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gen2d/backend/pkg/splitsprite/splitsprite.go
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// Package splitsprite provides PNG sprite sheet splitting utilities.
//
// Pipeline: white/green background removal → projection-based gap detection →
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// split into tiles → filter out low-fill tiles → trim transparent edges.
package splitsprite
import (
"fmt"
"image"
"image/color"
"image/draw"
"math"
"sort"
)
// Options configures the sprite sheet splitting pipeline.
type Options struct {
// WhiteBg enables white background removal.
WhiteBg bool
// WhiteThreshold is the max distance from pure white (0–255, default 40).
WhiteThreshold uint8
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// GreenScreen enables green background removal.
GreenScreen bool
// GreenTolerance controls how aggressively green pixels are removed (0–1, default 0.2).
GreenTolerance float64
// GridRows / GridCols enable fixed-grid splitting (overrides projection detection).
// When >0, the image is divided equally into Rows×Cols cells.
GridRows int
GridCols int
// GridPadding is the gap between cells in pixels (default 2).
GridPadding int
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// GapThreshold is the max fraction of non-transparent pixels a row/column
// can have to be considered a gap (0–1, default 0.03).
GapThreshold float64
// MinGapWidth is the minimum width in pixels a gap must have.
MinGapWidth int
// MinFillRatio is the minimum fraction of non-transparent pixels a tile
// must have to be kept (0–1, default 0.3).
MinFillRatio float64
// Trim removes transparent borders from output tiles.
Trim bool
// CenterAlign centers content across all frames so characters stay in place.
// All output frames get the same dimensions with content centered.
CenterAlign bool
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// OutW / OutH specify the output tile size (0 = keep original).
OutW, OutH int
}
// DefaultOptions returns sensible default splitting options (white background mode).
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func DefaultOptions() *Options {
return &Options{
WhiteBg: true,
WhiteThreshold: 40,
GapThreshold: 0.03,
MinGapWidth: 2,
MinFillRatio: 0.14,
Trim: true,
CenterAlign: true,
}
}
// DefaultGreenOptions returns options tuned for green screen sprite sheets.
func DefaultGreenOptions() *Options {
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return &Options{
GreenScreen: true,
GreenTolerance: 0.2,
GapThreshold: 0.03,
MinGapWidth: 2,
MinFillRatio: 0.14,
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Trim: true,
CenterAlign: true,
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}
}
// Process splits a sprite sheet image into individual cleaned tile images.
// It runs the full pipeline: background removal → split → trim → resize.
// When GridRows/GridCols > 0, fixed-grid splitting is used instead of projection detection.
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func Process(img image.Image, opts *Options) ([]image.Image, error) {
if opts == nil {
opts = DefaultOptions()
}
src := toRGBA(img)
if opts.WhiteBg {
src = removeWhiteBg(src, opts.WhiteThreshold)
} else if opts.GreenScreen {
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src = removeGreenScreen(src, opts.GreenTolerance)
}
var tiles []tile
if opts.GridRows > 0 && opts.GridCols > 0 {
tiles = fixedGridSplit(src, opts.GridRows, opts.GridCols, opts.GridPadding, opts.MinFillRatio)
} else {
tiles = projectionSplit(src, opts.GapThreshold, opts.MinGapWidth, opts.MinFillRatio)
}
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if len(tiles) == 0 {
return nil, fmt.Errorf("no tiles detected — try lowering GapThreshold or setting GridRows/GridCols")
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}
results := make([]image.Image, len(tiles))
for i, t := range tiles {
sub := image.NewRGBA(image.Rect(0, 0, t.w, t.h))
draw.Draw(sub, sub.Bounds(), src, image.Point{t.x, t.y}, draw.Src)
if opts.Trim {
sub = trimAlpha(sub)
}
if opts.OutW > 0 && opts.OutH > 0 {
sub = resize(sub, opts.OutW, opts.OutH)
}
results[i] = sub
}
if opts.CenterAlign && len(results) > 1 {
results = alignCenter(results)
}
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return results, nil
}
// RemoveWhiteBg removes near-white background pixels, making them transparent.
func RemoveWhiteBg(img image.Image, threshold uint8) image.Image {
return removeWhiteBg(toRGBA(img), threshold)
}
// CenterFrames centers the content of each frame within a uniform canvas so
// characters stay in place across frames.
func CenterFrames(frames []image.Image) []image.Image {
return alignCenter(frames)
}
// alignCenter aligns all frames to a uniform canvas with a fixed reference point.
