Struct graphics::texture_packer::TexturePacker[][src]

pub struct TexturePacker<T> {
    pub textures: Vec<T>,
    pub atlas: usize,
    pub skyline: Vec<[u32; 2]>,
}
Expand description

A texture packer using a skyline heuristic.

For offline texture packing, see texture_packer.

Designed for adding textures one by one to current texture atlas. Packs tiles without backtracking or knowledge about future tiles.

  • Perfect at packing tiles of same size
  • Good at packing tiles of some unit size
  • Decent at packing tiles of similar sizes
  • Can be used with pre-sorted tile sizes for better packing

Can also be used as storage for textures.

Design

A skyline is a list of non-hole atlas offsets, used to efficiently determine a good place to put the next tile.

In this texture packer, only a single skyline is kept track of, since new texture atlases are created by need.

This texture packer has runtime complexity O(N^2) for inserting a new tile, where N is the number of points in the skyline. Since N is usually a low number, the packing is pretty fast.

The algorithm was designed by Sven Nilsen (2019) for Piston-Graphics.

Fields

textures: Vec<T>

Stores current texture atlas and previously created ones.

atlas: usize

The index to the current texture atlas.

skyline: Vec<[u32; 2]>

Texture atlas offsets from left to right.

When a new tile is added with same offset, it updates the atlas offsets that it overlaps. This means that “holes” get filled in over time.

Implementations

Returns a new TexturePacker.

Create a new texture atlas with an initial tile.

The new texture atlas is made the current one.

Update current texture atlas.

  • ind: index of atlas offset in the skyline
  • size: size of new tile

Returns the index of the current texture atlas and the atlas offset of the new tile.

Returns the index of atlas offset in skyline with room for a new tile.

Returns None if no room was found in the current texture atlas.

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