/source/blender/blenlib/intern/boxpack2d.c
C | 439 lines | 281 code | 54 blank | 104 comment | 76 complexity | 402f49684516290577407936a225c20c MD5 | raw file
- /*
- * ***** BEGIN GPL 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.
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Contributor(s): Campbell Barton
- *
- * ***** END GPL LICENSE BLOCK *****
- */
- /** \file blender/blenlib/intern/boxpack2d.c
- * \ingroup bli
- */
- #include <stdlib.h> /* for qsort */
- #include "MEM_guardedalloc.h"
- #include "BLI_boxpack2d.h"
- /* BoxPacker for backing 2D rectangles into a square
- *
- * The defined Below are for internal use only */
- 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;
- /* free vert flags */
- #define EPSILON 0.0000001f
- #define BLF 1
- #define TRF 2
- #define TLF 4
- #define BRF 8
- #define CORNERFLAGS (BLF | TRF | TLF | BRF)
- #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)
- /* UNUSED */
- // #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) + EPSILON >= BOXRIGHT(b2) || \
- BOXBOTTOM(b1) + EPSILON >= BOXTOP(b2) || \
- BOXRIGHT(b1) - EPSILON <= BOXLEFT(b2) || \
- BOXTOP(b1) - EPSILON <= BOXBOTTOM(b2))
- /* compiler should inline */
- static float max_ff(const float a, const float b) { return b > a ? b : a; }
- #if 0
- #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)
- #endif
- /* qsort function - sort largest to smallest */
- static int box_areasort(const void *p1, const void *p2)
- {
- const BoxPack *b1 = p1, *b2 = p2;
- const float a1 = BOXAREA(b1);
- const float a2 = BOXAREA(b2);
- if (a1 < a2) return 1;
- else if (a1 > a2) return -1;
- return 0;
- }
- /* qsort vertex sorting function
- * sorts from lower left to top right It uses the current box's width and height
- * as offsets when sorting, this has the result of not placing boxes outside
- * the bounds of the existing backed area where possible
- * */
- 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 = max_ff(v1->x + box_width, v1->y + box_height);
- a2 = max_ff(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;
- }
- /* Main boxpacking function accessed from other functions
- * This sets boxes x,y to positive values, sorting from 0,0 outwards.
- * There is no limit to the space boxes may take, only that they will be packed
- * tightly into the lower left hand corner (0,0)
- *
- * boxarray - a pre allocated array of boxes.
- * only the 'box->x' and 'box->y' are set, 'box->w' and 'box->h' are used,
- * 'box->index' is not used at all, the only reason its there
- * is that the box array is sorted by area and programs need to be able
- * to have some way of writing the boxes back to the original data.
- * len - the number of boxes in the array.
- * tot_width and tot_height are set so you can normalize the data.
- * */
- void BLI_box_pack_2D(BoxPack *boxarray, const int len, float *tot_width, float *tot_height)
- {
- BoxVert *vert; /* the current vert */
- int box_index, verts_pack_len, i, j, k, isect;
- int quad_flags[4] = {BLF, TRF, TLF, BRF}; /* use for looping */
- BoxPack *box, *box_test; /*current box and another for intersection tests*/
- int *vertex_pack_indices; /*an array of indices used for sorting verts*/
- if (!len) {
- *tot_width = 0.0f;
- *tot_height = 0.0f;
- 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_indices = MEM_mallocN(len * 3 * sizeof(int), "BoxPack Indices");
- for (box = boxarray, box_index = 0, i = 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 = CORNERFLAGS & ~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 = CORNERFLAGS & ~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 = CORNERFLAGS & ~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 = CORNERFLAGS & ~TLF;
- vert->tlb = box;
- vert->index = i; i++;
- box->v[BR] = vert; vert++;
- }
- vert = NULL;
- /* Pack the First box!
- * then enter the main box-packing loop */
- box = boxarray; /* get the first box */
- /* First time, no boxes packed */
- box->v[BL]->free = 0; /* Can't 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, 0.0f);
- SET_BOXBOTTOM(box, 0.0f);
- box->x = box->y = 0.0f;
- for (i = 0; i < 3; i++)
- vertex_pack_indices[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++) {
- /* These static floatds are used for sorting */
- box_width = box->w;
- box_height = box->h;
- qsort(vertex_pack_indices, 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_indices[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 quadrant
- * 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) < 0.0f || BOXBOTTOM(box) < 0.0f ||
- /* 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 quadrant
- * big speedup */
- isect = 1;
- }
- else {
- /* do a full search for colliding box
- * this is really slow, some spatially divided
- * data-structure 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) = max_ff(BOXRIGHT(box), (*tot_width));
- (*tot_height) = max_ff(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 don't 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 &= ~(TLF | 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_indices[verts_pack_len] = box->v[k]->index;
- verts_pack_len++;
- }
- }
- /* The Box verts are only used internally
- * 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 really needed because they shouldn't be
- * touched anymore but accessing the pointers would 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_indices);
- MEM_freeN(vertarray);
- }