// Uses bottom-center alignment so characters share a common ground plane across frames,
// preventing drift/jitter in animation playback.
func alignCenter(frames []image.Image) []image.Image {
type contentBox struct {
minX, minY, maxX, maxY int
}
boxes := make([]contentBox, len(frames))
maxCW, maxCH := 0, 0
for i, f := range frames {
b := f.Bounds()
minX, minY := b.Max.X, b.Max.Y
maxX, maxY := b.Min.X, b.Min.Y
hasContent := false
for y := b.Min.Y; y < b.Max.Y; y++ {
for x := b.Min.X; x < b.Max.X; x++ {
_, _, _, a := f.At(x, y).RGBA()
if a > 0 {
hasContent = true
if x < minX {
minX = x
}
if x > maxX {
maxX = x
}
if y < minY {
minY = y
}
if y > maxY {
maxY = y
}
}
}
}
if !hasContent {
boxes[i] = contentBox{0, 0, b.Dx(), b.Dy()}
} else {
boxes[i] = contentBox{minX, minY, maxX, maxY}
}
cw := boxes[i].maxX - boxes[i].minX + 1
ch := boxes[i].maxY - boxes[i].minY + 1
if cw > maxCW {
maxCW = cw
}
if ch > maxCH {
maxCH = ch
}
}
// Uniform canvas with 10% padding
canvasW := maxCW * 11 / 10
canvasH := maxCH * 11 / 10
// Fixed X center reference: anchor all frames to the same horizontal center
fixedCenterX := canvasW / 2
out := make([]image.Image, len(frames))
for i, f := range frames {
cb := boxes[i]
cw := cb.maxX - cb.minX + 1
ch := cb.maxY - cb.minY + 1
// All frames share the same center-X and bottom-Y anchor
ox := fixedCenterX - cw/2 // consistent horizontal center
oy := canvasH - ch // bottom-align: feet planted at same Y
canvas := image.NewRGBA(image.Rect(0, 0, canvasW, canvasH))
draw.Draw(canvas,
image.Rect(ox, oy, ox+cw, oy+ch),
f,
image.Point{cb.minX, cb.minY},
draw.Src,
)
out[i] = canvas
}
return out
}
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// RemoveGreenScreen removes green-dominant background pixels, making them transparent.
func RemoveGreenScreen(img image.Image, tol float64) image.Image {
return removeGreenScreen(toRGBA(img), tol)
}
// TrimAlpha removes fully transparent borders from an image.
func TrimAlpha(img image.Image) image.Image {
return trimAlpha(toRGBA(img))
}
// Resize resizes an image using nearest-neighbor interpolation.
func Resize(img image.Image, w, h int) image.Image {
return resize(toRGBA(img), w, h)
}
// ============================
// internal
// ============================
type tile struct {
x, y, w, h int
}
// removeWhiteBg removes pixels close to pure white (R,G,B all within threshold of 255).
func removeWhiteBg(rgba *image.RGBA, threshold uint8) *image.RGBA {
if threshold == 0 {
threshold = 40
}
b := rgba.Bounds()
dst := image.NewRGBA(b)
draw.Draw(dst, b, rgba, b.Min, draw.Src)
for y := b.Min.Y; y < b.Max.Y; y++ {
for x := b.Min.X; x < b.Max.X; x++ {
r, g, bl, a := rgba.At(x, y).RGBA()
if a == 0 {
continue
}
r8, g8, b8 := uint8(r>>8), uint8(g>>8), uint8(bl>>8)
// Distance from pure white
dist := max(int(255-r8), max(int(255-g8), int(255-b8)))
if dist < int(threshold)/2 {
// Very close to white — fully transparent
dst.SetRGBA(x, y, color.RGBA{R: r8, G: g8, B: b8, A: 0})
} else if dist < int(threshold) {
// Semi-white — fade alpha
alpha := float64(dist-int(threshold)/2) / float64(int(threshold)/2)
dst.SetRGBA(x, y, color.RGBA{R: r8, G: g8, B: b8, A: uint8(alpha * 255)})
}
}
}
return dst
}
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func removeGreenScreen(rgba *image.RGBA, tol float64) *image.RGBA {
b := rgba.Bounds()
dst := image.NewRGBA(b)
absTol := tol * 255
for y := b.Min.Y; y < b.Max.Y; y++ {
for x := b.Min.X; x < b.Max.X; x++ {
r16, g16, bl16, a16 := rgba.At(x, y).RGBA()
if a16 == 0 {
continue
}
r, g, bl := float64(r16>>8), float64(g16>>8), float64(bl16>>8)
gDominance := g - (r+bl)/2
if gDominance > absTol {
alpha := 1.0 - math.Min(gDominance/(absTol*2), 1.0)
dst.SetRGBA(x, y, color.RGBA{
R: uint8(r), G: uint8(g), B: uint8(bl),
A: uint8(alpha * 255),
})
} else {
dst.Set(x, y, rgba.At(x, y))
}
}
}
return dst
}
// fixedGridSplit divides the image into Rows×Cols equally-sized cells,
// accounting for a fixed padding between cells.
