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412 lines
9.8 KiB
C++
412 lines
9.8 KiB
C++
/** @file SkylineBinPack.cpp
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@author Jukka Jylänki
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@brief Implements different bin packer algorithms that use the SKYLINE data structure.
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This work is released to Public Domain, do whatever you want with it.
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*/
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#include <cassert>
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#include <limits.h>
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#include "templates.h"
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#include "SkylineBinPack.h"
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using namespace std;
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SkylineBinPack::SkylineBinPack()
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:binWidth(0),
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binHeight(0)
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{
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}
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SkylineBinPack::SkylineBinPack(int width, int height, bool useWasteMap)
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{
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Init(width, height, useWasteMap);
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}
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void SkylineBinPack::Init(int width, int height, bool useWasteMap_)
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{
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binWidth = width;
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binHeight = height;
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useWasteMap = useWasteMap_;
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#ifdef _DEBUG
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disjointRects.Clear();
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#endif
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usedSurfaceArea = 0;
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skyLine.Clear();
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SkylineNode node;
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node.x = 0;
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node.y = 0;
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node.width = binWidth;
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skyLine.Push(node);
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if (useWasteMap)
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{
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wasteMap.Init(width, height);
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wasteMap.GetFreeRectangles().Clear();
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}
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}
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void SkylineBinPack::Insert(TArray<RectSize> &rects, TArray<Rect> &dst)
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{
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dst.Clear();
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while(rects.Size() > 0)
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{
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Rect bestNode;
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int bestScore1 = INT_MAX;
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int bestScore2 = INT_MAX;
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int bestSkylineIndex = -1;
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int bestRectIndex = -1;
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for(unsigned i = 0; i < rects.Size(); ++i)
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{
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Rect newNode;
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int score1;
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int score2;
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int index;
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newNode = FindPositionForNewNodeMinWaste(rects[i].width, rects[i].height, score2, score1, index);
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(newNode));
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#endif
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if (newNode.height != 0)
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{
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if (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2))
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{
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bestNode = newNode;
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bestScore1 = score1;
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bestScore2 = score2;
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bestSkylineIndex = index;
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bestRectIndex = i;
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}
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}
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}
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if (bestRectIndex == -1)
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return;
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// Perform the actual packing.
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(bestNode));
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disjointRects.Add(bestNode);
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#endif
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AddSkylineLevel(bestSkylineIndex, bestNode);
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usedSurfaceArea += rects[bestRectIndex].width * rects[bestRectIndex].height;
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rects.Delete(bestRectIndex);
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dst.Push(bestNode);
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}
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}
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Rect SkylineBinPack::Insert(int width, int height)
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{
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// First try to pack this rectangle into the waste map, if it fits.
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Rect node = wasteMap.Insert(width, height, true, GuillotineBinPack::RectBestShortSideFit,
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GuillotineBinPack::SplitMaximizeArea);
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(node));
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#endif
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if (node.height != 0)
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{
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Rect newNode;
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newNode.x = node.x;
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newNode.y = node.y;
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newNode.width = node.width;
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newNode.height = node.height;
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usedSurfaceArea += width * height;
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(newNode));
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disjointRects.Add(newNode);
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#endif
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return newNode;
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}
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return InsertBottomLeft(width, height);
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}
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bool SkylineBinPack::RectangleFits(int skylineNodeIndex, int width, int height, int &y) const
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{
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int x = skyLine[skylineNodeIndex].x;
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if (x + width > binWidth)
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return false;
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int widthLeft = width;
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int i = skylineNodeIndex;
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y = skyLine[skylineNodeIndex].y;
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while(widthLeft > 0)
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{
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y = MAX(y, skyLine[i].y);
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if (y + height > binHeight)
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return false;
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widthLeft -= skyLine[i].width;
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++i;
