PySide: Separating a spritesheet / Separating an image into contiguous regions of color
问题内容:
I’m working on a program in which I need to separate spritesheets , or in
other words, separate an image into contiguous regions of color.
I’ve never done any image processing before, so I’m wondering how I would go
about this. What would I do after I test for pixel color? What’s the best way
to determine which pixel goes with each sprite?
All the input images have uniform backgrounds, and an alpha channel different
from that of the background counts as color. The order of the output images
needs to be left-right, up-down. My project is written in PySide, so I’m
hoping to use it for this task too, but I could import more libraries if
necessary.
Thanks your replies!
P.S.: I’m not sure if the PySide tag is appropriate or not, since I’m using
PySide, but the question doesn’t involve the GUI aspects of it. If a mod feels
it doesn’t belong, feel free to remove it.
For example, I have a spritesheet that looks like this:
I want to separate it into these:
问题答案:
That sounds like something that should be implemented in anything that deals
with sprites, but here we will implement our own sprite-spliter.
The first thing we need here is to extract the individual objects. In this
situation, it is only a matter of deciding whether a pixel is a background one
or not. If we assume the point at origin is a background pixel, then we are
done:
from PIL import Image
def sprite_mask(img, bg_point=(0, 0)):
width, height = img.size
im = img.load()
bg = im[bg_point]
mask_img = Image.new('L', img.size)
mask = mask_img.load()
for x in xrange(width):
for y in xrange(height):
if im[x, y] != bg:
mask[x, y] = 255
return mask_img, bg
If you save the mask
image created above and open it, here is what you would
see on it (I added a rectangle inside your empty window):
With the image above, the next thing we need is to fill its holes if we want
to join sprites that are inside others (like the rectangle added, see figure
above). This is another simple rule: if a point cannot be reached from the
point at [0, 0], then it is a hole and it must be filled. All that is left is
then separating each sprite in individual images. This is done by connected
component labeling. For each component we get its axis-aligned bounding box in
order to define the dimensions of the piece, and then we copy from the
original image the points that belong to a given component. To keep it short,
the following code uses scipy
for these tasks:
import sys
import numpy
from scipy.ndimage import label, morphology
def split_sprite(img, mask, bg, join_interior=True, basename='sprite_%d.png'):
im = img.load()
m = numpy.array(mask, dtype=numpy.uint8)
if join_interior:
m = morphology.binary_fill_holes(m)
lbl, ncc = label(m, numpy.ones((3, 3)))
for i in xrange(1, ncc + 1):
px, py = numpy.nonzero(lbl == i)
xmin, xmax, ymin, ymax = px.min(), px.max(), py.min(), py.max()
sprite = Image.new(img.mode, (ymax - ymin + 1, xmax - xmin + 1), bg)
sp = sprite.load()
for x, y in zip(px, py):
x, y = int(x), int(y)
sp[y - int(ymin), x - int(xmin)] = im[y, x]
name = basename % i
sprite.save(name)
print "Wrote %s" % name
sprite = Image.open(sys.argv[1])
mask, bg = sprite_mask(sprite)
split_sprite(sprite, mask, bg)
Now you have all the pieces (sprite_1.png, sprite_2.png, …, sprite_8.png)
exactly as you included in the question.