func fixedGridSplit(rgba *image.RGBA, rows, cols, padding int, minFill float64) []tile {
b := rgba.Bounds()
W, H := b.Dx(), b.Dy()
if padding < 0 {
padding = 0
}
totalPadW := padding * (cols + 1)
totalPadH := padding * (rows + 1)
cellW := (W - totalPadW) / cols
cellH := (H - totalPadH) / rows
if cellW <= 0 || cellH <= 0 {
return nil
}
var tiles []tile
for r := 0; r < rows; r++ {
for c := 0; c < cols; c++ {
x := padding + c*(cellW+padding)
y := padding + r*(cellH+padding)
if tileFillRatio(rgba, x, y, cellW, cellH) >= minFill {
tiles = append(tiles, tile{x: x, y: y, w: cellW, h: cellH})
}
}
}
return tiles
}
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func projectionSplit(rgba *image.RGBA, gapThreshold float64, minGap int, minFill float64) []tile {
bounds := rgba.Bounds()
W, H := bounds.Dx(), bounds.Dy()
rowRatio := make([]float64, H)
colRatio := make([]float64, W)
for y := 0; y < H; y++ {
n := 0
for x := 0; x < W; x++ {
if alphaAt(rgba, x, y) > 0 {
n++
}
}
rowRatio[y] = float64(n) / float64(W)
}
for x := 0; x < W; x++ {
n := 0
for y := 0; y < H; y++ {
if alphaAt(rgba, x, y) > 0 {
n++
}
}
colRatio[x] = float64(n) / float64(H)
}
rowCuts := findCuts(rowRatio, gapThreshold, minGap)
colCuts := findCuts(colRatio, gapThreshold, minGap)
if len(rowCuts) < 2 || len(colCuts) < 2 {
return nil
}
var tiles []tile
for ri := 0; ri < len(rowCuts)-1; ri++ {
for ci := 0; ci < len(colCuts)-1; ci++ {
x := colCuts[ci]
y := rowCuts[ri]
w := colCuts[ci+1] - x
h := rowCuts[ri+1] - y
if tileFillRatio(rgba, x, y, w, h) >= minFill {
tiles = append(tiles, tile{x: x, y: y, w: w, h: h})
}
}
}
return tiles
}
func tileFillRatio(rgba *image.RGBA, x0, y0, w, h int) float64 {
total := w * h
if total == 0 {
return 0
}
n := 0
for y := y0; y < y0+h; y++ {
for x := x0; x < x0+w; x++ {
if alphaAt(rgba, x, y) > 0 {
n++
}
}
}
return float64(n) / float64(total)
}
func findCuts(ratios []float64, threshold float64, minGap int) []int {
n := len(ratios)
if n == 0 {
return nil
}
// Smooth the ratio curve with a moving average (kernel size = minGap)
smoothed := make([]float64, n)
kernel := max(minGap, 3)
for i := 0; i < n; i++ {
sum := 0.0
count := 0
for j := max(0, i-kernel/2); j < min(n, i+kernel/2+1); j++ {
sum += ratios[j]
count++
}
if count > 0 {
smoothed[i] = sum / float64(count)
}
}
// Compute mean to use as reference
mean := 0.0
for _, r := range smoothed {
mean += r
}
mean /= float64(n)
// Find peaks: contiguous regions where smoothed ratio > mean*1.2
type segment struct{ start, end int }
var peaks []segment
i := 0
for i < n {
if smoothed[i] > mean*1.2 {
start := i
for i < n && smoothed[i] > mean*0.8 {
i++
}
peaks = append(peaks, segment{start, i})
} else {
i++
}
}
if len(peaks) < 2 {
// Fallback: use threshold-based gap detection
