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-rw-r--r--release/scripts/uvcalc_lightmap.py17
-rw-r--r--release/scripts/uvcalc_smart_project.py21
-rw-r--r--source/blender/python/api2_2x/Blender.c2
-rw-r--r--source/blender/python/api2_2x/Geometry.c442
-rw-r--r--source/blender/python/api2_2x/Geometry.h33
-rw-r--r--source/blender/python/api2_2x/doc/Geometry.py14
6 files changed, 507 insertions, 22 deletions
diff --git a/release/scripts/uvcalc_lightmap.py b/release/scripts/uvcalc_lightmap.py
index b3a2bcfd9bf..cfca4656444 100644
--- a/release/scripts/uvcalc_lightmap.py
+++ b/release/scripts/uvcalc_lightmap.py
@@ -38,7 +38,7 @@ from Blender import *
import BPyMesh
# reload(BPyMesh)
-import boxpack2d
+# import boxpack2d
# reload(boxpack2d) # for developing.
from math import sqrt
@@ -437,8 +437,9 @@ def lightmap_uvpack(me, BOX_DIV = 8, MARGIN_DIV = 512):
# boxes2Pack.append([islandIdx, w,h])
print 'packing boxes', len(pretty_faces), '...',
- boxes2Pack = [ [i, pf.width, pf.height] for i, pf in enumerate(pretty_faces)]
- packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack)
+ boxes2Pack = [ [0.0, 0.0, pf.width, pf.height, i] for i, pf in enumerate(pretty_faces)]
+ packWidth, packHeight = Geometry.BoxPack2D(boxes2Pack)
+
# print packWidth, packHeight
packWidth = float(packWidth)
@@ -453,9 +454,9 @@ def lightmap_uvpack(me, BOX_DIV = 8, MARGIN_DIV = 512):
# Apply the boxes back to the UV coords.
print 'writing back UVs',
- for box in enumerate(packedLs):
- pf = pretty_faces[box[1][0]]
- pf.place(box[1][1], box[1][2], packWidth, packHeight, margin_w, margin_h)
+ for i, box in enumerate(boxes2Pack):
+ pretty_faces[i].place(box[0], box[1], packWidth, packHeight, margin_w, margin_h)
+ # pf.place(box[1][1], box[1][2], packWidth, packHeight, margin_w, margin_h)
print 'done'
Window.WaitCursor(1)
@@ -475,12 +476,12 @@ def main():
return
me = ob.getData(mesh=1)
- BOX_DIV = Draw.Create(8)
+ BOX_DIV = Draw.Create(12)
MARGIN_DIV = Draw.Create(0.1)
if not Draw.PupBlock('Lightmap Pack', [\
- ('Pack Quality: ', BOX_DIV, 1, 32, 'Pre Packing before the complex boxpack'),\
+ ('Pack Quality: ', BOX_DIV, 1, 48, 'Pre Packing before the complex boxpack'),\
('Margin: ', MARGIN_DIV, 0.001, 1.0, 'Size of the margin as a division of the UV')\
]):
return
diff --git a/release/scripts/uvcalc_smart_project.py b/release/scripts/uvcalc_smart_project.py
index a224ec3ebe4..1bb6dc70ac9 100644
--- a/release/scripts/uvcalc_smart_project.py
+++ b/release/scripts/uvcalc_smart_project.py
@@ -56,7 +56,7 @@ global USER_FILL_HOLES_QUALITY
USER_FILL_HOLES = None
USER_FILL_HOLES_QUALITY = None
-import boxpack2d
+# import boxpack2d
# reload(boxpack2d) # for developing.
dict_matrix = {}
@@ -718,7 +718,7 @@ def packIslands(islandList):
# Make a synchronised list with the islands
# so we can box pak the islands.
- boxes2Pack = []
+ packBoxes = []
# Keep a list of X/Y offset so we can save time by writing the
# uv's and packed data in one pass.
@@ -753,17 +753,18 @@ def packIslands(islandList):
islandOffsetList.append((minx, miny))
# Add to boxList. use the island idx for the BOX id.
- boxes2Pack.append([islandIdx, w,h])
+ packBoxes.append([0, 0, w, h])
islandIdx+=1
-
+
# Now we have a list of boxes to pack that syncs
# with the islands.
#print '\tPacking UV Islands...'
- Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(boxes2Pack) )
+ Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(packBoxes) )
time1 = sys.time()
- packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack)
+ packWidth, packHeight = Geometry.BoxPack2D(packBoxes)
+
# print 'Box Packing Time:', sys.time() - time1
#if len(pa ckedLs) != len(islandList):
@@ -773,9 +774,6 @@ def packIslands(islandList):
Window.DrawProgressBar(0.8, 'Writing Packed Data to faces')
# Sort by ID, so there in sync again
- try: packedLs.sort(lambda key = A: A[0])
- except: packedLs.sort(lambda A, B: cmp(A[0] , B[0]))
-
islandIdx = len(islandList)
# Having these here avoids devide by 0
if islandIdx:
@@ -792,9 +790,8 @@ def packIslands(islandList):
islandIdx -=1
# Write the packed values to the UV's
-
- xoffset = packedLs[islandIdx][1] - islandOffsetList[islandIdx][0]
- yoffset = packedLs[islandIdx][2] - islandOffsetList[islandIdx][1]
+ xoffset = packBoxes[islandIdx][0] - islandOffsetList[islandIdx][0]
+ yoffset = packBoxes[islandIdx][1] - islandOffsetList[islandIdx][1]
for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box
for uv in f.uv:
diff --git a/source/blender/python/api2_2x/Blender.c b/source/blender/python/api2_2x/Blender.c
index 859cd32d670..324975fb739 100644
--- a/source/blender/python/api2_2x/Blender.c
+++ b/source/blender/python/api2_2x/Blender.c
@@ -308,7 +308,7 @@ static PyObject *Blender_Get( PyObject * self, PyObject * args )
ret = PyInt_FromLong( G.scene->r.efra );
else if( StringEqual( str, "filename" ) ) {
if ( strstr(G.main->name, ".B.blend") != 0)
- ret = EXPP_incr_ret( Py_None );
+ ret = PyString_FromString("");
else
ret = PyString_FromString(G.main->name);
}
diff --git a/source/blender/python/api2_2x/Geometry.c b/source/blender/python/api2_2x/Geometry.c
index 3ccbd207d57..de522fd9348 100644
--- a/source/blender/python/api2_2x/Geometry.c
+++ b/source/blender/python/api2_2x/Geometry.c
@@ -54,15 +54,18 @@
/*-- forward declarations -- */
static PyObject *M_Geometry_PolyFill( PyObject * self, PyObject * args );
static PyObject *M_Geometry_LineIntersect2D( PyObject * self, PyObject * args );
+static PyObject *M_Geometry_BoxPack2D( PyObject * self, PyObject * args );
/*-------------------------DOC STRINGS ---------------------------*/
static char M_Geometry_doc[] = "The Blender Geometry module\n\n";
static char M_Geometry_PolyFill_doc[] = "(veclist_list) - takes a list of polylines (each point a vector) and returns the point indicies for a polyline filled with triangles";
static char M_Geometry_LineIntersect2D_doc[] = "(lineA_p1, lineA_p2, lineB_p1, lineB_p2) - takes 2 lines (as 4 vectors) and returns a vector for their point of intersection or None";
+static char M_Geometry_BoxPack2D_doc[] = "";
/*-----------------------METHOD DEFINITIONS ----------------------*/
struct PyMethodDef M_Geometry_methods[] = {
{"PolyFill", ( PyCFunction ) M_Geometry_PolyFill, METH_VARARGS, M_Geometry_PolyFill_doc},
{"LineIntersect2D", ( PyCFunction ) M_Geometry_LineIntersect2D, METH_VARARGS, M_Geometry_LineIntersect2D_doc},
+ {"BoxPack2D", ( PyCFunction ) M_Geometry_BoxPack2D, METH_VARARGS, M_Geometry_BoxPack2D_doc},
{NULL, NULL, 0, NULL}
};
/*----------------------------MODULE INIT-------------------------*/
@@ -270,3 +273,442 @@ static PyObject *M_Geometry_LineIntersect2D( PyObject * self, PyObject * args )
}
Py_RETURN_NONE;
}
+
+
+
+/* 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);
+ /*printf("a1 a2 %f %f\n", a1, a2);*/
+
+ /* 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];
+
+ // self.verts.sort(key = lambda b: max(b.x+w, b.y+h) ) # Reverse area sort
+
+ a1 = MAX2(v1->x+box_width, v1->y+box_height);
+ a2 = MAX2(v2->x+box_width, v2->y+box_height);
+
+ /*printf("a1 a2 %f %f\n", a1, a2);*/
+
+ /* sort largest to smallest */
+ if ( a1 > a2 ) return 1;
+ else if ( a1 < a2 ) return -1;
+ return 0;
+}
+
+
+static void boxPackAll(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);
+}
+
+int boxPack_FromPyObject(PyObject * value, boxPack **boxarray )
+{
+ int len, i;
