Integration of new rectangles into silhouette data structure seems to be working properly
git-svn-id: file:///srv/devel/repo-conversion/nusu@21 d2e56fa2-650e-0410-a79f-9358c0239efd
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@ -37,7 +37,7 @@ namespace Nuclex.Support.Packing {
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public void TestSpaceEfficiency() {
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float efficiency = calculateEfficiency(new CygonRectanglePacker(70, 70));
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Assert.GreaterOrEqual(efficiency, 0.75, "Packer achieves 75% efficiency");
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Assert.GreaterOrEqual(efficiency, 0.75f, "Packer achieves 75% efficiency");
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}
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}
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@ -25,6 +25,13 @@ using Microsoft.Xna.Framework;
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namespace Nuclex.Support.Packing {
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/// <summary>Packer using a custom algorithm by Markus Ewald</summary>
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/// <remarks>
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/// This algorithms always places as close to the top as possible. So, for any new
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/// rectangle, the packer has to determine a X coordinate at which the rectangle
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/// can be placed at the highest point. To quickly discover these locations,
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/// the packer keeps a dynamically list of "height slices", which store the
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/// baseline of the rectangles that have been placed so far.
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/// </remarks>
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public class CygonRectanglePacker : RectanglePacker {
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#region class SliceStartComparer
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@ -68,22 +75,111 @@ namespace Nuclex.Support.Packing {
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public override bool TryAllocate(
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int rectangleWidth, int rectangleHeight, out Point placement
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) {
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integrateRectangle(0, 1, 5);
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integrateRectangle(20, 5, 30);
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integrateRectangle(10, 10, 50);
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integrateRectangle(10, 15, 25);
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integrateRectangle(35, 20, 25);
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integrateRectangle(40, 25, 15);
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int sliceIndex = findBestPosition(rectangleWidth, rectangleHeight);
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// TODO: Rectangle might not even fit there!
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if(sliceIndex == -1) {
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placement = Point.Zero;
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return false;
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} else {
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placement = this.heightSlices[sliceIndex];
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integrateRectangle(
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this.heightSlices[sliceIndex].X,
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rectangleWidth,
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this.heightSlices[sliceIndex].Y + rectangleHeight
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);
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return true;
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}
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}
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/// <summary>Finds the best position for a rectangle of the given width</summary>
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/// <param name="rectangleWidth">Width of the rectangle to find a position for</param>
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/// <param name="rectangleHeight">Height of the rectangle to find a position for</param>
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/// <returns>The best position for a rectangle with the specified width</returns>
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private int findBestPosition(int rectangleWidth, int rectangleHeight) {
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int leftSliceIndex = 0;
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int rightSliceIndex = this.heightSlices.BinarySearch(
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new Point(rectangleWidth, 0), SliceStartComparer.Default
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);
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if(rightSliceIndex < 0)
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rightSliceIndex = ~rightSliceIndex;
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int leastWastedSliceIndex = -1;
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int leastWastedArea = MaxPackingAreaWidth * MaxPackingAreaHeight;
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while(rightSliceIndex <= this.heightSlices.Count) {
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// final time (this is the special case where the rectangle is attempted
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// to be placed at the rightmost end of the packing area)
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/*
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// Determine the highest slice at this position. We cannot put the rectangle
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// any lower than this without colliding into other rectangles
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int highest = this.heightSlices[leftSliceIndex].Y;
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for(int index = leftSliceIndex + 1; index < rightSliceIndex; ++index)
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highest = Math.Max(highest, this.heightSlices[index].Y);
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// Calculate the amount of space that would go to waste if the rectangle
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// would be placed at this location
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int wastedArea = 0;
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for(int index = leftSliceIndex; index < rightSliceIndex - 1; ++index) {
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int sliceWidth = this.heightSlices[index + 1].X - this.heightSlices[index].X;
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wastedArea += (highest - this.heightSlices[index].Y) * sliceWidth;
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}
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wastedArea +=
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(highest - this.heightSlices[rightSliceIndex - 1].Y) *
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(
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(this.heightSlices[leftSliceIndex].X + rectangleWidth) -
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this.heightSlices[rightSliceIndex - 1].X
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);
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// If this beats the current record for the least wasted area, remember this as
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// being the best position found so far
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if(
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(wastedArea < leastWastedArea) &&
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(this.heightSlices[leftSliceIndex].Y + rectangleHeight < MaxPackingAreaHeight)
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) {
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leastWastedArea = wastedArea;
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leastWastedSliceIndex = leftSliceIndex;
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// No sense looking any further if we found the perfect place!
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if(leastWastedArea == 0)
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break;
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}
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*/
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// If this already was the loop after the final slice, terminate it now!
