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二維平面填充

using System;

using System.Linq;

using System.Text;

using System.Reflection;

using System.Collections;

using System.Collections.Generic;

 

using UnityEngine;

 

internal static class dfTexturePacker

{

 

public static Rect[] PackTextures2( this Texture2D texture, Texture2D[] textures, int padding, int maximumAtlasSize )

{

return PackTextures( texture, textures, padding, 256, 128, maximumAtlasSize );

}

 

private static Rect[] PackTextures( Texture2D texture, Texture2D[] sprites, int padding, int width, int height, int maxSize )

{

 

if( ( width > maxSize && height < maxSize ) || ( height > maxSize && width < maxSize ) )

{

width = height = maxSize;

}

 

if( width > maxSize || height > maxSize )

throw new InvalidOperationException( "Packed sprites exceed maximum atlas size" );

 

if( height > width ) 

int temp = width; 

width = height; 

height = temp; 

}

 

MaxRectsBinPack bp = new MaxRectsBinPack( width, height, false );

Rect[] rects = new Rect[ sprites.Length ];

 

for( int i = 0; i < sprites.Length; i++ )

{

 

Texture2D sprite = sprites[ i ];

var spriteWidth = sprite.width + padding;

var spriteHeight = sprite.height + padding;

 

Rect rect = bp.Insert( 

spriteWidth, 

spriteHeight, 

MaxRectsBinPack.FreeRectChoiceHeuristic.RectBestAreaFit 

);

 

// If the rect could not be packed into the current dimensions, 

// increase the texture size.

if( rect.width == 0 || rect.height == 0 )

{

return PackTextures( texture, sprites, padding, ( width <= height ? width << 1 : width ), ( height < width ? height << 1 : height ), maxSize );

}

 

rects[ i ] = rect;

 

}

 

// Check for max size 

if( width > maxSize || height > maxSize )

throw new InvalidOperationException( "Packed sprites exceed maximum atlas size" );

 

texture.Resize( width, height );

texture.SetPixels( new Color[ width * height ] );

 

for( int i = 0; i < sprites.Length; i++ )

{

 

Texture2D sprite = sprites[ i ];

Rect rect = rects[ i ];

Color[] colors = sprite.GetPixels();

 

texture.SetPixels( 

(int)rect.x, 

(int)rect.y, 

(int)sprite.width, 

(int)sprite.height, 

colors 

);

 

rects[ i ] = new Rect(

rect.x / width,

rect.y / height,

( rect.width - padding ) / width,

( rect.height - padding ) / height

);

 

}

 

return rects;

 

}

 

private class MaxRectsBinPack

{

 

/*

Based on the Public Domain MaxRectsBinPack.cpp source by Jukka Jylänki

https://github.com/juj/RectangleBinPack/

 

Ported to C# by Sven Magnus

http://wiki.unity3d.com/index.php/MaxRectsBinPack

This version is also public domain - do whatever you want with it.

*/

 

public int binWidth = 0;

public int binHeight = 0;

public bool allowRotations;

 

public List<Rect> usedRectangles = new List<Rect>();

public List<Rect> freeRectangles = new List<Rect>();

 

public enum FreeRectChoiceHeuristic

{

RectBestShortSideFit, ///< -BSSF: Positions the rectangle against the short side of a free rectangle into which it fits the best.

RectBestLongSideFit, ///< -BLSF: Positions the rectangle against the long side of a free rectangle into which it fits the best.

RectBestAreaFit, ///< -BAF: Positions the rectangle into the smallest free rect into which it fits.

RectBottomLeftRule, ///< -BL: Does the Tetris placement.

RectContactPointRule ///< -CP: Choosest the placement where the rectangle touches other rects as much as possible.

