本人技术一般,从论坛看到一个大佬写的图片填充思路,拿过来用了一下,
效果挺不错,在这分享一下, 版本 cocos3.8.1
cocos论坛链接: https://forum.cocos.org/t/cocos-creator/82612/22
效果如图
思路
对于里面涉及的关于图片的原理我接触的也比较少,但是思路如下:
1.通过点击的位置,将cocos坐标系位置转换为在图片坐标系位置
(转成到图片坐标系,Cocos默认坐标系是图片的中心点,X方向向右,Y方向向上,而图片格式的坐标默认是在左上角,X方向向右,Y方向向下。)
2.从图片坐标系位置开始遍历其上下左右各一个像素的Alpha值是否小于自己设置的Alpha值(我用的是255),如果是,将其颜色利用texture内部函数改变自己指定的color,从而达到改变颜色的效果;如果遇到的Alpha值等于255,则return
目的是找到途中黑色边框所框住的范围,然后上色即可(此处我是写的固定的生成绿色,可以动态去切换颜色)
因为是通过Alpha值去判断的,所以底图必须是png的透明图才可以
我是从花瓣找的一张线稿图,如图:
背景是cocos自带的单色图,我设置成橙色了
代码
代码基本上是和论坛里的代码一样,就两三个脚本,非常简洁
1.此脚本主要是处理texture中的内容
import { _decorator, Color, Component, director, gfx, IVec2, log, Node, Texture2D, v2 } from 'cc';
const { ccclass, property } = _decorator;
enum GridIndex { Center, Up, Down, Left, Right }
const gridIndexOffset: readonly IVec2[] = [null, v2(0, +1), v2(0, -1), v2(-1, 0), v2(+1, 0)];
const gridIndexNeighbors: Array<GridIndex>[] = [];
gridIndexNeighbors[GridIndex.Center] = [GridIndex.Up, GridIndex.Down, GridIndex.Left, GridIndex.Right];
gridIndexNeighbors[GridIndex.Up] = [GridIndex.Up, GridIndex.Left, GridIndex.Right];
gridIndexNeighbors[GridIndex.Down] = [GridIndex.Down, GridIndex.Left, GridIndex.Right];
gridIndexNeighbors[GridIndex.Left] = [GridIndex.Left, GridIndex.Up, GridIndex.Down];
gridIndexNeighbors[GridIndex.Right] = [GridIndex.Right, GridIndex.Up, GridIndex.Down];
@ccclass('ColorFillTexture')
export class ColorFillTexture extends Component {
public readonly texture: Texture2D;
public readonly sourceData: Uint8Array;
public readonly targetData: Uint8Array;
public readonly width: number;
public readonly height: number;
public constructor(source: Texture2D, public alphaThreshold: number = 100, public maxFillCount: number = 30) {
super();
this.sourceData = ColorFillTexture.readTexturePixels(source);
this.targetData = Uint8Array.from(this.sourceData);
this.texture = ColorFillTexture.createTextureFromPixels(this.targetData, source.width, source.height);
this.width = this.texture.width;
this.height = this.texture.height;
}
public setTextureColor(color: Color, x: number, y: number): boolean {
x = ColorFillTexture.translateX(this.width, x);
y = ColorFillTexture.translateY(this.height, y);
return this.setColor(color, x, y);
}
private setColor(color: Color, x: number, y: number): boolean {
if (x < 0 || y < 0 || x > this.width || y > this.height) return false;
ColorFillTexture.setBufferColor(this.targetData, this.width, x, y, color);
if (ColorFillTexture.getAlphaColor(this.sourceData, this.width, x, y) > this.alphaThreshold) return false;
return true;
}
public updateTextureData(): void {
this.texture.uploadData(this.targetData);
}
public fillTextureColor(color: Color, x: number, y: number) {
x = ColorFillTexture.translateX(this.width, x);
y = ColorFillTexture.translateY(this.height, y);
this.fillColor(color, x, y, gridIndexNeighbors[GridIndex.Center]);
}
private async fillColor(color: Color, x: number, y: number, gridIndexTypes: readonly GridIndex[]) {
let colorPointList1 = [{ x, y, neighborTypes: gridIndexTypes }];
let colorPointList2 = [];
let filleCount = 0;
do {
for (const item of colorPointList1) {
const result = this.setColor(color, item.x, item.y);
for (const type of item.neighborTypes) {
const offset = gridIndexOffset[type];
const nx = item.x + offset.x, ny = item.y + offset.y;
if (ColorFillTexture.getAlphaColor(this.targetData, this.width, nx, ny) == color.a) continue;
if (colorPointList2.find(v => v.x == nx && v.y == ny) == null) {
colorPointList2.push({ x: nx, y: ny, neighborTypes: gridIndexNeighbors[type] });
}
}
if (!result) continue;
}
let temp = colorPointList1;
colorPointList1 = colorPointList2;
colorPointList2 = temp;
colorPointList2.length = 0;
//
if (++filleCount > this.maxFillCount) {
filleCount = 0;
this.updateTextureData();
//Timer.instance.waitForTime(0);
}
} while (colorPointList1.length > 0);
this.updateTextureData();
}
/**
* 转成到图片坐标系,Cocos默认坐标系是图片的中心点,X方向向右,Y方向向上,而图片格式的坐标默认是在左上角,X方向向右,Y方向向下。
* @param width
* @param x
* @returns
*/
public static translateX(width: number, x: number): number {
return Math.trunc(x + width * 0.5);
}
/**
