示例#1
0
        /// <summary>
        /// Finds a placement position using NewNodeBestShortSideFit heuristic method
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestShortSideFit"></param>
        /// <param name="bestLongSideFit"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeBestShortSideFit(int width, int height, out int bestShortSideFit, ref int bestLongSideFit)
        {
            var bestNode = new RotableRectangle();

            bestShortSideFit = int.MaxValue;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                // non-flip
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    var leftoverHoriz = Math.Abs(freeRectangles[i].Width - width);
                    var leftoverVert  = Math.Abs(freeRectangles[i].Height - height);
                    var shortSideFit  = Math.Min(leftoverHoriz, leftoverVert);
                    var longSideFit   = Math.Max(leftoverHoriz, leftoverVert);

                    if (shortSideFit < bestShortSideFit || (shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;

                        bestNode.Width  = width;
                        bestNode.Height = height;

                        bestShortSideFit = shortSideFit;
                        bestLongSideFit  = longSideFit;

                        bestNode.IsRotated = false;
                    }
                }

                if (!useRotation)
                {
                    continue;
                }

                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    var flippedLeftoverHoriz = Math.Abs(freeRectangles[i].Width - height);
                    var flippedLeftoverVert  = Math.Abs(freeRectangles[i].Height - width);
                    var flippedShortSideFit  = Math.Min(flippedLeftoverHoriz, flippedLeftoverVert);
                    var flippedLongSideFit   = Math.Max(flippedLeftoverHoriz, flippedLeftoverVert);

                    if (flippedShortSideFit < bestShortSideFit || (flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;

                        bestNode.Width  = height;
                        bestNode.Height = width;

                        bestShortSideFit   = flippedShortSideFit;
                        bestLongSideFit    = flippedLongSideFit;
                        bestNode.IsRotated = true;
                    }
                }
            }
            return(bestNode);
        }
示例#2
0
        /// <summary>
        /// Packs input elements using the MaxRects algorithm.
        /// Note that any element that could be packed is removed from the elementsToPack collection.
        /// </summary>
        /// <param name="elementsToPack">a list of rectangles to be packed</param>
        /// <param name="method">MaxRects heuristic method which default value is BestShortSideFit</param>
        public void PackRectangles(List <AtlasTextureElement> elementsToPack, TexturePackingMethod method = TexturePackingMethod.BestShortSideFit)
        {
            var bestRectangle = new RotableRectangle();

            // Prune all the empty elements (elements with null region) from the list of elements to pack
            // Reason: reduce the size of the atlas and wrap/mirror/clamp border mode are undetermined for empty elements.
            for (int i = elementsToPack.Count - 1; i >= 0; --i)
            {
                if (elementsToPack[i].SourceRegion.IsEmpty())
                {
                    elementsToPack.RemoveAt(i);
                }
            }

            // Pack the elements.
            while (elementsToPack.Count > 0)
            {
                var bestScore1 = int.MaxValue;
                var bestScore2 = int.MaxValue;

                var bestRectangleIndex = -1;

                for (var i = 0; i < elementsToPack.Count; ++i)
                {
                    int score1;
                    int score2;
                    var element         = elementsToPack[i];
                    var width           = element.SourceRegion.Width + 2 * element.BorderSize;
                    var height          = element.SourceRegion.Height + 2 * element.BorderSize;
                    var pickedRectangle = ChooseTargetPosition(width, height, method, out score1, out score2);

                    if (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2))
                    // Found the new best free region to hold a rectangle
                    {
                        bestScore1         = score1;
                        bestScore2         = score2;
                        bestRectangleIndex = i;
                        bestRectangle      = pickedRectangle;
                    }
                }

                // Could not find any free region to hold a rectangle, terminate packing process
                if (bestRectangleIndex == -1)
                {
                    break;
                }

                // Update the free space of the packer
                TakeSpaceForRectangle(bestRectangle);

                // Update the packed element
                var packedElement = elementsToPack[bestRectangleIndex];
                packedElement.DestinationRegion = bestRectangle;

