d977552d8f
git-svn-id: file:///srv/devel/repo-conversion/nusu@27 d2e56fa2-650e-0410-a79f-9358c0239efd
391 lines
16 KiB
C#
391 lines
16 KiB
C#
#region CPL License
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/*
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Nuclex Framework
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Copyright (C) 2002-2007 Nuclex Development Labs
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This library is free software; you can redistribute it and/or
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modify it under the terms of the IBM Common Public License as
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published by the IBM Corporation; either version 1.0 of the
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License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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IBM Common Public License for more details.
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You should have received a copy of the IBM Common Public
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License along with this library
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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namespace Nuclex.Support.Packing {
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/// <summary>Rectangle packer using an algorithm by Javier Arevalo</summary>
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/// <remarks>
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/// <para>
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/// Original code by Javier Arevalo (jare at iguanademos dot com). Rewritten
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/// to C# / .NET by Markus Ewald (cygon at nuclex dot org).
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/// </para>
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/// <para>
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/// You have a bunch of rectangular pieces. You need to arrange them in a
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/// rectangular surface so that they don't overlap, keeping the total area of the
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/// rectangle as small as possible. This is fairly common when arranging characters
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/// in a bitmapped font, lightmaps for a 3D engine, and I guess other situations as
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/// well.
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/// </para>
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/// <para>
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/// The idea of this algorithm is that, as we add rectangles, we can pre-select
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/// "interesting" places where we can try to add the next rectangles. For optimal
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/// results, the rectangles should be added in order. I initially tried using area
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/// as a sorting criteria, but it didn't work well with very tall or very flat
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/// rectangles. I then tried using the longest dimension as a selector, and it
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/// worked much better. So much for intuition...
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/// </para>
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/// <para>
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/// These "interesting" places are just to the right and just below the currently
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/// added rectangle. The first rectangle, obviously, goes at the top left, the next
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/// one would go either to the right or below this one, and so on. It is a weird way
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/// to do it, but it seems to work very nicely.
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/// </para>
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/// <para>
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/// The way we search here is fairly brute-force, the fact being that for most off-
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/// line purposes the performance seems more than adequate. I have generated a
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/// japanese font with around 8500 characters and all the time was spent generating
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/// the bitmaps.
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/// </para>
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/// <para>
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/// Also, for all we care, we could grow the parent rectangle in a different way
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/// than power of two. It just happens that power of 2 is very convenient for
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/// graphics hardware textures.
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/// </para>
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/// <para>
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/// I'd be interested in hearing of other approaches to this problem. Make sure
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/// to post them on http://www.flipcode.com
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/// </para>
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/// </remarks>
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public class ArevaloRectanglePacker : RectanglePacker {
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#region class AnchorRankComparer
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/// <summary>Compares the 'rank' of anchoring points</summary>
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/// <remarks>
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/// Anchoring points are potential locations for the placement of new rectangles.
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/// Each time a rectangle is inserted, an anchor point is generated on its upper
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/// right end and another one at its lower left end. The anchor points are kept
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/// in a list that is ordered by their closeness to the upper left corner of the
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/// packing area (their 'rank') so the packer favors positions that are closer to
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/// the upper left for new rectangles.
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/// </remarks>
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private class AnchorRankComparer : IComparer<Point> {
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/// <summary>Provides a default instance for the anchor rank comparer</summary>
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public static AnchorRankComparer Default = new AnchorRankComparer();
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/// <summary>Compares the rank of two anchors against each other</summary>
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/// <param name="left">Left anchor point that will be compared</param>
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/// <param name="right">Right anchor point that will be compared</param>
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/// <returns>The relation of the two anchor point's ranks to each other</returns>
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public int Compare(Point left, Point right) {
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//return Math.Min(left.X, left.Y) - Math.Min(right.X, right.Y);
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return (left.X + left.Y) - (right.X + right.Y);
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}
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}
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#endregion
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/// <summary>Initializes a new rectangle packer</summary>
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/// <param name="packingAreaWidth">Maximum width of the packing area</param>
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/// <param name="packingAreaHeight">Maximum height of the packing area</param>
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public ArevaloRectanglePacker(int packingAreaWidth, int packingAreaHeight)
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: base(packingAreaWidth, packingAreaHeight) {
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this.packedRectangles = new List<Rectangle>();
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this.anchors = new List<Point>();
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this.anchors.Add(new Point(0, 0));
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this.actualPackingAreaWidth = 1;
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this.actualPackingAreaHeight = 1;
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}
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/// <summary>Tries to allocate space for a rectangle in the packing area</summary>
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/// <param name="rectangleWidth">Width of the rectangle to allocate</param>
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/// <param name="rectangleHeight">Height of the rectangle to allocate</param>
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/// <param name="placement">Output parameter receiving the rectangle's placement</param>
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/// <returns>True if space for the rectangle could be allocated</returns>
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public override bool TryPack(
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int rectangleWidth, int rectangleHeight, out Point placement
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) {
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// Try to find an anchor where the rectangle fits in, enlarging the packing
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// area and repeating the search recursively until it fits or the
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// maximum allowed size is exceeded.
