#region CPL License /* Nuclex Framework Copyright (C) 2002-2011 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using System.Diagnostics; using Microsoft.Xna.Framework; namespace Nuclex.Game.Packing { /// Packer using a custom algorithm by Markus 'Cygon' Ewald /// /// /// Algorithm conceived by Markus Ewald (cygon at nuclex dot org), though /// I'm quite sure I'm not the first one to come up with it :) /// /// /// The algorithm always places rectangles as low as possible in the packing /// area. So, for any new rectangle that is to be added, the packer has to /// determine the X coordinate at which the rectangle can have the lowest /// overall height without intersecting any other rectangles. /// /// /// To quickly discover these locations, the packer uses a sophisticated /// data structure that stores the upper silhouette of the packing area. When /// a new rectangle needs to be added, only the silouette edges need to be /// analyzed to find the position where the rectangle would achieve the lowest /// placement possible in the packing area. /// /// public class CygonRectanglePacker : RectanglePacker { #region class SliceStartComparer /// Compares the starting position of height slices private class SliceStartComparer : IComparer { /// Provides a default instance for the anchor rank comparer public static SliceStartComparer Default = new SliceStartComparer(); /// Compares the starting position of two height slices /// Left slice start that will be compared /// Right slice start that will be compared /// The relation of the two slice starts ranks to each other public int Compare(Point left, Point right) { return left.X - right.X; } } #endregion /// Initializes a new rectangle packer /// Maximum width of the packing area /// Maximum height of the packing area public CygonRectanglePacker(int packingAreaWidth, int packingAreaHeight) : base(packingAreaWidth, packingAreaHeight) { this.heightSlices = new List(); // At the beginning, the packing area is a single slice of height 0 this.heightSlices.Add(new Point(0, 0)); } /// Tries to allocate space for a rectangle in the packing area /// Width of the rectangle to allocate /// Height of the rectangle to allocate /// Output parameter receiving the rectangle's placement /// True if space for the rectangle could be allocated public override bool TryPack( int rectangleWidth, int rectangleHeight, out Point placement ) { // If the rectangle is larger than the packing area in any dimension, // it will never fit! if( (rectangleWidth > PackingAreaWidth) || (rectangleHeight > PackingAreaHeight) ) { placement = Point.Zero; return false; } // Determine the placement for the new rectangle bool fits = tryFindBestPlacement(rectangleWidth, rectangleHeight, out placement); // If a place for the rectangle could be found, update the height slice table to // mark the region of the rectangle as being taken. if(fits) integrateRectangle(placement.X, rectangleWidth, placement.Y + rectangleHeight); return fits; } /// Finds the best position for a rectangle of the given dimensions /// Width of the rectangle to find a position for /// Height of the rectangle to find a position for /// Receives the best placement found for the rectangle /// True if a valid placement for the rectangle could be found private bool tryFindBestPlacement( int rectangleWidth, int rectangleHeight, out Point placement ) { int bestSliceIndex = -1; // Slice index where the best placement was found int bestSliceY = 0; // Y position of the best placement found int bestScore = PackingAreaHeight; // lower == better! // This is the counter for the currently checked position. The search works by // skipping from slice to slice, determining the suitability of the location for the // placement of the rectangle. int leftSliceIndex = 0; // Determine the slice in which the right end of the rectangle is located when // the rectangle is placed at the far left of the packing area. int rightSliceIndex = this.heightSlices.BinarySearch( new Point(rectangleWidth, 0), SliceStartComparer.Default ); if(rightSliceIndex < 0) rightSliceIndex = ~rightSliceIndex; while(rightSliceIndex <= this.heightSlices.Count) { // Determine the highest slice within the slices covered by the rectangle at // its current placement. We cannot put the rectangle any lower than this without // overlapping the other