                // Update the packed and remaining element lists
                packedElements.Add(packedElement);
                elementsToPack.RemoveAt(bestRectangleIndex);
            }
        }
示例#3
0
        /// <summary>
        /// Finds a placement position using BestAreaFit heuristic method
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestAreaFit"></param>
        /// <param name="bestShortSideFit"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeBestAreaFit(int width, int height, out int bestAreaFit, ref int bestShortSideFit)
        {
            var bestNode = new RotableRectangle();

            bestAreaFit = int.MaxValue;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                var areaFit = freeRectangles[i].Width * freeRectangles[i].Height - width * height;

                // Try to place the rectangle in upright (non-flipped) orientation.
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    var leftoverHoriz = Math.Abs(freeRectangles[i].Width - width);
                    var leftoverVert  = Math.Abs(freeRectangles[i].Height - height);
                    var shortSideFit  = Math.Min(leftoverHoriz, leftoverVert);

                    if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))
                    {
                        bestNode.X         = freeRectangles[i].X;
                        bestNode.Y         = freeRectangles[i].Y;
                        bestNode.Width     = width;
                        bestNode.Height    = height;
                        bestNode.IsRotated = false;
                        bestShortSideFit   = shortSideFit;
                        bestAreaFit        = areaFit;
                    }
                }

                if (!useRotation)
                {
                    continue;
                }

                // Flip
                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    var leftoverHoriz = Math.Abs(freeRectangles[i].Width - height);
                    var leftoverVert  = Math.Abs(freeRectangles[i].Height - width);
                    var shortSideFit  = Math.Min(leftoverHoriz, leftoverVert);

                    if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))
                    {
                        bestNode.X         = freeRectangles[i].X;
                        bestNode.Y         = freeRectangles[i].Y;
                        bestNode.Width     = height;
                        bestNode.Height    = width;
                        bestNode.IsRotated = true;
                        bestShortSideFit   = shortSideFit;
                        bestAreaFit        = areaFit;
                    }
                }
            }

            return(bestNode);
        }
示例#4
0
 /// <summary>
 /// Create an atlas texture element that contains all the information from the source texture.
 /// </summary>
 /// <param name="name">The reference name of the element</param>
 /// <param name="texture"></param>
 /// <param name="sourceRegion">The region of the element in the source texture</param>
 /// <param name="borderSize">The size of the border around the element in the output atlas</param>
 /// <param name="borderModeU">The border mode along the U axis</param>
 /// <param name="borderModeV">The border mode along the V axis</param>
 /// <param name="borderColor">The color of the border</param>
 public AtlasTextureElement(string name, Image texture, RotableRectangle sourceRegion, int borderSize, TextureAddressMode borderModeU, TextureAddressMode borderModeV, Color?borderColor = null)
 {
     Name         = name;
     Texture      = texture;
     SourceRegion = sourceRegion;
     BorderSize   = borderSize;
     BorderModeU  = borderModeU;
     BorderModeV  = borderModeV;
     BorderColor  = borderColor ?? Color.Transparent;
 }
示例#5
0
 /// <summary>
 /// Create an atlas texture element that contains all the information from the source texture.
 /// </summary>
 /// <param name="name">The reference name of the element</param>
 /// <param name="texture"></param>
 /// <param name="sourceRegion">The region of the element in the source texture</param>
 /// <param name="borderSize">The size of the border around the element in the output atlas</param>
 /// <param name="borderModeU">The border mode along the U axis</param>
 /// <param name="borderModeV">The border mode along the V axis</param>
 /// <param name="borderColor">The color of the border</param>
 public AtlasTextureElement(string name, Image texture, RotableRectangle sourceRegion, int borderSize, TextureAddressMode borderModeU, TextureAddressMode borderModeV, Color? borderColor = null)
 {
     Name = name;
     Texture = texture;
     SourceRegion = sourceRegion;
     BorderSize = borderSize;
     BorderModeU = borderModeU;
     BorderModeV = borderModeV;
     BorderColor = borderColor ?? Color.Transparent;
 }
示例#6
0
        /// <summary>
        /// Packs input elements using the MaxRects algorithm.
        /// Note that any element that could be packed is removed from the elementsToPack collection.
        /// </summary>
        /// <param name="elementsToPack">a list of rectangles to be packed</param>
        /// <param name="method">MaxRects heuristic method which default value is BestShortSideFit</param>
        public void PackRectangles(List<AtlasTextureElement> elementsToPack, TexturePackingMethod method = TexturePackingMethod.BestShortSideFit)
        {
            var bestRectangle = new RotableRectangle();