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assert(i < (int)skyLine.Size() || widthLeft <= 0);
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}
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return true;
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}
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int SkylineBinPack::ComputeWastedArea(int skylineNodeIndex, int width, int height, int y) const
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{
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int wastedArea = 0;
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const int rectLeft = skyLine[skylineNodeIndex].x;
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const int rectRight = rectLeft + width;
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for(; skylineNodeIndex < (int)skyLine.Size() && skyLine[skylineNodeIndex].x < rectRight; ++skylineNodeIndex)
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{
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if (skyLine[skylineNodeIndex].x >= rectRight || skyLine[skylineNodeIndex].x + skyLine[skylineNodeIndex].width <= rectLeft)
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break;
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int leftSide = skyLine[skylineNodeIndex].x;
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int rightSide = MIN(rectRight, leftSide + skyLine[skylineNodeIndex].width);
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assert(y >= skyLine[skylineNodeIndex].y);
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wastedArea += (rightSide - leftSide) * (y - skyLine[skylineNodeIndex].y);
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}
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return wastedArea;
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}
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bool SkylineBinPack::RectangleFits(int skylineNodeIndex, int width, int height, int &y, int &wastedArea) const
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{
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bool fits = RectangleFits(skylineNodeIndex, width, height, y);
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if (fits)
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wastedArea = ComputeWastedArea(skylineNodeIndex, width, height, y);
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return fits;
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}
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void SkylineBinPack::AddWasteMapArea(int skylineNodeIndex, int width, int height, int y)
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{
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int wastedArea = 0;
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const int rectLeft = skyLine[skylineNodeIndex].x;
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const int rectRight = rectLeft + width;
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for(; skylineNodeIndex < (int)skyLine.Size() && skyLine[skylineNodeIndex].x < rectRight; ++skylineNodeIndex)
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{
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if (skyLine[skylineNodeIndex].x >= rectRight || skyLine[skylineNodeIndex].x + skyLine[skylineNodeIndex].width <= rectLeft)
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break;
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int leftSide = skyLine[skylineNodeIndex].x;
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int rightSide = MIN(rectRight, leftSide + skyLine[skylineNodeIndex].width);
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assert(y >= skyLine[skylineNodeIndex].y);
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Rect waste;
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waste.x = leftSide;
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waste.y = skyLine[skylineNodeIndex].y;
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waste.width = rightSide - leftSide;
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waste.height = y - skyLine[skylineNodeIndex].y;
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(waste));
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#endif
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wasteMap.GetFreeRectangles().Push(waste);
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}
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}
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void SkylineBinPack::AddWaste(const Rect &waste)
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{
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wasteMap.GetFreeRectangles().Push(waste);
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#ifdef _DEBUG
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disjointRects.Del(waste);
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wasteMap.DelDisjoint(waste);
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#endif
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}
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void SkylineBinPack::AddSkylineLevel(int skylineNodeIndex, const Rect &rect)
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{
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// First track all wasted areas and mark them into the waste map if we're using one.
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if (useWasteMap)
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AddWasteMapArea(skylineNodeIndex, rect.width, rect.height, rect.y);
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SkylineNode newNode;
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newNode.x = rect.x;
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newNode.y = rect.y + rect.height;
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newNode.width = rect.width;
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skyLine.Insert(skylineNodeIndex, newNode);
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assert(newNode.x + newNode.width <= binWidth);
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assert(newNode.y <= binHeight);
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for(unsigned i = skylineNodeIndex+1; i < skyLine.Size(); ++i)
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{
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assert(skyLine[i-1].x <= skyLine[i].x);
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if (skyLine[i].x < skyLine[i-1].x + skyLine[i-1].width)
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{
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int shrink = skyLine[i-1].x + skyLine[i-1].width - skyLine[i].x;
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skyLine[i].x += shrink;
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skyLine[i].width -= shrink;
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if (skyLine[i].width <= 0)
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{
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skyLine.Delete(i);
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--i;
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}
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else
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break;
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}
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else
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break;
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}
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MergeSkylines();
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}
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void SkylineBinPack::MergeSkylines()
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{
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for(unsigned i = 0; i < skyLine.Size()-1; ++i)
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if (skyLine[i].y == skyLine[i+1].y)
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{
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skyLine[i].width += skyLine[i+1].width;
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skyLine.Delete(i+1);
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--i;
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}
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}
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Rect SkylineBinPack::InsertBottomLeft(int width, int height)
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{
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int bestHeight;
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int bestWidth;
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int bestIndex;
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Rect newNode = FindPositionForNewNodeBottomLeft(width, height, bestHeight, bestWidth, bestIndex);
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if (bestIndex != -1)
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{
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(newNode));
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#endif
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// Perform the actual packing.
