// Adds rect into sequence, indexed incrementally public void AddRect(int width, int height) { RectSize rs = new RectSize(); rs.width = width; rs.height = height; sourceRects.Add(rs); }
// Returns number of remaining rects public int Build() { // Initialize atlases = new List <Data>(); remainingRectIndices = new List <int>(); bool[] usedRect = new bool[sourceRects.Count]; int atlasWidth = this.atlasWidth >> alignShift; int atlasHeight = this.atlasHeight >> alignShift; // Sanity check, can't build with textures larger than the actual max atlas size 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; // largest texture needs to fit in an atlas 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); } } // Start with all source rects, this list will get reduced over time 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) { // Create copy to make sure we can scale textures down when necessary 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(); // Consider the atlas resolved when after the first pass, all textures are used, and the occupancy > 0.5f, scaling // down by half to maintain PO2 requirements means this is as good as it gets bool firstPassFull = numPasses == 1 && occupancy > 0.5f; // Reverted copes with the case when halving the atlas size when occupancy < 0.5f, the textures don't fit in the // atlas anymore. At this point, size is reverted to the previous value, and the loop should accept this as the final value 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; } } // Not matched anything yet, so look for the same rects rotated 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; } } } // If this fails its a catastrophic error 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 { // Can only try another size when it already has been scaled down for the first time if (thisCellW < atlasWidth || thisCellH < atlasHeight) { // Tried to scale down, but the texture doesn't fit, so revert previous change, and // iterate over the data again forcing a pass even though there is wastage if (thisCellW < thisCellH) { thisCellW *= 2; } else { thisCellH *= 2; } } } reverted = true; } else { if (forceSquare) { thisCellH /= 2; thisCellW /= 2; } else { // More than half the texture was unused, scale down by one of the dimensions 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); }
// Returns number of remaining rects public int Build() { // Initialize atlases = new List<Data>(); remainingRectIndices = new List<int>(); bool[] usedRect = new bool[sourceRects.Count]; int atlasWidth = this.atlasWidth >> alignShift; int atlasHeight = this.atlasHeight >> alignShift; // Sanity check, can't build with textures larger than the actual max atlas size 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; // largest texture needs to fit in an atlas 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; } } // Start with all source rects, this list will get reduced over time 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) { // Create copy to make sure we can scale textures down when necessary 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(); // Consider the atlas resolved when after the first pass, all textures are used, and the occupancy > 0.5f, scaling // down by half to maintain PO2 requirements means this is as good as it gets bool firstPassFull = numPasses == 1 && occupancy > 0.5f; // Reverted copes with the case when halving the atlas size when occupancy < 0.5f, the textures don't fit in the // atlas anymore. At this point, size is reverted to the previous value, and the loop should accept this as the final value 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; } } // Not matched anything yet, so look for the same rects rotated 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; } } } // If this fails its a catastrophic error 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 { // Can only try another size when it already has been scaled down for the first time if (thisCellW < atlasWidth || thisCellH < atlasHeight) { // Tried to scale down, but the texture doesn't fit, so revert previous change, and // iterate over the data again forcing a pass even though there is wastage if (thisCellW < thisCellH) thisCellW *= 2; else thisCellH *= 2; } } reverted = true; } else { if (forceSquare) { thisCellH /= 2; thisCellW /= 2; } else { // More than half the texture was unused, scale down by one of the dimensions 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; }