return findCutsByGap(ratios, threshold, minGap)
}
// Find valleys between adjacent peaks (minimum smoothed ratio between them)
cuts := []int{0}
for p := 0; p < len(peaks)-1; p++ {
valleyStart := peaks[p].end
valleyEnd := peaks[p+1].start
if valleyStart >= valleyEnd {
// Peaks adjacent — cut at midpoint
cuts = append(cuts, (peaks[p].end+peaks[p+1].start)/2)
continue
}
// Find minimum in the valley region
minIdx := valleyStart
minVal := smoothed[valleyStart]
for j := valleyStart + 1; j < valleyEnd; j++ {
if smoothed[j] < minVal {
minVal = smoothed[j]
minIdx = j
}
}
cuts = append(cuts, minIdx)
}
cuts = append(cuts, n)
sort.Ints(cuts)
// Deduplicate
dedup := cuts[:1]
for j := 1; j < len(cuts); j++ {
if cuts[j] != dedup[len(dedup)-1] {
dedup = append(dedup, cuts[j])
}
}
return dedup
}
// findCutsByGap is the original threshold-based fallback.
func findCutsByGap(ratios []float64, threshold float64, minGap int) []int {
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n := len(ratios)
isGap := make([]bool, n)
for i, r := range ratios {
isGap[i] = r < threshold
}
type segment struct{ start, end int }
var gaps []segment
i := 0
for i < n {
if isGap[i] {
start := i
for i < n && isGap[i] {
i++
}
if i-start >= minGap {
gaps = append(gaps, segment{start, i})
}
} else {
i++
}
}
if len(gaps) == 0 {
return []int{0, n}
}
cuts := []int{0}
for _, seg := range gaps {
cuts = append(cuts, seg.start+(seg.end-seg.start)/2)
}
cuts = append(cuts, n)
sort.Ints(cuts)
dedup := cuts[:1]
for j := 1; j < len(cuts); j++ {
if cuts[j] != dedup[len(dedup)-1] {
dedup = append(dedup, cuts[j])
}
}
return dedup
}
func alphaAt(rgba *image.RGBA, x, y int) uint8 {
return rgba.Pix[rgba.PixOffset(x, y)+3]
}
func trimAlpha(rgba *image.RGBA) *image.RGBA {
b := rgba.Bounds()
minX, minY := b.Max.X, b.Max.Y
maxX, maxY := b.Min.X, b.Min.Y
for y := b.Min.Y; y < b.Max.Y; y++ {
for x := b.Min.X; x < b.Max.X; x++ {
if alphaAt(rgba, x-b.Min.X, y-b.Min.Y) > 0 {
if x < minX {
minX = x
}
if x > maxX {
maxX = x
}
if y < minY {
minY = y
}
if y > maxY {
maxY = y
}
}
}
}
w := maxX - minX + 1
h := maxY - minY + 1
if w <= 0 || h <= 0 {
return rgba
}
dst := image.NewRGBA(image.Rect(0, 0, w, h))
draw.Draw(dst, dst.Bounds(), rgba, image.Point{minX, minY}, draw.Src)
return dst
}
func resize(rgba *image.RGBA, w, h int) *image.RGBA {
dst := image.NewRGBA(image.Rect(0, 0, w, h))
sw, sh := rgba.Bounds().Dx(), rgba.Bounds().Dy()
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
sx := x * sw / w
sy := y * sh / h
dst.Set(x, y, rgba.At(sx, sy))
}
}
return dst
}
func toRGBA(src image.Image) *image.RGBA {
if rgba, ok := src.(*image.RGBA); ok {
return rgba
}
b := src.Bounds()
rgba := image.NewRGBA(b)
draw.Draw(rgba, b, src, b.Min, draw.Src)
return rgba
}