* 转成到图片坐标系,Cocos默认坐标系是图片的中心点,X方向向右,Y方向向上,而图片格式的坐标默认是在左上角,X方向向右,Y方向向下。
* @param height
* @param y
* @returns
*/
public static translateY(height: number, y: number): number {
return Math.trunc(-y + height * 0.5);
}
/**
* 获得该颜色buffer的alpha
* @param buffer 颜色buffer
* @param width 图片宽度
* @param x x坐标
* @param y y坐标
* @returns 该坐标的alpha
*/
public static getAlphaColor(buffer: Uint8Array, width: number, x: number, y: number): number {
const index = ColorFillTexture.positionToBufferIndex(width, x, y);
return buffer[index + 3];
}
public static setBufferColor(buffer: Uint8Array, width: number, x: number, y: number, color: Color): void {
const index = ColorFillTexture.positionToBufferIndex(width, x, y);
buffer[index + 0] = color.r;
buffer[index + 1] = color.g;
buffer[index + 2] = color.b;
buffer[index + 3] = color.a;
}
/**
* 点坐标转换成图片buffer的索引
* @param width 图片的宽度
* @param x x坐标
* @param y y坐标
* @param colorSize 颜色是RGB还是RGBA组成
* @returns buffer索引
*/
public static positionToBufferIndex(width: number, x: number, y: number, colorSize: 3 | 4 = 4): number {
return Math.trunc(x + y * width) * colorSize;
}
/**
* 读取texture的像素到一个buffer
* @param texture texture原图
* @param width
* @param height
* @param x
* @param y
* @returns
*/
public static readTexturePixels(texture: Texture2D, x = 0, y = 0): Uint8Array {
const gfxTexture = texture.getGFXTexture();
if (gfxTexture == null) return null;
const bufferSize = 4 * texture.width * texture.height;
const buffer = new Uint8Array(bufferSize);
const region = new gfx.BufferTextureCopy();
region.texOffset.x = x;
region.texOffset.y = y;
region.texExtent.width = texture.width;
region.texExtent.height = texture.height;
director.root.device.copyTextureToBuffers(gfxTexture, [buffer], [region]);
return buffer;
}
/**
* 从像素的buffer中创建一个texture
* @param buffer 像素buffer
* @param width 图片宽度
* @param height 图片高度
* @param format 图片格式
* @param mipmapLevel 图片的mipmap等级
* @returns 新的texture
*/
public static createTextureFromPixels(buffer: ArrayBufferView, width: number, height: number, format = Texture2D.PixelFormat.RGBA8888, mipmapLevel?: number): Texture2D {
const texture = new Texture2D();
texture.reset({ width, height, format, mipmapLevel });
texture.uploadData(buffer);
return texture;
}
}
2.通过控制点击事件,实现上色功能
import { _decorator, Color, Component, EventTouch, ImageAsset, Node, Sprite, SpriteFrame, Texture2D, UITransform, v3 } from 'cc';
import { ColorFillTexture } from './ColorFillTexture';
import logicConfig from './LogicConfig';
const { ccclass, property } = _decorator;
@ccclass('Scene')
export class Scene extends Component {
@property(Texture2D)
texture2D: Texture2D = null;
@property(Sprite)
sprite: Sprite = null;
colorFillTexture: ColorFillTexture = null;
start() {
this.sprite.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
this.createColorFill(this.texture2D);
}
private createColorFill(texture: Texture2D): void {
this.colorFillTexture = new ColorFillTexture(texture, logicConfig.alphaThreshold, logicConfig.maxFillCount);
let spriteFrame = new SpriteFrame();
spriteFrame.texture = this.colorFillTexture.texture;
this.sprite.spriteFrame = spriteFrame;
}
private onImageLoad(data: string): void {
const image = new Image();
image.src = data;
image.addEventListener('load', () => {
const texture = new Texture2D();
texture.image = new ImageAsset(image);
this.createColorFill(texture);
});
}
private onTouchStart(event: EventTouch): void {
const location = event.touch.getUILocation();
const uiTransform = this.sprite.getComponent(UITransform);
const position = uiTransform.convertToNodeSpaceAR(v3(location.x, location.y, 0));
let color = new Color(0, 255, 0, 255);
this.colorFillTexture.fillTextureColor(color, position.x, position.y);
}
}
3.配置文件脚本
import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('LogicConfig')
class LogicConfig {
alphaThreshold: number = 200;
maxFillCount: number = 30;
}
let logicConfig = new LogicConfig();
export default logicConfig;
扩展
我在demo中将颜色固定填充成绿色,需要的话可以在画面中生成几种颜色可供选择,这样图片就变得丰富多彩起来,类似于画板填充的功能就实现了
结束语
内容比较少,里面主要涉及对图片的处理,需要了解一些纹理方面的知识
觉得有用的可以点个赞,留个言,我平时会分享一些简单好玩的功能!
demo工程比较简单,需要参考的话,私信我!