diff options
author | Campbell Barton <ideasman42@gmail.com> | 2007-03-21 20:06:02 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2007-03-21 20:06:02 +0300 |
commit | ca94d97049f88a04178db1419b8a66fd9717b899 (patch) | |
tree | 14844b7395eb23f4545169b1100534fc699c2981 /source/blender/blenlib/intern/boxpack2d.c | |
parent | 145f474c5f6cebd0967ea13e7dd44de0dedd7a6c (diff) |
moved the boxpacker from PyAPI's Geometry to BLI_boxpack2d
made LSCM UV Unwrapper use boxpack2d
Diffstat (limited to 'source/blender/blenlib/intern/boxpack2d.c')
-rw-r--r-- | source/blender/blenlib/intern/boxpack2d.c | 372 |
1 files changed, 372 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/boxpack2d.c b/source/blender/blenlib/intern/boxpack2d.c new file mode 100644 index 00000000000..ad90df650e2 --- /dev/null +++ b/source/blender/blenlib/intern/boxpack2d.c @@ -0,0 +1,372 @@ +/* + * + * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program 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 + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): Campbell barton + * + * ***** END GPL/BL DUAL LICENSE BLOCK ***** + */ + +#include "BKE_utildefines.h" +#include "MEM_guardedalloc.h" +#include "BLI_boxpack2d.h" + +/* Campbells BoxPacker ported from Python */ +/* free vert flags */ +#define EUL 0.0000001 +#define BLF 1 +#define TRF 2 +#define TLF 4 +#define BRF 8 +#define BL 0 +#define TR 1 +#define TL 2 +#define BR 3 + +#define BOXLEFT(b) b->v[BL]->x +#define BOXRIGHT(b) b->v[TR]->x +#define BOXBOTTOM(b) b->v[BL]->y +#define BOXTOP(b) b->v[TR]->y +#define BOXAREA(b) (b->w * b->h) + +#define UPDATE_V34X(b) b->v[TL]->x = b->v[BL]->x; b->v[BR]->x = b->v[TR]->x +#define UPDATE_V34Y(b) b->v[TL]->y = b->v[TR]->y; b->v[BR]->y = b->v[BL]->y + +#define UPDATE_V34(b) UPDATE_V34X(b) UPDATE_V34Y(b) + +#define SET_BOXLEFT(b, f) b->v[TR]->x = f + b->w; b->v[BL]->x = f; UPDATE_V34X(b) +#define SET_BOXRIGHT(b, f) b->v[BL]->x = f - b->w; b->v[TR]->x = f; UPDATE_V34X(b) +#define SET_BOXBOTTOM(b, f) b->v[TR]->y = f + b->h; b->v[BL]->y = f; UPDATE_V34Y(b) +#define SET_BOXTOP(b, f) b->v[BL]->y = f - b->h; b->v[TR]->y = f; UPDATE_V34Y(b) +#define BOXINTERSECT(b1, b2) (!(BOXLEFT(b1)+EUL>=BOXRIGHT(b2) || BOXBOTTOM(b1)+EUL>=BOXTOP(b2) || BOXRIGHT(b1)-EUL<=BOXLEFT(b2) || BOXTOP(b1)-EUL<=BOXBOTTOM(b2) )) + +/* #define BOXDEBUG(b) printf("\tBox Debug i %i, w:%.3f h:%.3f x:%.3f y:%.3f\n", b->index, b->w, b->h, b->x, b->y) */ + + +static int box_areasort(const void *p1, const void *p2) +{ + const boxPack *b1=p1, *b2=p2; + float a1, a2; + + a1 = BOXAREA(b1); + a2 = BOXAREA(b2); + + /* sort largest to smallest */ + if ( a1 < a2 ) return 1; + else if ( a1 > a2 ) return -1; + return 0; +} + + +static float box_width; +static float box_height; +static boxVert *vertarray; + +static int vertex_sort(const void *p1, const void *p2) +{ + boxVert *v1, *v2; + float a1, a2; + + v1 = vertarray + ((int *) p1)[0]; + v2 = vertarray + ((int *) p2)[0]; + + a1 = MAX2(v1->x+box_width, v1->y+box_height); + a2 = MAX2(v2->x+box_width, v2->y+box_height); + + /* sort largest to smallest */ + if ( a1 > a2 ) return 1; + else if ( a1 < a2 ) return -1; + return 0; +} + +void boxPack2D(boxPack *boxarray, int len, float *tot_width, float *tot_height) +{ + boxVert *vert; + int box_index, verts_pack_len, i, j, k, isect; /* what box are we up to packing */ + int quad_flags[4]= {BLF,TRF,TLF,BRF}; /* use for looping */ + boxPack *box, *box_test; + int *vertex_pack_indicies; + + if (!len) { + *tot_width = 0.0; + *tot_height = 0.0; + return; + } + + /* Sort boxes, biggest first */ + qsort(boxarray, len, sizeof(boxPack), box_areasort); + + /* add verts to the boxes, these are only used internally */ + vert = vertarray = MEM_mallocN( len*4*sizeof(boxVert), "boxPack verts"); + vertex_pack_indicies = MEM_mallocN( len*3*sizeof(int), "boxPack indicies"); + i=0; + for (box= boxarray, box_index= 0; box_index < len; box_index++, box++) { + + vert->blb = vert->brb = vert->tlb =\ + vert->isect_cache[0] = vert->isect_cache[1] =\ + vert->isect_cache[2] = vert->isect_cache[3] = NULL; + vert->free = 15 &~ TRF; + vert->trb = box; + vert->index = i; i++; + box->v[BL] = vert; vert++; + + vert->trb= vert->brb = vert->tlb =\ + vert->isect_cache[0] = vert->isect_cache[1] =\ + vert->isect_cache[2] = vert->isect_cache[3] = NULL; + vert->free = 15 &~ BLF; + vert->blb = box; + vert->index = i; i++; + box->v[TR] = vert; vert++; + + vert->trb = vert->blb = vert->tlb =\ + vert->isect_cache[0] = vert->isect_cache[1] =\ + vert->isect_cache[2] = vert->isect_cache[3] = NULL; + vert->free = 15 &~ BRF; + vert->brb = box; + vert->index = i; i++; + box->v[TL] = vert; vert++; + + vert->trb = vert->blb = vert->brb =\ + vert->isect_cache[0] = vert->isect_cache[1] =\ + vert->isect_cache[2] = vert->isect_cache[3] = NULL; + vert->free = 15 &~ TLF; + vert->tlb = box; + vert->index = i; i++; + box->v[BR] = vert; vert++; + } + vert = NULL; + + + /* Pack the First box! + * then enter the main boxpacking loop */ + + box = boxarray; /* get the first box */ + /* First time, no boxes packed */ + box->v[BL]->free = 0; /* Cant use any if these */ + box->v[BR]->free &= ~(BLF|BRF); + box->v[TL]->free &= ~(BLF|TLF); + + *tot_width = box->w; + *tot_height = box->h; + + /* This sets all the vertex locations */ + SET_BOXLEFT(box, 0.0); + SET_BOXBOTTOM(box, 0.0); + + for (i=0; i<3; i++) + vertex_pack_indicies[i] = box->v[i+1]->index; + verts_pack_len = 3; + box++; /* next box, needed for the loop below */ + /* ...done packing the first box */ + + /* Main boxpacking loop */ + for (box_index=1; box_index < len; box_index++, box++) { + + /* Sort the verts, these constants are used in sorting */ + box_width = box->w; + box_height = box->h; + + qsort(vertex_pack_indicies, verts_pack_len, sizeof(int), vertex_sort); + + /* Pack the box in with the others */ + /* sort the verts */ + isect = 1; + + for (i=0; i<verts_pack_len && isect; i++) { + vert = vertarray + vertex_pack_indicies[i]; + /* printf("\ttesting vert %i %i %i %f %f\n", i, vert->free, verts_pack_len, vert->x, vert->y); */ + + /* This vert has a free quaderent + * Test if we can place the box here + * vert->free & quad_flags[j] - Checks + * */ + + for (j=0; (j<4) && isect; j++) { + if (vert->free & quad_flags[j]) { + switch (j) { + case BL: + SET_BOXRIGHT(box, vert->x); + SET_BOXTOP(box, vert->y); + break; + case TR: + SET_BOXLEFT(box, vert->x); + SET_BOXBOTTOM(box, vert->y); + break; + case TL: + SET_BOXRIGHT(box, vert->x); + SET_BOXBOTTOM(box, vert->y); + break; + case BR: + SET_BOXLEFT(box, vert->x); + SET_BOXTOP(box, vert->y); + break; + } + + /* Now we need to check that the box intersects + * with any other boxes + * Assume no intersection... */ + isect = 0; + + if (/* Constrain boxes to positive X/Y values */ + BOXLEFT(box)<0.0 || BOXBOTTOM(box)<0.0 || + /* check for last intersected */ + (vert->isect_cache[j] && BOXINTERSECT(box, vert->isect_cache[j])) + ) { + /* Here we check that the last intersected + * box will intersect with this one using + * isect_cache that can store a pointer to a + * box for each quaderent + * big speedup */ + isect = 1; + } else { + /* do a full saech for colliding box + * this is realy slow, some spacialy divided + * datastructure would be better */ + for (box_test = boxarray; box_test != box; box_test++) { + if BOXINTERSECT(box, box_test) { + /* Store the last intersecting here + * as cache for faster checking next time around */ + vert->isect_cache[j] = box_test; + isect = 1; + break; + } + } + } + + if (!isect) { + + /* maintain the total width and height */ + (*tot_width) = MAX2(BOXRIGHT(box), (*tot_width)); + (*tot_height) = MAX2(BOXTOP(box), (*tot_height)); + + /* Place the box */ + vert->free &= ~quad_flags[j]; + + switch (j) { + case TR: + box->v[BL]= vert; + vert->trb = box; + break; + case TL: + box->v[BR]= vert; + vert->tlb = box; + break; + case BR: + box->v[TL]= vert; + vert->brb = box; + break; + case BL: + box->v[TR]= vert; + vert->blb = box; + break; + } + + /* Mask free flags for verts that are on the bottom or side + * so we dont get boxes outside the given rectangle ares + * + * We can do an else/if here because only the first + * box can be at the very bottom left corner */ + if (BOXLEFT(box) <= 0) { + box->v[TL]->free &= ~(TLF|BLF); + box->v[BL]->free &= ~(TLF|BLF); + } else if (BOXBOTTOM(box) <= 0) { + box->v[BL]->free &= ~(BRF|BLF); + box->v[BR]->free &= ~(BRF|BLF); + } + + /* The following block of code does a logical + * check with 2 adjacent boxes, its possible to + * flag verts on one or both of the boxes + * as being used by checking the width or + * height of both boxes */ + if (vert->tlb && vert->trb && (box == vert->tlb || box == vert->trb)) { + if (vert->tlb->h > vert->trb->h) { + vert->trb->v[TL]->free &= ~(TLF|BLF); + } else if (vert->tlb->h < vert->trb->h) { + vert->tlb->v[TR]->free &= ~(TRF|BRF); + } else { /*same*/ + vert->tlb->v[TR]->free &= ~BLF; + vert->trb->v[TL]->free &= ~BRF; + } + } else if (vert->blb && vert->brb && (box == vert->blb || box == vert->brb)) { + if (vert->blb->h > vert->brb->h) { + vert->brb->v[BL]->free &= ~(TLF|BLF); + } else if (vert->blb->h < vert->brb->h) { + vert->blb->v[BR]->free &= ~(TRF|BRF); + } else { /*same*/ + vert->blb->v[BR]->free &= ~TRF; + vert->brb->v[BL]->free &= ~TLF; + } + } + /* Horizontal */ + if (vert->tlb && vert->blb && (box == vert->tlb || box == vert->blb)) { + if (vert->tlb->w > vert->blb->w) { + vert->blb->v[TL]->free &= ~(TLF|TRF); + } else if (vert->tlb->w < vert->blb->w) { + vert->tlb->v[BL]->free &= ~(BLF|BRF); + } else { /*same*/ + vert->blb->v[TL]->free &= ~TRF; + vert->tlb->v[BL]->free &= ~BRF; + } + } else if (vert->trb && vert->brb && (box == vert->trb || box == vert->brb)) { + if (vert->trb->w > vert->brb->w) { + vert->brb->v[TR]->free &= ~(TRF|TRF); + } else if (vert->trb->w < vert->brb->w) { + vert->trb->v[BR]->free &= ~(BLF|BRF); + } else { /*same*/ + vert->brb->v[TR]->free &= ~TLF; + vert->trb->v[BR]->free &= ~BLF; + } + } + /* End logical check */ + + + for (k=0; k<4; k++) { + if (box->v[k] != vert) { + vertex_pack_indicies[verts_pack_len] = box->v[k]->index; + verts_pack_len++; + } + } + /* The Box verts are only used interially + * Update the box x and y since thats what external + * functions will see */ + box->x = BOXLEFT(box); + box->y = BOXBOTTOM(box); + } + } + } + } + } + + /* free all the verts, not realy needed because they shouldebt be + * touched anymore but accessing the pointers woud crash blender */ + for (box_index=0; box_index < len; box_index++) { + box = boxarray+box_index; + box->v[0] = box->v[1] = box->v[2] = box->v[3] = NULL; + } + MEM_freeN(vertex_pack_indicies); + MEM_freeN(vertarray); +} + |