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