Esempio n. 1
0
        public void AddRect(int width, int height)
        {
            RectSize rs = new RectSize();

            rs.width  = width;
            rs.height = height;
            sourceRects.Add(rs);
        }
Esempio n. 2
0
        //开始打图集
        public int Build()
        {
            atlases = new List <Data>();
            remainingRectIndices = new List <int>();
            bool[] usedRect = new bool[sourceRects.Count];

            int atlasWidth  = this.atlasWidth >> alignShift;
            int atlasHeight = this.atlasHeight >> alignShift;

            //完整性检查,不能使用比实际最大图集大小更大的纹理构建
            int align   = (1 << alignShift) - 1;
            int minSize = Math.Min(atlasWidth, atlasHeight);
            int maxSize = Math.Max(atlasWidth, atlasHeight);

            foreach (RectSize rs in sourceRects)
            {
                int maxDim = (Math.Max(rs.width, rs.height) + align) >> alignShift;
                int minDim = (Math.Min(rs.width, rs.height) + align) >> alignShift;

                //需要适配纹理尺寸
                if (maxDim > maxSize || (maxDim <= maxSize && minDim > minSize))
                {
                    remainingRectIndices = new List <int>();
                    for (int i = 0; i < sourceRects.Count; ++i)
                    {
                        remainingRectIndices.Add(i);
                    }
                    return(remainingRectIndices.Count);
                }
            }

            //随着时间推移,减少
            List <RectSize> rects = new List <RectSize>();

            foreach (RectSize rs in sourceRects)
            {
                RectSize t = new RectSize();
                t.width  = (rs.width + align) >> alignShift;
                t.height = (rs.height + align) >> alignShift;
                rects.Add(t);
            }

            bool allUsed = false;

            while (allUsed == false && atlases.Count < maxAllowedAtlasCount)
            {
                int  numPasses = 1;
                int  thisCellW = atlasWidth, thisCellH = atlasHeight;
                bool reverted = false;

                while (numPasses > 0)
                {
                    //复制一份,在必要时缩放纹理
                    List <RectSize> currRects = new List <RectSize>(rects);

//					MaxRectsBinPack binPacker = new MaxRectsBinPack(thisCellW, thisCellH);
//					allUsed = binPacker.Insert(currRects, MaxRectsBinPack.FreeRectChoiceHeuristic.RectBestAreaFit);
                    MaxRectsBinPack binPacker = FindBestBinPacker(thisCellW, thisCellH, ref currRects, ref allUsed);
                    float           occupancy = binPacker.Occupancy();

                    //考虑在第一次遍历之后,所有使用纹理占用> 0.5f减少一半,以保持PO2需求兴许会好点吧。。。
                    bool firstPassFull = numPasses == 1 && occupancy > 0.5f;

                    // 当占用率< 0.5时,恢复图集大小到减半
                    // 此时,大小恢复到先前的值,循环应该接受这个值作为最终值
                    if (firstPassFull ||
                        (numPasses > 1 && occupancy > 0.5f && allUsed) ||
                        reverted || !allowOptimizeSize)
                    {
                        List <Entry> atlasEntries = new List <Entry>();

                        foreach (var t in binPacker.GetMapped())
                        {
                            int matchedWidth  = 0;
                            int matchedHeight = 0;

                            int  matchedId = -1;
                            bool flipped   = false;
                            for (int i = 0; i < sourceRects.Count; ++i)
                            {
                                int width  = (sourceRects[i].width + align) >> alignShift;
                                int height = (sourceRects[i].height + align) >> alignShift;
                                if (!usedRect[i] && width == t.width && height == t.height)
                                {
                                    matchedId     = i;
                                    matchedWidth  = sourceRects[i].width;
                                    matchedHeight = sourceRects[i].height;
                                    break;
                                }
                            }

                            //若没有匹配的任何东西,开始寻找相同的矩形
                            if (matchedId == -1)
                            {
                                for (int i = 0; i < sourceRects.Count; ++i)
                                {
                                    int width  = (sourceRects[i].width + align) >> alignShift;
                                    int height = (sourceRects[i].height + align) >> alignShift;
                                    if (!usedRect[i] && width == t.height && height == t.width)
                                    {
                                        matchedId     = i;
                                        flipped       = true;
                                        matchedWidth  = sourceRects[i].height;
                                        matchedHeight = sourceRects[i].width;
                                        break;
                                    }
                                }
                            }

                            usedRect[matchedId] = true;
                            Entry newEntry = new Entry();
                            newEntry.flipped = flipped;
                            newEntry.x       = t.x << alignShift;
                            newEntry.y       = t.y << alignShift;
                            newEntry.w       = matchedWidth;
                            newEntry.h       = matchedHeight;
                            newEntry.index   = matchedId;
                            atlasEntries.Add(newEntry);
                        }

                        Data currAtlas = new Data();
                        currAtlas.width     = thisCellW << alignShift;
                        currAtlas.height    = thisCellH << alignShift;
                        currAtlas.occupancy = binPacker.Occupancy();
                        currAtlas.entries   = atlasEntries.ToArray();

                        atlases.Add(currAtlas);

                        rects = currRects;
                        break;                         // done
                    }
                    else
                    {
                        if (!allUsed)
                        {
                            if (forceSquare)
                            {
                                thisCellW *= 2;
                                thisCellH *= 2;
                            }
                            else
                            {
                                //只有在第一次缩小尺寸后才能尝试另一个尺寸
                                if (thisCellW < atlasWidth || thisCellH < atlasHeight)
                                {
                                    //试图缩小比例,但纹理不适合,所以恢复以前的更改,并再次遍历数据,即使有些浪费
                                    if (thisCellW < thisCellH)
                                    {
                                        thisCellW *= 2;
                                    }
                                    else
                                    {
                                        thisCellH *= 2;
                                    }
                                }
                            }

                            reverted = true;
                        }
                        else
                        {
                            if (forceSquare)
                            {
                                thisCellH /= 2;
                                thisCellW /= 2;
                            }
                            else
                            {
                                //超过一半的纹理未被使用,按其中一个尺寸缩小
                                if (thisCellW < thisCellH)
                                {
                                    thisCellH /= 2;
                                }
                                else
                                {
                                    thisCellW /= 2;
                                }
                            }
                        }

                        numPasses++;
                    }
                }
            }

            remainingRectIndices = new List <int>();
            for (int i = 0; i < usedRect.Length; ++i)
            {
                if (!usedRect[i])
                {
                    remainingRectIndices.Add(i);
                }
            }

            return(remainingRectIndices.Count);
        }