};

 

public MaxRectsBinPack( int width, int height, bool rotations = false )

{

Init( width, height, rotations );

}

 

public void Init( int width, int height, bool rotations = false )

{

binWidth = width;

binHeight = height;

allowRotations = rotations;

 

Rect n = new Rect();

n.x = 0;

n.y = 0;

n.width = width;

n.height = height;

 

usedRectangles.Clear();

 

freeRectangles.Clear();

freeRectangles.Add( n );

}

 

public Rect Insert( int width, int height, FreeRectChoiceHeuristic method )

{

Rect newNode = new Rect();

int score1 = 0; // Unused in this function. We don't need to know the score after finding the position.

int score2 = 0;

switch( method )

{

case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit( width, height, ref score1, ref score2 ); break;

case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft( width, height, ref score1, ref score2 ); break;

case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint( width, height, ref score1 ); break;

case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit( width, height, ref score2, ref score1 ); break;

case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit( width, height, ref score1, ref score2 ); break;

}

 

if( newNode.height == 0 )

return newNode;

 

int numRectanglesToProcess = freeRectangles.Count;

for( int i = 0; i < numRectanglesToProcess; ++i )

{

if( SplitFreeNode( freeRectangles[ i ], ref newNode ) )

{

freeRectangles.RemoveAt( i );

--i;

--numRectanglesToProcess;

}

}

 

PruneFreeList();

 

usedRectangles.Add( newNode );

return newNode;

}

 

public void Insert( List<Rect> rects, List<Rect> dst, FreeRectChoiceHeuristic method )

{

dst.Clear();

 

while( rects.Count > 0 )

{

int bestScore1 = int.MaxValue;

int bestScore2 = int.MaxValue;

int bestRectIndex = -1;

Rect bestNode = new Rect();

 

for( int i = 0; i < rects.Count; ++i )

{

int score1 = 0;

int score2 = 0;

Rect newNode = ScoreRect( (int)rects[ i ].width, (int)rects[ i ].height, method, ref score1, ref score2 );

 

if( score1 < bestScore1 || ( score1 == bestScore1 && score2 < bestScore2 ) )

{

bestScore1 = score1;

bestScore2 = score2;

bestNode = newNode;

bestRectIndex = i;

}

}

 

if( bestRectIndex == -1 )

return;

 

PlaceRect( bestNode );

rects.RemoveAt( bestRectIndex );

}

}

 

void PlaceRect( Rect node )

{

int numRectanglesToProcess = freeRectangles.Count;

for( int i = 0; i < numRectanglesToProcess; ++i )

{

if( SplitFreeNode( freeRectangles[ i ], ref node ) )

{

freeRectangles.RemoveAt( i );

--i;

--numRectanglesToProcess;

}

}

 

PruneFreeList();

 

usedRectangles.Add( node );

}

 

Rect ScoreRect( int width, int height, FreeRectChoiceHeuristic method, ref int score1, ref int score2 )

{

Rect newNode = new Rect();

score1 = int.MaxValue;

score2 = int.MaxValue;

switch( method )

{

case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit( width, height, ref score1, ref score2 ); break;

case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft( width, height, ref score1, ref score2 ); break;

case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint( width, height, ref score1 );

score1 = -score1; // Reverse since we are minimizing, but for contact point score bigger is better.

break;

case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit( width, height, ref score2, ref score1 ); break;

case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit( width, height, ref score1, ref score2 ); break;

}

 

// Cannot fit the current rectangle.

if( newNode.height == 0 )

{

score1 = int.MaxValue;

score2 = int.MaxValue;

}

 

return newNode;

}

 

/// Computes the ratio of used surface area.

public float Occupancy()

{

ulong usedSurfaceArea = 0;

for( int i = 0; i < usedRectangles.Count; ++i )

usedSurfaceArea += (uint)usedRectangles[ i ].width * (uint)usedRectangles[ i ].height;

 

return (float)usedSurfaceArea / ( binWidth * binHeight );

}

 

Rect FindPositionForNewNodeBottomLeft( int width, int height, ref int bestY, ref int bestX )

{

Rect bestNode = new Rect();

//memset(bestNode, 0, sizeof(Rect));

 

bestY = int.MaxValue;

 

for( int i = 0; i < freeRectangles.Count; ++i )

{

// Try to place the rectangle in upright (non-flipped) orientation.

if( freeRectangles[ i ].width >= width && freeRectangles[ i ].height >= height )

{

int topSideY = (int)freeRectangles[ i ].y + height;

if( topSideY < bestY || ( topSideY == bestY && freeRectangles[ i ].x < bestX ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = width;

bestNode.height = height;

bestY = topSideY;

bestX = (int)freeRectangles[ i ].x;

