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91 lines
3 KiB
C++
91 lines
3 KiB
C++
/** @file SkylineBinPack.h
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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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#pragma once
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#include "tarray.h"
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#include "Rect.h"
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#include "GuillotineBinPack.h"
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/** Implements bin packing algorithms that use the SKYLINE data structure to store the bin contents. Uses
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GuillotineBinPack as the waste map. */
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class SkylineBinPack
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{
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public:
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/// Instantiates a bin of size (0,0). Call Init to create a new bin.
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SkylineBinPack();
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/// Instantiates a bin of the given size.
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SkylineBinPack(int binWidth, int binHeight, bool useWasteMap);
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/// (Re)initializes the packer to an empty bin of width x height units. Call whenever
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/// you need to restart with a new bin.
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void Init(int binWidth, int binHeight, bool useWasteMap);
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/// Inserts the given list of rectangles in an offline/batch mode, possibly rotated.
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/// @param rects The list of rectangles to insert. This vector will be destroyed in the process.
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/// @param dst [out] This list will contain the packed rectangles. The indices will not correspond to that of rects.
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/// @param method The rectangle placement rule to use when packing.
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void Insert(TArray<RectSize> &rects, TArray<Rect> &dst);
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/// Inserts a single rectangle into the bin, possibly rotated.
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Rect Insert(int width, int height);
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/// Adds a rectangle to the waste list. It must have been previously returned by
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/// Insert or the results are undefined.
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void AddWaste(const Rect &rect);
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/// Computes the ratio of used surface area to the total bin area.
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float Occupancy() const;
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private:
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int binWidth;
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int binHeight;
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#ifdef _DEBUG
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DisjointRectCollection disjointRects;
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#endif
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/// Represents a single level (a horizontal line) of the skyline/horizon/envelope.
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struct SkylineNode
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{
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/// The starting x-coordinate (leftmost).
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int x;
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/// The y-coordinate of the skyline level line.
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int y;
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/// The line width. The ending coordinate (inclusive) will be x+width-1.
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int width;
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};
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TArray<SkylineNode> skyLine;
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unsigned long usedSurfaceArea;
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/// If true, we use the GuillotineBinPack structure to recover wasted areas into a waste map.
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bool useWasteMap;
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GuillotineBinPack wasteMap;
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Rect InsertBottomLeft(int width, int height);
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Rect InsertMinWaste(int width, int height);
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Rect FindPositionForNewNodeBottomLeft(int width, int height, int &bestHeight, int &bestWidth, int &bestIndex) const;
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Rect FindPositionForNewNodeMinWaste(int width, int height, int &bestHeight, int &bestWastedArea, int &bestIndex) const;
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bool RectangleFits(int skylineNodeIndex, int width, int height, int &y) const;
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bool RectangleFits(int skylineNodeIndex, int width, int height, int &y, int &wastedArea) const;
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int ComputeWastedArea(int skylineNodeIndex, int width, int height, int y) const;
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void AddWasteMapArea(int skylineNodeIndex, int width, int height, int y);
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void AddSkylineLevel(int skylineNodeIndex, const Rect &rect);
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/// Merges all skyline nodes that are at the same level.
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void MergeSkylines();
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};
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