+ PyObject *list_item, *item_1, *item_2;
+ boxPack *box;
+
+
+ /* Error checking must alredy be done */
+ if( !PyList_Check( value ) )
+ return EXPP_ReturnIntError( PyExc_TypeError,
+ "can only back a list of [x,y,x,w]" );
+
+ len = PyList_Size( value );
+
+ (*boxarray) = MEM_mallocN( len*sizeof(boxPack), "boxPack box");
+
+
+ for( i = 0; i < len; i++ ) {
+ list_item = PyList_GET_ITEM( value, i );
+ if( !PyList_Check( list_item ) || PyList_Size( list_item ) < 4 ) {
+ MEM_freeN(*boxarray);
+ return EXPP_ReturnIntError( PyExc_TypeError,
+ "can only back a list of [x,y,x,w]" );
+ }
+
+ box = (*boxarray)+i;
+
+ item_1 = PyList_GET_ITEM(list_item, 2);
+ item_2 = PyList_GET_ITEM(list_item, 3);
+
+ if (!PyNumber_Check(item_1) || !PyNumber_Check(item_2)) {
+ MEM_freeN(*boxarray);
+ return EXPP_ReturnIntError( PyExc_TypeError,
+ "can only back a list of 2d boxes [x,y,x,w]" );
+ }
+
+ box->x = box->y = 0.0f;
+ box->w = (float)PyFloat_AsDouble( item_1 );
+ box->h = (float)PyFloat_AsDouble( item_2 );
+ box->index = i;
+ /* verts will be added later */
+ }
+ return 0;
+}
+
+void boxPack_ToPyObject(PyObject * value, boxPack **boxarray)
+{
+ int len, i;
+ PyObject *list_item;
+ boxPack *box;
+
+ len = PyList_Size( value );
+
+ for( i = 0; i < len; i++ ) {
+ box = (*boxarray)+i;
+ list_item = PyList_GET_ITEM( value, box->index );
+ PyList_SET_ITEM( list_item, 0, PyFloat_FromDouble( box->x ));
+ PyList_SET_ITEM( list_item, 1, PyFloat_FromDouble( box->y ));
+ }
+ MEM_freeN(*boxarray);
+}
+
+
+static PyObject *M_Geometry_BoxPack2D( PyObject * self, PyObject * args )
+{
+ PyObject *boxlist; /*return this list of tri's */
+ boxPack *boxarray;
+ float tot_width, tot_height;
+ int len;
+ int error;
+
+ if(!PyArg_ParseTuple ( args, "O", &boxlist) || !PyList_Check(boxlist)) {
+ return EXPP_ReturnPyObjError( PyExc_TypeError,
+ "expected a sequence of boxes [[x,y,w,h], ... ]" );
+ }
+
+ len = PyList_Size( boxlist );
+
+ if (!len)
+ return Py_BuildValue( "ff", 0.0, 0.0);
+
+ error = boxPack_FromPyObject(boxlist, &boxarray);
+ if (error!=0) return NULL;
+
+ /* Non Python function */
+ boxPackAll(boxarray, len, &tot_width, &tot_height);
+
+ boxPack_ToPyObject(boxlist, &boxarray);
+
+ return Py_BuildValue( "ff", tot_width, tot_height);
+}
diff --git a/source/blender/python/api2_2x/Geometry.h b/source/blender/python/api2_2x/Geometry.h
index 4de3e8ef0e1..a601d39f274 100644
--- a/source/blender/python/api2_2x/Geometry.h
+++ b/source/blender/python/api2_2x/Geometry.h
@@ -39,4 +39,37 @@
PyObject *Geometry_Init( void );
+
+/* Box Packer */
+typedef struct boxVert {
+ float x;
+ float y;
+ short free;
+
+ struct boxPack *trb; /* top right box */
+ struct boxPack *blb; /* bottom left box */
+ struct boxPack *brb; /* bottom right box */
+ struct boxPack *tlb; /* top left box */
+
+ /* Store last intersecting boxes here
+ * speedup intersection testing */
+ struct boxPack *isect_cache[4];
+
+ int index;
+} boxVert;
+
+
+typedef struct boxPack {
+ float x;
+ float y;
+ float w;
+ float h;
+ int index;
+
+ /* Verts this box uses
+ * (BL,TR,TL,BR) / 0,1,2,3 */
+ boxVert *v[4];
+} boxPack;
+
+
#endif /* EXPP_Geometry_H */
diff --git a/source/blender/python/api2_2x/doc/Geometry.py b/source/blender/python/api2_2x/doc/Geometry.py
index bff5f677f5b..610582bd110 100644
--- a/source/blender/python/api2_2x/doc/Geometry.py
+++ b/source/blender/python/api2_2x/doc/Geometry.py
@@ -46,4 +46,16 @@ def LineIntersect2D(vec1, vec2, vec3, vec4):
Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
@rtype: Vector
@return: a 2D Vector for the intersection or None where there is no intersection.
- """ \ No newline at end of file
+ """
+
+def BoxPack2D(boxlist):
+ """
+ Takes a list of 2D boxes and packs them into a square.
+
+ Each box in boxlist must be a list of at least 4 items - [x,y,w,h], after running this script,
+ the X and Y values in each box will be moved to packed, non overlapping locations.
+
+ @rtype: tuple
+ @return: a tuple pair - (width, height) of all the packed boxes.
+ """
+ \ No newline at end of file