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MaxRectsBinPack.hx
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MaxRectsBinPack.hx
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import openfl.display.Shape;
import openfl.errors.Error;
import openfl.events.EventDispatcher;
import openfl.geom.Rectangle;
import openfl.events.Event;
import openfl.Lib;
/*
Implements different bin packer algorithms that use the MAXRECTS data structure.
See http://clb.demon.fi/projects/even-more-rectangle-bin-packing
Author: Jukka Jylänki
- Original
Author: Claus Wahlers
- Ported to ActionScript3
Author: Tony DiPerna
- Ported to HaXe, optimized
This work is released to Public Domain, do whatever you want with it.
*/
class MaxRectsBinPack
{
public var freeRectangles:Array<Rectangle>;
private var binWidth:Float;
private var binHeight:Float;
public function new(width:Float, height:Float):Void
{
init(width, height);
}
public function init(width:Float, height:Float):Void
{
binWidth = width;
binHeight = height;
freeRectangles = new Array<Rectangle>();
freeRectangles.push(new Rectangle(0, 0, width, height));
}
/**
* Adds this rectangle to the pack and returns a rectangle describing its final position
* @param width
* @param height
* @return
*/
public function quickInsert(width:Float, height:Float):Rectangle
{
var newNode = quickFindPositionForNewNodeBestAreaFit(width, height);
if (newNode.height == 0) {
return newNode;
}
var numRectanglesToProcess:Int = freeRectangles.length;
var i = 0;
while (i < numRectanglesToProcess)
{
if (splitFreeNode(freeRectangles[i], newNode)) {
freeRectangles.splice(i, 1);
--numRectanglesToProcess;
--i;
}
i++;
}
pruneFreeList();
return newNode;
}
private inline function quickFindPositionForNewNodeBestAreaFit(width:Float, height:Float):Rectangle {
var score = Math.POSITIVE_INFINITY;
var areaFit:Float;
var bestNode:Rectangle = new Rectangle();
for(r in freeRectangles) {
// Try to place the rectangle in upright (non-flipped) orientation.
if (r.width >= width && r.height >= height) {
areaFit = r.width * r.height - width * height;
if (areaFit < score) {
bestNode.x = r.x;
bestNode.y = r.y;
bestNode.width = width;
bestNode.height = height;
score = areaFit;
}
}
}
return bestNode;
}
private function splitFreeNode(freeNode:Rectangle, usedNode:Rectangle):Bool {
var newNode:Rectangle;
// Test with SAT if the rectangles even intersect.
if (usedNode.x >= freeNode.x + freeNode.width ||
usedNode.x + usedNode.width <= freeNode.x ||
usedNode.y >= freeNode.y + freeNode.height ||
usedNode.y + usedNode.height <= freeNode.y) {
return false;
}
if (usedNode.x < freeNode.x + freeNode.width && usedNode.x + usedNode.width > freeNode.x) {
// New node at the top side of the used node.
if (usedNode.y > freeNode.y && usedNode.y < freeNode.y + freeNode.height) {
newNode = freeNode.clone();
newNode.height = usedNode.y - newNode.y;
freeRectangles.push(newNode);
}
// New node at the bottom side of the used node.
if (usedNode.y + usedNode.height < freeNode.y + freeNode.height) {
newNode = freeNode.clone();
newNode.y = usedNode.y + usedNode.height;
newNode.height = freeNode.y + freeNode.height - (usedNode.y + usedNode.height);
freeRectangles.push(newNode);
}
}
if (usedNode.y < freeNode.y + freeNode.height && usedNode.y + usedNode.height > freeNode.y) {
// New node at the left side of the used node.
if (usedNode.x > freeNode.x && usedNode.x < freeNode.x + freeNode.width) {
newNode = freeNode.clone();
newNode.width = usedNode.x - newNode.x;
freeRectangles.push(newNode);
}
// New node at the right side of the used node.
if (usedNode.x + usedNode.width < freeNode.x + freeNode.width) {
newNode = freeNode.clone();
newNode.x = usedNode.x + usedNode.width;
newNode.width = freeNode.x + freeNode.width - (usedNode.x + usedNode.width);
freeRectangles.push(newNode);
}
}
return true;
}
private function pruneFreeList():Void
{
// Go through each pair and remove any rectangle that is redundant.
var i = 0;
var j = 0;
var len = freeRectangles.length;
var tmpRect:Rectangle;
var tmpRect2:Rectangle;
while (i < len)
{
j = i + 1;
tmpRect = freeRectangles[i];
while (j < len)
{
tmpRect2 = freeRectangles[j];
if (isContainedIn(tmpRect,tmpRect2)) {
freeRectangles.splice(i, 1);
--i;
--len;
break;
}
if (isContainedIn(tmpRect2,tmpRect)) {
freeRectangles.splice(j, 1);
--len;
--j;
}
j++;
}
i++;
}
}
private inline function isContainedIn(a:Rectangle, b:Rectangle):Bool
{
return a.x >= b.x && a.y >= b.y && a.x + a.width <= b.x + b.width && a.y + a.height <= b.y + b.height;
}
}