            // Prune all the empty elements (elements with null region) from the list of elements to pack 
            // Reason: reduce the size of the atlas and wrap/mirror/clamp border mode are undetermined for empty elements.
            for (int i = elementsToPack.Count-1; i >= 0; --i)
            {
                if (elementsToPack[i].SourceRegion.IsEmpty())
                    elementsToPack.RemoveAt(i);
            }

            // Pack the elements.
            while (elementsToPack.Count > 0)
            {
                var bestScore1 = int.MaxValue;
                var bestScore2 = int.MaxValue;

                var bestRectangleIndex = -1;

                for (var i = 0; i < elementsToPack.Count; ++i)
                {
                    int score1;
                    int score2;
                    var element = elementsToPack[i];
                    var width = element.SourceRegion.Width + 2*element.BorderSize;
                    var height = element.SourceRegion.Height+ 2*element.BorderSize;
                    var pickedRectangle = ChooseTargetPosition(width, height, method, out score1, out score2);

                    if (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2))
                    // Found the new best free region to hold a rectangle
                    {
                        bestScore1 = score1;
                        bestScore2 = score2;
                        bestRectangleIndex = i;
                        bestRectangle = pickedRectangle;
                    }
                }

                // Could not find any free region to hold a rectangle, terminate packing process
                if (bestRectangleIndex == -1) break;

                // Update the free space of the packer
                TakeSpaceForRectangle(bestRectangle);

                // Update the packed element
                var packedElement = elementsToPack[bestRectangleIndex];
                packedElement.DestinationRegion = bestRectangle;

                // Update the packed and remaining element lists
                packedElements.Add(packedElement);
                elementsToPack.RemoveAt(bestRectangleIndex);
            }
        }
示例#7
0
        /// <summary>
        /// Splits a free region by a usedNode rectangle
        /// </summary>
        /// <param name="freeNode">Free rectangle to be splitted</param>
        /// <param name="usedNode">UsedNode rectangle</param>
        /// <returns></returns>
        private bool SplitFreeNode(Rectangle freeNode, RotableRectangle usedNode)
        {
            // Test with SAT if the elementsToPack even intersect.
            if (usedNode.X >= freeNode.X + freeNode.Width || usedNode.X + usedNode.Width <= freeNode.X ||
                usedNode.Y >= freeNode.Y + freeNode.Height || usedNode.Y + usedNode.Height <= freeNode.Y)
            {
                return(false);
            }

            if (usedNode.X < freeNode.X + freeNode.Width && usedNode.X + usedNode.Width > freeNode.X)
            {
                // New node at the top side of the used node.
                if (usedNode.Y > freeNode.Y && usedNode.Y < freeNode.Y + freeNode.Height)
                {
                    var newNode = freeNode;
                    newNode.Height = usedNode.Y - newNode.Y;
                    freeRectangles.Add(newNode);
                }

                // New node at the bottom side of the used node.
                if (usedNode.Y + usedNode.Height < freeNode.Y + freeNode.Height)
                {
                    var newNode = freeNode;
                    newNode.Y      = usedNode.Y + usedNode.Height;
                    newNode.Height = freeNode.Y + freeNode.Height - (usedNode.Y + usedNode.Height);
                    freeRectangles.Add(newNode);
                }
            }

            if (usedNode.Y < freeNode.Y + freeNode.Height && usedNode.Y + usedNode.Height > freeNode.Y)
            {
                // New node at the left side of the used node.
                if (usedNode.X > freeNode.X && usedNode.X < freeNode.X + freeNode.Width)
                {
                    var newNode = freeNode;
                    newNode.Width = usedNode.X - newNode.X;
                    freeRectangles.Add(newNode);
                }

