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authorCampbell Barton <ideasman42@gmail.com>2007-03-21 20:06:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2007-03-21 20:06:02 +0300
commitca94d97049f88a04178db1419b8a66fd9717b899 (patch)
tree14844b7395eb23f4545169b1100534fc699c2981 /source/blender/blenlib/intern/boxpack2d.c
parent145f474c5f6cebd0967ea13e7dd44de0dedd7a6c (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.c372
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);
+}
+