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int anchorIndex = selectAnchorRecursive(
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rectangleWidth, rectangleHeight,
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this.actualPackingAreaWidth, this.actualPackingAreaHeight
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);
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// No anchor could be found at which the rectangle did fit in
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if(anchorIndex == -1) {
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placement = Point.Zero;
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return false;
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}
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placement = this.anchors[anchorIndex];
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// Move the rectangle either to the left or to the top until it collides with
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// a neightbouring rectangle. This is done to combat the effect of lining up
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// rectangles with gaps to the left or top of them because the anchor that
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// would allow placement there has been blocked by another rectangle
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optimizePlacement(ref placement, rectangleWidth, rectangleHeight);
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// Remove the used anchor and add new anchors at the upper right and lower left
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// positions of the new rectangle
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{
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// The anchor is only removed if the placement optimization didn't
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// move the rectangle so far that the anchor isn't blocked anymore
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bool blocksAnchor =
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((placement.X + rectangleWidth) > this.anchors[anchorIndex].X) &&
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((placement.Y + rectangleHeight) > this.anchors[anchorIndex].Y);
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if(blocksAnchor)
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this.anchors.RemoveAt(anchorIndex);
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// Add new anchors at the upper right and lower left coordinates of the rectangle
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this.anchors.Add(new Point(placement.X + rectangleWidth, placement.Y));
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this.anchors.Add(new Point(placement.X, placement.Y + rectangleHeight));
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}
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// Finally, we can add the rectangle to our packed rectangles list
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this.packedRectangles.Add(
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new Rectangle(placement.X, placement.Y, rectangleWidth, rectangleHeight)
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);
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return true;
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}
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/// <summary>
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/// Optimizes the rectangle's placement by moving it either left or up to fill
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/// any gaps resulting from rectangles blocking the anchors of the most optimal
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/// placements.
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/// </summary>
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/// <param name="placement">Placement to be optimized</param>
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/// <param name="rectangleWidth">Width of the rectangle to be optimized</param>
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/// <param name="rectangleHeight">Height of the rectangle to be optimized</param>
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private void optimizePlacement(
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ref Point placement, int rectangleWidth, int rectangleHeight
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) {
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Rectangle rectangle = new Rectangle(
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placement.X, placement.Y, rectangleWidth, rectangleHeight
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);
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// Try to move the rectangle to the left as far as possible
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int leftMost = placement.X;
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while(isFree(ref rectangle, PackingAreaWidth, PackingAreaHeight)) {
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leftMost = rectangle.X;
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--rectangle.X;
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}
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// Reset rectangle to original position
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rectangle.X = placement.X;
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// Try to move the rectangle upwards as far as possible
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int topMost = placement.Y;
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while(isFree(ref rectangle, PackingAreaWidth, PackingAreaHeight)) {
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topMost = rectangle.Y;
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--rectangle.Y;
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}
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// Use the dimension in which the rectangle could be moved farther
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if((leftMost - placement.X) > (topMost - placement.Y))
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placement.X = leftMost;
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else
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placement.Y = topMost;
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}
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/// <summary>
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/// Searches for a free anchor and recursively enlarges the packing area
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/// if none can be found.
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/// </summary>
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/// <param name="rectangleWidth">Width of the rectangle to be placed</param>
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/// <param name="rectangleHeight">Height of the rectangle to be placed</param>
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/// <param name="testedPackingAreaWidth">Width of the tested packing area</param>
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/// <param name="testedPackingAreaHeight">Height of the tested packing area</param>
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/// <returns>
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/// Index of the anchor the rectangle is to be placed at or -1 if the rectangle
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/// does not fit in the packing area anymore.
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/// </returns>
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private int selectAnchorRecursive(
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int rectangleWidth, int rectangleHeight,
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int testedPackingAreaWidth, int testedPackingAreaHeight
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) {
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// Try to locate an anchor point where the rectangle fits in
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int freeAnchorIndex = findFirstFreeAnchor(
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rectangleWidth, rectangleHeight, testedPackingAreaWidth, testedPackingAreaHeight
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);
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// If a the rectangle fits without resizing packing area (any further in case
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// of a recursive call), take over the new packing area size and return the
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// anchor at which the rectangle can be placed.
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if(freeAnchorIndex != -1) {
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this.actualPackingAreaWidth = testedPackingAreaWidth;
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this.actualPackingAreaHeight = testedPackingAreaHeight;
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return freeAnchorIndex;
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}
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//
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// If we reach this point, the rectangle did not fit in the current packing
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// area and our only choice is to try and enlarge the packing area.