                // New node at the right side of the used node.
                if (usedNode.X + usedNode.Width < freeNode.X + freeNode.Width)
                {
                    var newNode = freeNode;
                    newNode.X     = usedNode.X + usedNode.Width;
                    newNode.Width = freeNode.X + freeNode.Width - (usedNode.X + usedNode.Width);
                    freeRectangles.Add(newNode);
                }
            }

            return(true);
        }
示例#8
0
        /// <summary>
        /// Determines a target position to place a given rectangle by a given heuristic method
        /// </summary>
        /// <param name="method">A heuristic placement method</param>
        /// <param name="score1">First score</param>
        /// <param name="score2">Second score</param>
        /// <param name="width">The width of the element to place</param>
        /// <param name="height">The height of the element to place</param>
        /// <returns></returns>
        private RotableRectangle ChooseTargetPosition(int width, int height, TexturePackingMethod method, out int score1, out int score2)
        {
            var bestNode = new RotableRectangle();

            // null sized rectangle fits everywhere with a perfect score.
            if (width == 0 || height == 0)
            {
                score1 = 0;
                score2 = 0;
                return(bestNode);
            }

            score1 = int.MaxValue;
            score2 = int.MaxValue;

            switch (method)
            {
            case TexturePackingMethod.BestShortSideFit:
                bestNode = FindPositionForNewNodeBestShortSideFit(width, height, out score1, ref score2);
                break;

            case TexturePackingMethod.BottomLeftRule:
                bestNode = FindPositionForNewNodeBottomLeft(width, height, out score1, ref score2);
                break;

            case TexturePackingMethod.ContactPointRule:
                bestNode = FindPositionForNewNodeContactPoint(width, height, out score1);
                score1  *= -1;
                break;

            case TexturePackingMethod.BestLongSideFit:
                bestNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, out score1);
                break;

            case TexturePackingMethod.BestAreaFit:
                bestNode = FindPositionForNewNodeBestAreaFit(width, height, out score1, ref score2);
                break;

            default:
                throw new ArgumentOutOfRangeException("method");
            }

            // there is no available space big enough to fit the rectangle
            if (bestNode.Height == 0)
            {
                score1 = int.MaxValue;
                score2 = int.MaxValue;
            }

            return(bestNode);
        }
示例#9
0
        /// <summary>
        /// Places a given rectangle in the free space.
        /// </summary>
        /// <param name="rectangleToPlace">The rectangle to place</param>
        private void TakeSpaceForRectangle(RotableRectangle rectangleToPlace)
        {
            var numberRectanglesToProcess = freeRectangles.Count;

            for (var i = 0; i < numberRectanglesToProcess; ++i)
            {
                if (SplitFreeNode(freeRectangles[i], rectangleToPlace))
                {
                    freeRectangles.RemoveAt(i);
                    --i;
                    --numberRectanglesToProcess;
                }
            }

            PruneFreeList();
        }
示例#10
0
        /// <summary>
        /// The heuristic rule used by this algorithm is to Orient and place each-
        /// rectangle to the position where the y-coordinate of the top side of the rectangle
        /// is the smallest and if there are several such valid positions, pick the
        /// one that has the smallest x-coordinate value
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestY"></param>
        /// <param name="bestX"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeBottomLeft(int width, int height, out int bestY, ref int bestX)
        {
            var bestNode = new RotableRectangle();

            bestY = int.MaxValue;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                // Try to place the rectangle in upright (non-flipped) orientation.
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    var topSideY = freeRectangles[i].Y + height;
                    if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].X < bestX))
                    {
                        bestNode.X         = freeRectangles[i].X;
                        bestNode.Y         = freeRectangles[i].Y;
                        bestNode.Width     = width;
                        bestNode.Height    = height;
                        bestY              = topSideY;
                        bestX              = freeRectangles[i].X;
                        bestNode.IsRotated = false;
                    }
                }

                if (!useRotation)
                {
                    continue;
                }

                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    var topSideY = freeRectangles[i].Y + width;
                    if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].X < bestX))
                    {
                        bestNode.X         = freeRectangles[i].X;
                        bestNode.Y         = freeRectangles[i].Y;
                        bestNode.Width     = height;
                        bestNode.Height    = width;
                        bestY              = topSideY;
                        bestX              = freeRectangles[i].X;
                        bestNode.IsRotated = true;
                    }
                }
            }

            return(bestNode);
        }
示例#11
0
        /// <summary>
        /// Finds a placement position using NodeContactPoint heuristic method
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestContactScore"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeContactPoint(int width, int height, out int bestContactScore)
        {
            var bestNode = new RotableRectangle();

            bestContactScore = -1;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                // Try to place the rectangle in upright (non-flipped) orientation.
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    int score = ContactPointScoreNode(freeRectangles[i].X, freeRectangles[i].Y, width, height);
                    if (score > bestContactScore)
                    {
                        bestNode.X         = freeRectangles[i].X;
                        bestNode.Y         = freeRectangles[i].Y;
                        bestNode.Width     = width;
                        bestNode.Height    = height;
                        bestContactScore   = score;
                        bestNode.IsRotated = false;
                    }
                }

                if (!useRotation)
                {
                    continue;
                }

