예제 #1
0
        // 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);
        }
예제 #2
0
        // 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);
        }