rectangles. int highest = this.heightSlices[leftSliceIndex].Y; for(int index = leftSliceIndex + 1; index < rightSliceIndex; ++index) if(this.heightSlices[index].Y > highest) highest = this.heightSlices[index].Y; // Only process this position if it doesn't leave the packing area if((highest + rectangleHeight <= PackingAreaHeight)) { int score = highest; if(score < bestScore) { bestSliceIndex = leftSliceIndex; bestSliceY = highest; bestScore = score; } } // Advance the starting slice to the next slice start ++leftSliceIndex; if(leftSliceIndex >= this.heightSlices.Count) break; // Advance the ending slice until we're on the proper slice again, given the new // starting position of the rectangle. int rightRectangleEnd = this.heightSlices[leftSliceIndex].X + rectangleWidth; for(; rightSliceIndex <= this.heightSlices.Count; ++rightSliceIndex) { int rightSliceStart; if(rightSliceIndex == this.heightSlices.Count) rightSliceStart = PackingAreaWidth; else rightSliceStart = this.heightSlices[rightSliceIndex].X; // Is this the slice we're looking for? if(rightSliceStart > rightRectangleEnd) break; } // If we crossed the end of the slice array, the rectangle's right end has left // the packing area, and thus, our search ends. if(rightSliceIndex > this.heightSlices.Count) break; } // while rightSliceIndex <= this.heightSlices.Count // Return the best placement we found for this rectangle. If the rectangle // didn't fit anywhere, the slice index will still have its initialization value // of -1 and we can report that no placement could be found. if(bestSliceIndex == -1) { placement = Point.Zero; return false; } else { placement = new Point(this.heightSlices[bestSliceIndex].X, bestSliceY); return true; } } /// Integrates a new rectangle into the height slice table /// Position of the rectangle's left side /// Width of the rectangle /// Position of the rectangle's lower side private void integrateRectangle(int left, int width, int bottom) { // Find the first slice that is touched by the rectangle int startSlice = this.heightSlices.BinarySearch( new Point(left, 0), SliceStartComparer.Default ); int firstSliceOriginalHeight; // Since the placement algorithm always places rectangles on the slices, // the binary search should never some up with a miss! Debug.Assert( startSlice >= 0, "Slice starts within another slice" ); // We scored a direct hit, so we can replace the slice we have hit firstSliceOriginalHeight = this.heightSlices[startSlice].Y; this.heightSlices[startSlice] = new Point(left, bottom); int right = left + width; ++startSlice; // Special case, the rectangle started on the last slice, so we cannot // use the start slice + 1 for the binary search and the possibly already // modified start slice height now only remains in our temporary // firstSliceOriginalHeight variable if(startSlice >= this.heightSlices.Count) { // If the slice ends within the last slice (usual case, unless it has the // exact same width the packing area has), add another slice to return to // the original height at the end of the rectangle. if(right < PackingAreaWidth) this.heightSlices.Add(new Point(right, firstSliceOriginalHeight)); } else { // The rectangle doesn't start on the last slice int endSlice = this.heightSlices.BinarySearch( startSlice, this.heightSlices.Count - startSlice, new Point(right, 0), SliceStartComparer.Default ); // Another direct hit on the final slice's end? if(endSlice > 0) { this.heightSlices.RemoveRange(startSlice, endSlice - startSlice); } else { // No direct hit, rectangle ends inside another slice // Make index from negative BinarySearch() result endSlice = ~endSlice; // Find out to which height we need to return at the right end of // the rectangle int returnHeight; if(endSlice == startSlice) returnHeight = firstSliceOriginalHeight; else returnHeight = this.heightSlices[endSlice - 1].Y; // Remove all slices covered by the rectangle and begin a new slice at its end // to return back to the height of the slice on which the rectangle ends. this.heightSlices.RemoveRange(startSlice, endSlice - startSlice); if(right < PackingAreaWidth) this.heightSlices.Insert(startSlice, new Point(right, returnHeight)); } // if endSlice > 0 } // if startSlice >= this.heightSlices.Count } /// Stores the height silhouette of the rectangles private List heightSlices; } } // namespace Nuclex.Game.Packing