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if(rightSliceIndex == this.heightSlices.Count)
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break;
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// Advance the starting slice to the next slice start
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++leftSliceIndex;
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int rightEnd = this.heightSlices[leftSliceIndex].X + rectangleWidth;
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// Advance the ending slice to where the rectangle ends now
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while(rightEnd > this.heightSlices[rightSliceIndex].X) {
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++rightSliceIndex;
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// If the end is reached, stop shifting and make the outer loop run one final time
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if(rightSliceIndex == this.heightSlices.Count)
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break;
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}
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}
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return leastWastedSliceIndex;
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}
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/// <summary>Integrates a new rectangle into the height slice table</summary>
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/// <param name="left">Position of the rectangle's left side</param>
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/// <param name="bottom">Position of the rectangle's lower side</param>
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/// <param name="width">Width of the rectangle</param>
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private void integrateRectangle(int left, int bottom, int width) {
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/// <param name="bottom">Position of the rectangle's lower side</param>
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private void integrateRectangle(int left, int width, int bottom) {
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// Find the first slice that is touched by the rectangle
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int startSlice = this.heightSlices.BinarySearch(
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@ -97,7 +193,6 @@ namespace Nuclex.Support.Packing {
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// We scored a direct hit, so we can replace the slice we have hit
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firstSliceOriginalHeight = this.heightSlices[startSlice].Y;
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this.heightSlices[startSlice] = new Point(left, bottom);
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++startSlice;
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} else { // No direct hit, slice starts inside another slice
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@ -108,58 +203,56 @@ namespace Nuclex.Support.Packing {
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}
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// Special case, the rectangle was on the last slice, so we cannot
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// use the start slice + 1 as start index for the binary search
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if(startSlice >= this.heightSlices.Count) {
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} else {
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int right = left + width;
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++startSlice;
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// Special case, the rectangle started on the last slice, so we cannot
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// use the start slice + 1 for the binary search and the possibly already
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// modified start slice height now only remains in our temporary
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// firstSliceOriginalHeight variable
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if(startSlice >= this.heightSlices.Count) {
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// If the slice ends within the last slice (usual case, unless it has the
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// exact same with the packing area has), add another slice to return to the
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// original height at the end of the rectangle.
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if(right < MaxPackingAreaWidth)
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this.heightSlices.Add(new Point(right, firstSliceOriginalHeight));
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} else { // The rectangle doesn't start on the last slice
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int endSlice = this.heightSlices.BinarySearch(
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startSlice, this.heightSlices.Count - startSlice,
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new Point(right, 0), SliceStartComparer.Default
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);
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}
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//this.heightSlices.RemoveRange(startSlice, endSlice - startSlice);
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/*
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int nextSlice = firstSlice + 1;
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bool isLastSlice = (nextSlice >= this.heightSlices.Count);
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// Another direct hit on the final slice's end?
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if(endSlice > 0) {
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*/
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/*
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this.heightSlices.RemoveRange(startSlice, endSlice - startSlice);
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} else { // No direct hit, rectangle ends inside another slice
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int nextSlice = firstSlice + 1;
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bool isLastSlice = (nextSlice >= this.heightSlices.Count);
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endSlice = ~endSlice;
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//
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bool endsInFirstSlice;
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if(isLastSlice)
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endsInFirstSlice = right < MaxPackingAreaWidth;
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// Find out to which height we need to return at the right end of
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// the rectangle
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int returnHeight;
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if(endSlice == startSlice)
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returnHeight = firstSliceOriginalHeight;
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else
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endsInFirstSlice = right < this.heightSlices[nextSlice].X;
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returnHeight = this.heightSlices[endSlice - 1].Y;
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if(endsInFirstSlice) {
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this.heightSlices.Insert(
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nextSlice, new Point(right, this.heightSlices[firstSlice].Y)
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);
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this.heightSlices[firstSlice] = new Point(left, bottom);
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return;
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} else { // Integrated rect continues beyond the discovered slice
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this.heightSlices[firstSlice] = new Point(left, bottom);
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}
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} else {
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firstSlice = ~firstSlice;
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//firstSliceOriginalHeight = this.heightSlices[firstSlice].Y;
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this.heightSlices.Insert(firstSlice, new Point(left, bottom));
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++firstSlice;
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// Remove all slices covered by the rectangle and began a new slice at
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// its end to return to the height the slice in which the rectangle ends
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// has had.
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this.heightSlices.RemoveRange(startSlice, endSlice - startSlice);
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if(right < MaxPackingAreaWidth)
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this.heightSlices.Insert(startSlice, new Point(right, returnHeight));
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}
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*/
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}
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}
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/// <summary>Stores the height silhouette of the rectangles</summary>
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