// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
using System;
using System.Collections.Generic;
using System.Runtime.Serialization;
namespace math
{
///
/// Implementation of a "Guillotine" packer.
/// More information at http://clb.demon.fi/files/RectangleBinPack.pdf.
///
public class GuillotinePacker
{
private readonly List freeRectangles = new List();
private readonly List tempFreeRectangles = new List();
///
/// A delegate callback used by
///
/// The index of the rectangle
/// The rectangle found
public delegate void InsertRectangleCallback( int cascadeIndex, ref Rectangle rectangle );
///
/// Current width used by the packer.
///
public int Width { get; private set; }
///
/// Current height used by the packer.
///
public int Height { get; private set; }
///
/// Clears the specified region.
///
/// The width.
/// The height.
public void Clear( int width, int height )
{
freeRectangles.Clear();
freeRectangles.Add( new Rectangle { X = 0, Y = 0, Width = width, Height = height } );
Width = width;
Height = height;
}
///
/// Clears the whole region.
///
public virtual void Clear()
{
Clear( Width, Height );
}
///
/// Frees the specified old rectangle.
///
/// The old rectangle.
public void Free( ref Rectangle oldRectangle )
{
freeRectangles.Add( oldRectangle );
}
///
/// Tries to fit a single rectangle with the specified width and height.
///
/// Width requested.
/// Height requested
/// Fill with the rectangle if it was successfully inserted.
/// true if it was successfully inserted.
public bool Insert( int width, int height, ref Rectangle bestRectangle )
{
return Insert( width, height, freeRectangles, ref bestRectangle );
}
///
/// Tries to fit multiple rectangle with (width, height).
///
/// Width requested.
/// Height requested
/// The number of rectangle to fit.
/// A callback called for each rectangle successfully fitted.
/// true if all rectangles were successfully fitted.
public bool TryInsert( int width, int height, int count, InsertRectangleCallback inserted )
{
var bestRectangle = new Rectangle();
tempFreeRectangles.Clear();
foreach( var freeRectangle in freeRectangles )
{
tempFreeRectangles.Add( freeRectangle );
}
for( var i = 0; i < count; ++i )
{
if( !Insert( width, height, tempFreeRectangles, ref bestRectangle ) )
{
tempFreeRectangles.Clear();
return false;
}
inserted( i, ref bestRectangle );
}
// if the insertion went well, use the new configuration
freeRectangles.Clear();
foreach( var tempFreeRectangle in tempFreeRectangles )
{
freeRectangles.Add( tempFreeRectangle );
}
tempFreeRectangles.Clear();
return true;
}
private static bool Insert( int width, int height, List freeRectanglesList, ref Rectangle bestRectangle )
{
// Info on algorithm: http://clb.demon.fi/files/RectangleBinPack.pdf
int bestScore = int.MaxValue;
int freeRectangleIndex = -1;
// Find space for new rectangle
for( int i = 0; i < freeRectanglesList.Count; ++i )
{
var currentFreeRectangle = freeRectanglesList[i];
if( width == currentFreeRectangle.Width && height == currentFreeRectangle.Height )
{
// Perfect fit
bestRectangle.X = currentFreeRectangle.X;
bestRectangle.Y = currentFreeRectangle.Y;
bestRectangle.Width = width;
bestRectangle.Height = height;
freeRectangleIndex = i;
break;
}
if( width <= currentFreeRectangle.Width && height <= currentFreeRectangle.Height )
{
// Can fit inside
// Use "BAF" heuristic (best area fit)
var score = currentFreeRectangle.Width * currentFreeRectangle.Height - width * height;
if( score < bestScore )
{
bestRectangle.X = currentFreeRectangle.X;
bestRectangle.Y = currentFreeRectangle.Y;
bestRectangle.Width = width;
bestRectangle.Height = height;
bestScore = score;
freeRectangleIndex = i;
}
}
}
// No space could be found
if( freeRectangleIndex == -1 )
return false;
var freeRectangle = freeRectanglesList[freeRectangleIndex];
// Choose an axis to split (trying to minimize the smaller area "MINAS")
int w = freeRectangle.Width - bestRectangle.Width;
int h = freeRectangle.Height - bestRectangle.Height;
var splitHorizontal = ( bestRectangle.Width * h > w * bestRectangle.Height );
// Form the two new rectangles.
var bottom = new Rectangle { X = freeRectangle.X, Y = freeRectangle.Y + bestRectangle.Height, Width = splitHorizontal ? freeRectangle.Width : bestRectangle.Width, Height = h };
var right = new Rectangle { X = freeRectangle.X + bestRectangle.Width, Y = freeRectangle.Y, Width = w, Height = splitHorizontal ? bestRectangle.Height : freeRectangle.Height };
if( bottom.Width > 0 && bottom.Height > 0 )
freeRectanglesList.Add( bottom );
if( right.Width > 0 && right.Height > 0 )
freeRectanglesList.Add( right );
// Remove previously selected freeRectangle
if( freeRectangleIndex != freeRectanglesList.Count - 1 )
freeRectanglesList[freeRectangleIndex] = freeRectanglesList[freeRectanglesList.Count - 1];
freeRectanglesList.RemoveAt( freeRectanglesList.Count - 1 );
return true;
}
}
}