qzdoom/src/Rect.h
Randy Heit bf31d66d31 Use a better packing algorithm for the texture atlases
- The old algorithm is something I threw together that produced decent,
  but not spectacular results since it had a tendency to waste space by
  forcing everything onto "shelves".
  The new packer is the Skyline-MinWaste-WasteMap-BestFirstFit algorithm
  described by Jukka Jylanki in his paper *A Thousand Ways to Pack the Bin - A
  Practical Approach to Two-Dimensional Rectangle Bin Packing*, which can
  currently be read at http://clb.demon.fi/files/RectangleBinPack.pdf
  This is minus the optimization to rotate rectangles to make better fits.
2016-01-08 22:37:06 -06:00

94 lines
1.8 KiB
C++

/** @file Rect.h
@author Jukka Jylänki
This work is released to Public Domain, do whatever you want with it.
*/
#pragma once
#include <vector>
struct RectSize
{
int width;
int height;
};
struct Rect
{
int x;
int y;
int width;
int height;
};
/// Performs a lexicographic compare on (rect short side, rect long side).
/// @return -1 if the smaller side of a is shorter than the smaller side of b, 1 if the other way around.
/// If they are equal, the larger side length is used as a tie-breaker.
/// If the rectangles are of same size, returns 0.
int CompareRectShortSide(const Rect &a, const Rect &b);
/// Performs a lexicographic compare on (x, y, width, height).
int NodeSortCmp(const Rect &a, const Rect &b);
/// Returns true if a is contained in b.
bool IsContainedIn(const Rect &a, const Rect &b);
#ifdef _DEBUG
class DisjointRectCollection
{
public:
TArray<Rect> rects;
bool Add(const Rect &r)
{
// Degenerate rectangles are ignored.
if (r.width == 0 || r.height == 0)
return true;
if (!Disjoint(r))
return false;
rects.Push(r);
return true;
}
bool Del(const Rect &r)
{
for(unsigned i = 0; i < rects.Size(); ++i)
{
if(r.x == rects[i].x && r.y == rects[i].y && r.width == rects[i].width && r.height == rects[i].height)
{
rects.Delete(i);
return true;
}
}
return false;
}
void Clear()
{
rects.Clear();
}
bool Disjoint(const Rect &r) const
{
// Degenerate rectangles are ignored.
if (r.width == 0 || r.height == 0)
return true;
for(unsigned i = 0; i < rects.Size(); ++i)
if (!Disjoint(rects[i], r))
return false;
return true;
}
static bool Disjoint(const Rect &a, const Rect &b)
{
if (a.x + a.width <= b.x ||
b.x + b.width <= a.x ||
a.y + a.height <= b.y ||
b.y + b.height <= a.y)
return true;
return false;
}
};
#endif