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//
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// For readability, determine whether the packing area can be enlarged
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// any further in its width and in its height
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bool canEnlargeWidth = (testedPackingAreaWidth < PackingAreaWidth);
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bool canEnlargeHeight = (testedPackingAreaHeight < PackingAreaHeight);
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// Try to enlarge the smaller of the two dimensions first (unless the smaller
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// dimension is already at its maximum size)
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if(
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canEnlargeHeight && (
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(testedPackingAreaHeight < testedPackingAreaWidth) || !canEnlargeWidth
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)
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) {
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// Try to double the height of the packing area
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return selectAnchorRecursive(
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rectangleWidth, rectangleHeight,
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testedPackingAreaWidth, Math.Min(testedPackingAreaHeight * 2, PackingAreaHeight)
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);
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} else if(canEnlargeWidth) {
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// Try to double the width of the packing area
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return selectAnchorRecursive(
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rectangleWidth, rectangleHeight,
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Math.Min(testedPackingAreaWidth * 2, PackingAreaWidth), testedPackingAreaHeight
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);
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} else {
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// Both dimensions are at the maximum sizes and the rectangle still
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// didn't fit. We give up!
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return -1;
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}
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}
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/// <summary>Locates the first free anchor at which the rectangle fits</summary>
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/// <param name="rectangleWidth">Width of the rectangle to be placed</param>
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/// <param name="rectangleHeight">Height of the rectangle to be placed</param>
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/// <param name="testedPackingAreaWidth">Total width of the packing area</param>
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/// <param name="testedPackingAreaHeight">Total height of the packing area</param>
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/// <returns>The index of the first free anchor or -1 if none is found</returns>
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private int findFirstFreeAnchor(
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int rectangleWidth, int rectangleHeight,
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int testedPackingAreaWidth, int testedPackingAreaHeight
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) {
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Rectangle potentialLocation = new Rectangle(
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0, 0, rectangleWidth, rectangleHeight
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);
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// Walk over all anchors (which are ordered by their distance to the
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// upper left corner of the packing area) until one is discovered that
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// can house the new rectangle.
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for(int index = 0; index < this.anchors.Count; ++index) {
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potentialLocation.X = this.anchors[index].X;
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potentialLocation.Y = this.anchors[index].Y;
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// See if the rectangle would fit in at this anchor point
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if(isFree(ref potentialLocation, testedPackingAreaWidth, testedPackingAreaHeight))
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return index;
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}
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// No anchor points were found where the rectangle would fit in
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return -1;
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}
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/// <summary>
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/// Determines whether the rectangle can be placed in the packing area
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/// at its current location.
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/// </summary>
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/// <param name="rectangle">Rectangle whose position to check</param>
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/// <param name="testedPackingAreaWidth">Total width of the packing area</param>
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/// <param name="testedPackingAreaHeight">Total height of the packing area</param>
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/// <returns>True if the rectangle can be placed at its current position</returns>
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private bool isFree(
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ref Rectangle rectangle, int testedPackingAreaWidth, int testedPackingAreaHeight
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) {
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// If the rectangle is partially or completely outside of the packing
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// area, it can't be placed at its current location
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bool leavesPackingArea =
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(rectangle.X < 0) ||
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(rectangle.Y < 0) ||
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(rectangle.Right >= testedPackingAreaWidth) ||
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(rectangle.Bottom >= testedPackingAreaHeight);
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if(leavesPackingArea)
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return false;
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// Brute-force search whether the rectangle touches any of the other
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// rectangles already in the packing area
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for(int index = 0; index < this.packedRectangles.Count; ++index) {
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if(this.packedRectangles[index].Intersects(rectangle))
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return false;
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}
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// Success! The rectangle is inside the packing area and doesn't overlap
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// with any other rectangles that have already been packed.
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return true;
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}
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/// <summary>Inserts a new anchor point into the anchor list</summary>
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/// <param name="anchor">Anchor point that will be inserted</param>
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/// <remarks>
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/// This method tries to keep the anchor list ordered by ranking the anchors
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/// depending on the distance from the top left corner in the packing area.
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/// </remarks>
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private void insertAnchor(ref Point anchor) {
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// Find out where to insert the new anchor based on its rank (which is
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// calculated based on the anchor's distance to the top left corner of
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// the packing area).
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//
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// From MSDN on BinarySearch():
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// "If the List does not contain the specified value, the method returns
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// a negative integer. You can apply the bitwise complement operation (~) to
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// this negative integer to get the index of the first element that is
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// larger than the search value."
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int insertIndex = this.anchors.BinarySearch(anchor, AnchorRankComparer.Default);
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if(insertIndex < 0)
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insertIndex = ~insertIndex;
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// Insert the anchor at the index matching its rank
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this.anchors.Insert(insertIndex, anchor);
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}
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/// <summary>Current width of the packing area</summary>
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private int actualPackingAreaWidth;
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/// <summary>Current height of the packing area</summary>
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private int actualPackingAreaHeight;
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/// <summary>Rectangles contained in the packing area</summary>
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private List<Rectangle> packedRectangles;
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/// <summary>Anchoring points where new rectangles can potentially be placed</summary>
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private List<Point> anchors;
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}
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} // namespace Nuclex.Support.Packing
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