs will still work
atlas.frames

// create a mesh showing one sprite from atlas
//    frame: number (frame index) or string (frame name). default: 0
//    material: if omitted a default material will be created
var mesh = atlas.makeSpriteMesh( frame, material ) 

// set frame of existing mesh. 
//    frame: as previous
atlas.setMeshFrame( mesh, frame ) 

// create a texture showing one sprite from atlas
//    frame: number (frame index) or string (frame name). default: 0
var texture = atlas.makeSpriteTexture( frame )

// set frame of texture 
//    frame: as previous
atlas.setTextureFrame( texture, frame ) 

// disposal
atlas.dispose()