}

}

if( allowRotations && freeRectangles[ i ].width >= height && freeRectangles[ i ].height >= width )

{

int topSideY = (int)freeRectangles[ i ].y + width;

if( topSideY < bestY || ( topSideY == bestY && freeRectangles[ i ].x < bestX ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = height;

bestNode.height = width;

bestY = topSideY;

bestX = (int)freeRectangles[ i ].x;

}

}

}

return bestNode;

}

 

Rect FindPositionForNewNodeBestShortSideFit( int width, int height, ref int bestShortSideFit, ref int bestLongSideFit )

{

Rect bestNode = new Rect();

//memset(&bestNode, 0, sizeof(Rect));

 

bestShortSideFit = int.MaxValue;

 

for( int i = 0; i < freeRectangles.Count; ++i )

{

// Try to place the rectangle in upright (non-flipped) orientation.

if( freeRectangles[ i ].width >= width && freeRectangles[ i ].height >= height )

{

int leftoverHoriz = Mathf.Abs( (int)freeRectangles[ i ].width - width );

int leftoverVert = Mathf.Abs( (int)freeRectangles[ i ].height - height );

int shortSideFit = Mathf.Min( leftoverHoriz, leftoverVert );

int longSideFit = Mathf.Max( leftoverHoriz, leftoverVert );

 

if( shortSideFit < bestShortSideFit || ( shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = width;

bestNode.height = height;

bestShortSideFit = shortSideFit;

bestLongSideFit = longSideFit;

}

}

 

if( allowRotations && freeRectangles[ i ].width >= height && freeRectangles[ i ].height >= width )

{

int flippedLeftoverHoriz = Mathf.Abs( (int)freeRectangles[ i ].width - height );

int flippedLeftoverVert = Mathf.Abs( (int)freeRectangles[ i ].height - width );

int flippedShortSideFit = Mathf.Min( flippedLeftoverHoriz, flippedLeftoverVert );

int flippedLongSideFit = Mathf.Max( flippedLeftoverHoriz, flippedLeftoverVert );

 

if( flippedShortSideFit < bestShortSideFit || ( flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = height;

bestNode.height = width;

bestShortSideFit = flippedShortSideFit;

bestLongSideFit = flippedLongSideFit;

}

}

}

return bestNode;

}

 

Rect FindPositionForNewNodeBestLongSideFit( int width, int height, ref int bestShortSideFit, ref int bestLongSideFit )

{

Rect bestNode = new Rect();

//memset(&bestNode, 0, sizeof(Rect));

 

bestLongSideFit = int.MaxValue;

 

for( int i = 0; i < freeRectangles.Count; ++i )

{

// Try to place the rectangle in upright (non-flipped) orientation.

if( freeRectangles[ i ].width >= width && freeRectangles[ i ].height >= height )

{

int leftoverHoriz = Mathf.Abs( (int)freeRectangles[ i ].width - width );

int leftoverVert = Mathf.Abs( (int)freeRectangles[ i ].height - height );

int shortSideFit = Mathf.Min( leftoverHoriz, leftoverVert );

int longSideFit = Mathf.Max( leftoverHoriz, leftoverVert );

 

if( longSideFit < bestLongSideFit || ( longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = width;

bestNode.height = height;

bestShortSideFit = shortSideFit;

bestLongSideFit = longSideFit;

}

}

 

if( allowRotations && freeRectangles[ i ].width >= height && freeRectangles[ i ].height >= width )

{

int leftoverHoriz = Mathf.Abs( (int)freeRectangles[ i ].width - height );

int leftoverVert = Mathf.Abs( (int)freeRectangles[ i ].height - width );

int shortSideFit = Mathf.Min( leftoverHoriz, leftoverVert );

int longSideFit = Mathf.Max( leftoverHoriz, leftoverVert );

 

if( longSideFit < bestLongSideFit || ( longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = height;

bestNode.height = width;

bestShortSideFit = shortSideFit;

bestLongSideFit = longSideFit;

}

}

}

return bestNode;

}

 

Rect FindPositionForNewNodeBestAreaFit( int width, int height, ref int bestAreaFit, ref int bestShortSideFit )