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AddSkylineLevel(bestIndex, newNode);
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usedSurfaceArea += width * height;
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#ifdef _DEBUG
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disjointRects.Add(newNode);
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#endif
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}
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else
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memset(&newNode, 0, sizeof(Rect));
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return newNode;
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}
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Rect SkylineBinPack::FindPositionForNewNodeBottomLeft(int width, int height, int &bestHeight, int &bestWidth, int &bestIndex) const
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{
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bestHeight = INT_MAX;
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bestIndex = -1;
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// Used to break ties if there are nodes at the same level. Then pick the narrowest one.
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bestWidth = INT_MAX;
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Rect newNode = { 0, 0, 0, 0 };
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for(unsigned i = 0; i < skyLine.Size(); ++i)
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{
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int y;
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if (RectangleFits(i, width, height, y))
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{
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if (y + height < bestHeight || (y + height == bestHeight && skyLine[i].width < bestWidth))
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{
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bestHeight = y + height;
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bestIndex = i;
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bestWidth = skyLine[i].width;
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newNode.x = skyLine[i].x;
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newNode.y = y;
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newNode.width = width;
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newNode.height = height;
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(newNode));
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#endif
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}
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}
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/* if (RectangleFits(i, height, width, y))
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{
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if (y + width < bestHeight || (y + width == bestHeight && skyLine[i].width < bestWidth))
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{
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bestHeight = y + width;
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bestIndex = i;
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bestWidth = skyLine[i].width;
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newNode.x = skyLine[i].x;
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newNode.y = y;
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newNode.width = height;
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newNode.height = width;
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assert(disjointRects.Disjoint(newNode));
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}
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}
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*/ }
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return newNode;
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}
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Rect SkylineBinPack::InsertMinWaste(int width, int height)
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{
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int bestHeight;
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int bestWastedArea;
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int bestIndex;
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Rect newNode = FindPositionForNewNodeMinWaste(width, height, bestHeight, bestWastedArea, bestIndex);
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if (bestIndex != -1)
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{
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(newNode));
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#endif
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// Perform the actual packing.
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AddSkylineLevel(bestIndex, newNode);
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usedSurfaceArea += width * height;
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#ifdef _DEBUG
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disjointRects.Add(newNode);
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#endif
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}
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else
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memset(&newNode, 0, sizeof(newNode));
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return newNode;
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}
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Rect SkylineBinPack::FindPositionForNewNodeMinWaste(int width, int height, int &bestHeight, int &bestWastedArea, int &bestIndex) const
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{
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bestHeight = INT_MAX;
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bestWastedArea = INT_MAX;
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bestIndex = -1;
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Rect newNode;
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memset(&newNode, 0, sizeof(newNode));
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for(unsigned i = 0; i < skyLine.Size(); ++i)
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{
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int y;
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int wastedArea;
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if (RectangleFits(i, width, height, y, wastedArea))
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{
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if (wastedArea < bestWastedArea || (wastedArea == bestWastedArea && y + height < bestHeight))
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{
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bestHeight = y + height;
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bestWastedArea = wastedArea;
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bestIndex = i;
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newNode.x = skyLine[i].x;
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newNode.y = y;
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newNode.width = width;
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newNode.height = height;
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#ifdef _DEBUG
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assert(disjointRects.Disjoint(newNode));
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#endif
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}
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}
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/* if (RectangleFits(i, height, width, y, wastedArea))
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{
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if (wastedArea < bestWastedArea || (wastedArea == bestWastedArea && y + width < bestHeight))
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{
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bestHeight = y + width;
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bestWastedArea = wastedArea;
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bestIndex = i;
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newNode.x = skyLine[i].x;
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newNode.y = y;
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newNode.width = height;
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newNode.height = width;
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assert(disjointRects.Disjoint(newNode));
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}
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}*/
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}
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return newNode;
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}
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/// Computes the ratio of used surface area.
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float SkylineBinPack::Occupancy() const
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{
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return (float)usedSurfaceArea / (binWidth * binHeight);
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}
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