                // Flip
                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    int score = ContactPointScoreNode(freeRectangles[i].X, freeRectangles[i].Y, width, height);
                    if (score > bestContactScore)
                    {
                        bestNode.X         = freeRectangles[i].X;
                        bestNode.Y         = freeRectangles[i].Y;
                        bestNode.Width     = height;
                        bestNode.Height    = width;
                        bestContactScore   = score;
                        bestNode.IsRotated = true;
                    }
                }
            }

            return(bestNode);
        }
示例#12
0
        private AtlasTextureElement CreateElementFromFile(string name, int borderSize, TextureAddressMode borderModeU, TextureAddressMode borderModeV, RotableRectangle? imageRegion = null)
        {
            using (var texTool = new TextureTool())
            {
                var image = LoadImage(texTool, new UFile(ImageInputPath + "/" + name + ".png"));
                var region = imageRegion ?? new RotableRectangle(0, 0, image.Description.Width, image.Description.Height);

                return new AtlasTextureElement(name, image, region, borderSize, borderModeU, borderModeV, Color.SteelBlue);
            }
        }
示例#13
0
        /// <summary>
        /// Places a given rectangle in the free space.
        /// </summary>
        /// <param name="rectangleToPlace">The rectangle to place</param>
        private void TakeSpaceForRectangle(RotableRectangle rectangleToPlace)
        {
            var numberRectanglesToProcess = freeRectangles.Count;
            for (var i = 0; i < numberRectanglesToProcess; ++i)
            {
                if (SplitFreeNode(freeRectangles[i], rectangleToPlace))
                {
                    freeRectangles.RemoveAt(i);
                    --i;
                    --numberRectanglesToProcess;
                }
            }

            PruneFreeList();
        }
示例#14
0
        /// <summary>
        /// Splits a free region by a usedNode rectangle
        /// </summary>
        /// <param name="freeNode">Free rectangle to be splitted</param>
        /// <param name="usedNode">UsedNode rectangle</param>
        /// <returns></returns>
        private bool SplitFreeNode(Rectangle freeNode, RotableRectangle usedNode)
        {
            // Test with SAT if the elementsToPack even intersect.
            if (usedNode.X >= freeNode.X + freeNode.Width || usedNode.X + usedNode.Width <= freeNode.X ||
                usedNode.Y >= freeNode.Y + freeNode.Height || usedNode.Y + usedNode.Height <= freeNode.Y)
                return false;

            if (usedNode.X < freeNode.X + freeNode.Width && usedNode.X + usedNode.Width > freeNode.X)
            {
                // New node at the top side of the used node.
                if (usedNode.Y > freeNode.Y && usedNode.Y < freeNode.Y + freeNode.Height)
                {
                    var newNode = freeNode;
                    newNode.Height = usedNode.Y - newNode.Y;
                    freeRectangles.Add(newNode);
                }

                // New node at the bottom side of the used node.
                if (usedNode.Y + usedNode.Height < freeNode.Y + freeNode.Height)
                {
                    var newNode = freeNode;
                    newNode.Y = usedNode.Y + usedNode.Height;
                    newNode.Height = freeNode.Y + freeNode.Height - (usedNode.Y + usedNode.Height);
                    freeRectangles.Add(newNode);
                }
            }

            if (usedNode.Y < freeNode.Y + freeNode.Height && usedNode.Y + usedNode.Height > freeNode.Y)
            {
                // New node at the left side of the used node.
                if (usedNode.X > freeNode.X && usedNode.X < freeNode.X + freeNode.Width)
                {
                    var newNode = freeNode;
                    newNode.Width = usedNode.X - newNode.X;
                    freeRectangles.Add(newNode);
                }