{

Rect bestNode = new Rect();

//memset(&bestNode, 0, sizeof(Rect));

 

bestAreaFit = int.MaxValue;

 

for( int i = 0; i < freeRectangles.Count; ++i )

{

int areaFit = (int)freeRectangles[ i ].width * (int)freeRectangles[ i ].height - width * height;

 

// Try to place the rectangle in upright (non-flipped) orientation.

if( freeRectangles[ i ].width >= width && freeRectangles[ i ].height >= height )

{

int leftoverHoriz = Mathf.Abs( (int)freeRectangles[ i ].width - width );

int leftoverVert = Mathf.Abs( (int)freeRectangles[ i ].height - height );

int shortSideFit = Mathf.Min( leftoverHoriz, leftoverVert );

 

if( areaFit < bestAreaFit || ( areaFit == bestAreaFit && shortSideFit < bestShortSideFit ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = width;

bestNode.height = height;

bestShortSideFit = shortSideFit;

bestAreaFit = areaFit;

}

}

 

if( allowRotations && freeRectangles[ i ].width >= height && freeRectangles[ i ].height >= width )

{

int leftoverHoriz = Mathf.Abs( (int)freeRectangles[ i ].width - height );

int leftoverVert = Mathf.Abs( (int)freeRectangles[ i ].height - width );

int shortSideFit = Mathf.Min( leftoverHoriz, leftoverVert );

 

if( areaFit < bestAreaFit || ( areaFit == bestAreaFit && shortSideFit < bestShortSideFit ) )

{

bestNode.x = freeRectangles[ i ].x;

bestNode.y = freeRectangles[ i ].y;

bestNode.width = height;

bestNode.height = width;

bestShortSideFit = shortSideFit;

bestAreaFit = areaFit;

}

}

}

return bestNode;

}

 

/// Returns 0 if the two intervals i1 and i2 are disjoint, or the length of their overlap otherwise.

int CommonIntervalLength( int i1start, int i1end, int i2start, int i2end )

{

if( i1end < i2start || i2end < i1start )

return 0;

return Mathf.Min( i1end, i2end ) - Mathf.Max( i1start, i2start );

}

 

int ContactPointScoreNode( int x, int y, int width, int height )

{

int score = 0;

 

if( x == 0 || x + width == binWidth )

score += height;

if( y == 0 || y + height == binHeight )

score += width;

 

for( int i = 0; i < usedRectangles.Count; ++i )

{

if( usedRectangles[ i ].x == x + width || usedRectangles[ i ].x + usedRectangles[ i ].width == x )

score += CommonIntervalLength( (int)usedRectangles[ i ].y, (int)usedRectangles[ i ].y + (int)usedRectangles[ i ].height, y, y + height );

if( usedRectangles[ i ].y == y + height || usedRectangles[ i ].y + usedRectangles[ i ].height == y )

score += CommonIntervalLength( (int)usedRectangles[ i ].x, (int)usedRectangles[ i ].x + (int)usedRectangles[ i ].width, x, x + width );

}

return score;

}

 

Rect FindPositionForNewNodeContactPoint( int width, int height, ref int bestContactScore )

{

Rect bestNode = new Rect();

//memset(&bestNode, 0, sizeof(Rect));

 

bestContactScore = -1;

 

for( int i = 0; i < freeRectangles.Count; ++i )

{

// Try to place the rectangle in upright (non-flipped) orientation.

if( freeRectangles[ i ].width >= width && freeRectangles[ i ].height >= height )

{

int score = ContactPointScoreNode( (int)freeRectangles[ i ].x, (int)freeRectangles[ i ].y, width, height );

if( score > bestContactScore )

{

bestNode.x = (int)freeRectangles[ i ].x;

bestNode.y = (int)freeRectangles[ i ].y;

bestNode.width = width;

bestNode.height = height;

bestContactScore = score;

}

}

if( allowRotations && freeRectangles[ i ].width >= height && freeRectangles[ i ].height >= width )

{

int score = ContactPointScoreNode( (int)freeRectangles[ i ].x, (int)freeRectangles[ i ].y, height, width );

if( score > bestContactScore )

