Esempio n. 1
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        // ----------------------------------------------------------------------------------------
        // Name        : RectPlacement.cpp
        // Description : A class that fits subrectangles into a power-of-2 rectangle
        //               (C) Copyright 2000-2002 by Javier Arevalo
        //               This code is free to use and modify for all purposes
        // ----------------------------------------------------------------------------------------

        /*
         * You have a bunch of rectangular pieces. You need to arrange them in a
         * rectangular surface so that they don't overlap, keeping the total area of the
         * rectangle as small as possible. This is fairly common when arranging characters
         * in a bitmapped font, lightmaps for a 3D engine, and I guess other situations as
         * well.
         *
         * The idea of this algorithm is that, as we add rectangles, we can pre-select
         * "interesting" places where we can try to add the next rectangles. For optimal
         * results, the rectangles should be added in order. I initially tried using area
         * as a sorting criteria, but it didn't work well with very tall or very flat
         * rectangles. I then tried using the longest dimension as a selector, and it
         * worked much better. So much for intuition...
         *
         * These "interesting" places are just to the right and just below the currently
         * added rectangle. The first rectangle, obviously, goes at the top left, the next
         * one would go either to the right or below this one, and so on. It is a weird way
         * to do it, but it seems to work very nicely.
         *
         * The way we search here is fairly brute-force, the fact being that for most off-
         * line purposes the performance seems more than adequate. I have generated a
         * japanese font with around 8500 characters and all the time was spent generating
         * the bitmaps.
         *
         * Also, for all we care, we could grow the parent rectangle in a different way
         * than power of two. It just happens that power of 2 is very convenient for
         * graphics hardware textures.
         *
         * I'd be interested in hearing of other approaches to this problem. Make sure
         * to post them on http://www.flipcode.com
         */


        public RectPacker(int _w, int _h)
        {
            size       = new PackerRect(0, 0, _w, _h, null);
            vRects     = new List <PackerRect>();
            vPositions = new List <PackerPos>();
            vPositions.Add(new PackerPos(0, 0));
            area = 0;
        }
Esempio n. 2
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        // --------------------------------------------------------------------------------
        // Name        : AddRect
        // Description : Add the given rect and updates anchor points
        // --------------------------------------------------------------------------------
        public void addRect(PackerRect r)
        {
            vRects.Add(r);
            area += r.w * r.h;

            // Add two new anchor points
            addPosition(new PackerPos(r.x, r.y + r.h));
            addPosition(new PackerPos(r.x + r.w, r.y));
        }
Esempio n. 3
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        // --------------------------------------------------------------------------------
        // Name        : AddAtEmptySpot
        // Description : Add the given rectangle
        // --------------------------------------------------------------------------------
        public bool addAtEmptySpot(PackerRect r)
        {
            // Find a valid spot among available anchors.

            bool bFound = false;
            int  pos    = 0;

            foreach (PackerPos it in vPositions)
            {
                PackerRect rect = new PackerRect(it.x, it.y, r.w, r.h, r.obj);

                if (isFree(rect))
                {
                    r      = rect;
                    bFound = true;
                    break; // Don't let the loop increase the iterator.
                }
                pos++;
            }
            if (bFound)
            {
                // Remove the used anchor point
                vPositions.RemoveAt(pos);

                // Sometimes, anchors end up displaced from the optimal position
                // due to irregular sizes of the subrects.
                // So, try to adjut it up & left as much as possible.
                int x, y;
                for (x = 1; x <= r.x; x++)
                {
                    if (!isFree(new PackerRect(r.x - x, r.y, r.w, r.h, r.obj)))
                    {
                        break;
                    }
                }
                for (y = 1; y <= r.y; y++)
                {
                    if (!isFree(new PackerRect(r.x, r.y - y, r.w, r.h, r.obj)))
                    {
                        break;
                    }
                }
                if (y > x)
                {
                    r.y -= y - 1;
                }
                else
                {
                    r.x -= x - 1;
                }
                addRect(r);
            }
            return(bFound);
        }
Esempio n. 4
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 // --------------------------------------------------------------------------------
 // Name        : IsFree
 // Description : Check if the given rectangle is partially or totally used
 // --------------------------------------------------------------------------------
 public bool isFree(PackerRect r)
 {
     if (!size.containsRect(r))
     {
         return(false);
     }
     foreach (PackerRect it in vRects)
     {
         if (it.intersects(r))
         {
             return(false);
         }
     }
     return(true);
 }
Esempio n. 5
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        //  Greater rect area. Not as good as the next heuristic
        //  static bool Greater(const TRect &a, const TRect &b) { return a.w*a.h > b.w*b.h; }

        // Greater size in at least one dim.
        public static bool greater(PackerRect a, PackerRect b)
        {
            return((a.w > b.w && a.w > b.h) ||
                   (a.h > b.w && a.h > b.h));
        }
Esempio n. 6
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 public bool intersects(PackerRect r)
 {
     return(w > 0 && h > 0 && r.w > 0 && r.h > 0 &&
            ((r.x + r.w) > x && r.x < (x + w) &&
             (r.y + r.h) > y && r.y < (y + h)));
 }
Esempio n. 7
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 public bool containsRect(PackerRect r)
 {
     return(r.x >= x && r.y >= y &&
            (r.x + r.w) <= (x + w) && (r.y + r.h) <= (y + h));
 }
Esempio n. 8
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        // --------------------------------------------------------------------------------
        // Name        : AddAtEmptySpotAutoGrow
        // Description : Add a rectangle of the given size, growing our area if needed
        //               Area grows only until the max given.
        //               Returns the placement of the rect in the rect's x,y coords
        // --------------------------------------------------------------------------------

        public bool addAtEmptySpotAutoGrow(PackerRect pRect, int maxW, int maxH)
        {
            if (pRect.w <= 0)
            {
                return(true);
            }

            int orgW = size.w;
            int orgH = size.h;

            // Try to add it in the existing space
            while (!addAtEmptySpot(pRect))
            {
                int pw = size.w;
                int ph = size.h;

                // Sanity check - if area is complete.
                if (pw >= maxW && ph >= maxH)
                {
                    size.w = orgW;
                    size.h = orgH;
                    return(false);
                }

                // Try growing the smallest dim
                if (pw < maxW && (pw < ph || ((pw == ph) && (pRect.w >= pRect.h))))
                {
                    size.w = Math.Min(maxW, pw + 10); //*2;
                }
                else
                {
                    size.h = Math.Min(maxH, ph + 10); //*2;
                }
                if (addAtEmptySpot(pRect))
                {
                    break;
                }

                // Try growing the other dim instead
                if (pw != size.w)
                {
                    size.w = pw;
                    if (ph < maxW)
                    {
                        size.h = Math.Min(maxH, ph + 10); //*2;
                    }
                }
                else
                {
                    size.h = ph;
                    if (pw < maxW)
                    {
                        size.w = Math.Min(maxW, pw + 10); //*2;
                    }
                }

                if (pw != size.w || ph != size.h)
                {
                    if (addAtEmptySpot(pRect))
                    {
                        break;
                    }
                }

                // Grow both if possible, and reloop.
                size.w = pw;
                size.h = ph;
                if (pw < maxW)
                {
                    size.w = Math.Min(maxW, pw + 10); //*2;
                }
                if (ph < maxH)
                {
                    size.h = Math.Min(maxH, ph + 10); //*2;
                }
            }
            return(true);
        }