                // New node at the right side of the used node.
                if (usedNode.X + usedNode.Width < freeNode.X + freeNode.Width)
                {
                    var newNode = freeNode;
                    newNode.X = usedNode.X + usedNode.Width;
                    newNode.Width = freeNode.X + freeNode.Width - (usedNode.X + usedNode.Width);
                    freeRectangles.Add(newNode);
                }
            }

            return true;
        }
示例#15
0
        /// <summary>
        /// Determines a target position to place a given rectangle by a given heuristic method
        /// </summary>
        /// <param name="method">A heuristic placement method</param>
        /// <param name="score1">First score</param>
        /// <param name="score2">Second score</param>
        /// <param name="width">The width of the element to place</param>
        /// <param name="height">The height of the element to place</param>
        /// <returns></returns>
        private RotableRectangle ChooseTargetPosition(int width, int height, TexturePackingMethod method, out int score1, out int score2)
        {
            var bestNode = new RotableRectangle();

            // null sized rectangle fits everywhere with a perfect score.
            if (width == 0 || height == 0)
            {
                score1 = 0;
                score2 = 0;
                return bestNode;
            }

            score1 = int.MaxValue;
            score2 = int.MaxValue;

            switch (method)
            {
                case TexturePackingMethod.BestShortSideFit:
                    bestNode = FindPositionForNewNodeBestShortSideFit(width, height, out score1, ref score2);
                    break;
                case TexturePackingMethod.BottomLeftRule:
                    bestNode = FindPositionForNewNodeBottomLeft(width, height, out score1, ref score2);
                    break;
                case TexturePackingMethod.ContactPointRule:
                    bestNode = FindPositionForNewNodeContactPoint(width, height, out score1);
                    score1 *= -1;
                    break;
                case TexturePackingMethod.BestLongSideFit:
                    bestNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, out score1);
                    break;
                case TexturePackingMethod.BestAreaFit:
                    bestNode = FindPositionForNewNodeBestAreaFit(width, height, out score1, ref score2);
                    break;
                default:
                    throw new ArgumentOutOfRangeException("method");
            }

            // there is no available space big enough to fit the rectangle
            if (bestNode.Height == 0)
            {
                score1 = int.MaxValue;
                score2 = int.MaxValue;
            }

            return bestNode;
        }
示例#16
0
        /// <summary>
        /// Finds a placement position using NewNodeBestShortSideFit heuristic method
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestShortSideFit"></param>
        /// <param name="bestLongSideFit"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeBestShortSideFit(int width, int height, out int bestShortSideFit, ref int bestLongSideFit)
        {
            var bestNode = new RotableRectangle();

            bestShortSideFit = int.MaxValue;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                // non-flip
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    var leftoverHoriz = Math.Abs(freeRectangles[i].Width - width);
                    var leftoverVert = Math.Abs(freeRectangles[i].Height - height);
                    var shortSideFit = Math.Min(leftoverHoriz, leftoverVert);
                    var longSideFit = Math.Max(leftoverHoriz, leftoverVert);

                    if (shortSideFit < bestShortSideFit || (shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;

                        bestNode.Width = width;
                        bestNode.Height = height;

                        bestShortSideFit = shortSideFit;
                        bestLongSideFit = longSideFit;

                        bestNode.IsRotated = false;
                    }
                }

                if (!useRotation) continue;

                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    var flippedLeftoverHoriz = Math.Abs(freeRectangles[i].Width - height);
                    var flippedLeftoverVert = Math.Abs(freeRectangles[i].Height - width);
                    var flippedShortSideFit = Math.Min(flippedLeftoverHoriz, flippedLeftoverVert);
                    var flippedLongSideFit = Math.Max(flippedLeftoverHoriz, flippedLeftoverVert);

                    if (flippedShortSideFit < bestShortSideFit || (flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;

                        bestNode.Width = height;
                        bestNode.Height = width;