{

bestNode.x = (int)freeRectangles[ i ].x;

bestNode.y = (int)freeRectangles[ i ].y;

bestNode.width = height;

bestNode.height = width;

bestContactScore = score;

}

}

}

return bestNode;

}

 

bool SplitFreeNode( Rect freeNode, ref Rect usedNode )

{

// Test with SAT if the rectangles even intersect.

if( usedNode.x >= freeNode.x + freeNode.width || usedNode.x + usedNode.width <= freeNode.x ||

usedNode.y >= freeNode.y + freeNode.height || usedNode.y + usedNode.height <= freeNode.y )

return false;

 

if( usedNode.x < freeNode.x + freeNode.width && usedNode.x + usedNode.width > freeNode.x )

{

// New node at the top side of the used node.

if( usedNode.y > freeNode.y && usedNode.y < freeNode.y + freeNode.height )

{

Rect newNode = freeNode;

newNode.height = usedNode.y - newNode.y;

freeRectangles.Add( newNode );

}

 

// New node at the bottom side of the used node.

if( usedNode.y + usedNode.height < freeNode.y + freeNode.height )

{

Rect newNode = freeNode;

newNode.y = usedNode.y + usedNode.height;

newNode.height = freeNode.y + freeNode.height - ( usedNode.y + usedNode.height );

freeRectangles.Add( newNode );

}

}

 

if( usedNode.y < freeNode.y + freeNode.height && usedNode.y + usedNode.height > freeNode.y )

{

// New node at the left side of the used node.

if( usedNode.x > freeNode.x && usedNode.x < freeNode.x + freeNode.width )

{

Rect newNode = freeNode;

newNode.width = usedNode.x - newNode.x;

freeRectangles.Add( newNode );

}

 

// New node at the right side of the used node.

if( usedNode.x + usedNode.width < freeNode.x + freeNode.width )

{

Rect newNode = freeNode;

newNode.x = usedNode.x + usedNode.width;

newNode.width = freeNode.x + freeNode.width - ( usedNode.x + usedNode.width );

freeRectangles.Add( newNode );

}

}

 

return true;

}

 

void PruneFreeList()

{

for( int i = 0; i < freeRectangles.Count; ++i )

for( int j = i + 1; j < freeRectangles.Count; ++j )

{

if( IsContainedIn( freeRectangles[ i ], freeRectangles[ j ] ) )

{

freeRectangles.RemoveAt( i );

--i;

break;

}

if( IsContainedIn( freeRectangles[ j ], freeRectangles[ i ] ) )

{

freeRectangles.RemoveAt( j );

--j;

}

}

}

 

bool IsContainedIn( Rect a, Rect b )

{

return a.x >= b.x && a.y >= b.y

&& a.x + a.width <= b.x + b.width

&& a.y + a.height <= b.y + b.height;

}

 

}

 

}

using System;
  using System.Linq;
  using System.Text;
  using System.Reflection;
  using System.Collections;
  using System.Collections.Generic;
   
  using UnityEngine;
   
  internal static class dfTexturePacker
  {
   
  public static Rect[] PackTextures2( this Texture2D texture, Texture2D[] textures, int padding, int maximumAtlasSize )
  {
  return PackTextures( texture, textures, padding, 256, 128, maximumAtlasSize );
  }
   
  private static Rect[] PackTextures( Texture2D texture, Texture2D[] sprites, int padding, int width, int height, int maxSize )
  {
   
  if( ( width > maxSize && height < maxSize ) || ( height > maxSize && width < maxSize ) )
  {
  width = height = maxSize;
  }
   
  if( width > maxSize || height > maxSize )
  throw new InvalidOperationException( "Packed sprites exceed maximum atlas size" );
   
  if( height > width )
  {
  int temp = width;
  width = height;
  height = temp;
  }
   
  MaxRectsBinPack bp = new MaxRectsBinPack( width, height, false );
  Rect[] rects = new Rect[ sprites.Length ];
   
  for( int i = 0; i < sprites.Length; i++ )
  {
   
  Texture2D sprite = sprites[ i ];
  var spriteWidth = sprite.width + padding;
  var spriteHeight = sprite.height + padding;
   
  Rect rect = bp.Insert(
  spriteWidth,

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