                        bestShortSideFit = flippedShortSideFit;
                        bestLongSideFit = flippedLongSideFit;
                        bestNode.IsRotated = true;
                    }
                }
            }
            return bestNode;
        }
示例#17
0
        /// <summary>
        /// Finds a placement position using BestAreaFit heuristic method
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestAreaFit"></param>
        /// <param name="bestShortSideFit"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeBestAreaFit(int width, int height, out int bestAreaFit, ref int bestShortSideFit)
        {
            var bestNode = new RotableRectangle();

            bestAreaFit = int.MaxValue;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                var areaFit = freeRectangles[i].Width * freeRectangles[i].Height - width * height;

                // Try to place the rectangle in upright (non-flipped) orientation.
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    var leftoverHoriz = Math.Abs(freeRectangles[i].Width - width);
                    var leftoverVert = Math.Abs(freeRectangles[i].Height - height);
                    var shortSideFit = Math.Min(leftoverHoriz, leftoverVert);

                    if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;
                        bestNode.Width = width;
                        bestNode.Height = height;
                        bestNode.IsRotated = false;
                        bestShortSideFit = shortSideFit;
                        bestAreaFit = areaFit;
                    }
                }

                if (!useRotation) continue;

                // Flip
                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    var leftoverHoriz = Math.Abs(freeRectangles[i].Width - height);
                    var leftoverVert = Math.Abs(freeRectangles[i].Height - width);
                    var shortSideFit = Math.Min(leftoverHoriz, leftoverVert);

                    if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;
                        bestNode.Width = height;
                        bestNode.Height = width;
                        bestNode.IsRotated = true;
                        bestShortSideFit = shortSideFit;
                        bestAreaFit = areaFit;
                    }
                }
            }

            return bestNode;
        }
示例#18
0
        /// <summary>
        /// Finds a placement position using NodeContactPoint heuristic method
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestContactScore"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeContactPoint(int width, int height, out int bestContactScore)
        {
            var bestNode = new RotableRectangle();

            bestContactScore = -1;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                // Try to place the rectangle in upright (non-flipped) orientation.
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    int score = ContactPointScoreNode(freeRectangles[i].X, freeRectangles[i].Y, width, height);
                    if (score > bestContactScore)
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;
                        bestNode.Width = width;
                        bestNode.Height = height;
                        bestContactScore = score;
                        bestNode.IsRotated = false;
                    }
                }

                if (!useRotation) continue;

                // Flip
                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    int score = ContactPointScoreNode(freeRectangles[i].X, freeRectangles[i].Y, width, height);
                    if (score > bestContactScore)
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;
                        bestNode.Width = height;
                        bestNode.Height = width;
                        bestContactScore = score;
                        bestNode.IsRotated = true;
                    }
                }
            }

            return bestNode;
        }
示例#19
0
        /// <summary>
        /// The heuristic rule used by this algorithm is to Orient and place each-
        /// rectangle to the position where the y-coordinate of the top side of the rectangle
        /// is the smallest and if there are several such valid positions, pick the
        /// one that has the smallest x-coordinate value
        /// </summary>
        /// <param name="height"></param>
        /// <param name="bestY"></param>
        /// <param name="bestX"></param>
        /// <param name="width"></param>
        /// <returns></returns>
        private RotableRectangle FindPositionForNewNodeBottomLeft(int width, int height, out int bestY, ref int bestX)
        {
            var bestNode = new RotableRectangle();

            bestY = int.MaxValue;

            for (var i = 0; i < freeRectangles.Count; ++i)
            {
                // Try to place the rectangle in upright (non-flipped) orientation.
                if (freeRectangles[i].Width >= width && freeRectangles[i].Height >= height)
                {
                    var topSideY = freeRectangles[i].Y + height;
                    if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].X < bestX))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;
                        bestNode.Width = width;
                        bestNode.Height = height;
                        bestY = topSideY;
                        bestX = freeRectangles[i].X;
                        bestNode.IsRotated = false;
                    }
                }

                if (!useRotation) continue;

                if (freeRectangles[i].Width >= height && freeRectangles[i].Height >= width)
                {
                    var topSideY = freeRectangles[i].Y + width;
                    if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].X < bestX))
                    {
                        bestNode.X = freeRectangles[i].X;
                        bestNode.Y = freeRectangles[i].Y;
                        bestNode.Width = height;
                        bestNode.Height = width;
                        bestY = topSideY;
                        bestX = freeRectangles[i].X;
                        bestNode.IsRotated = true;
                    }
                }
            }

            return bestNode;
        }