AS3版本的MaxRects算法测试
2012-06-19 14:00 rhinovirus 阅读(4613) 评论(1) 编辑 收藏 举报早上,在微博发现一条信息,关于MaxRects算法的,@杜增强DzQ 移植的关于AS3版本的MaxRects算法,具体地址是:http://www.duzengqiang.com/blog/post/971.html
代码如下:
/* Based on the Public Domain MaxRectanglesBinPack.cpp source by Jukka Jylänki https://github.com/juj/RectangleBinPack/ Based on C# port by Sven Magnus http://unifycommunity.com/wiki/index.php?title=MaxRectanglesBinPack Ported to ActionScript3 by DUZENGQIANG http://www.duzengqiang.com/blog/post/971.html This version is also public domain - do whatever you want with it. */ package { import flash.geom.Rectangle; /** * MaxRectanglesBinPack * @author DUZENGQIANG * @date Jun 7, 2012 * @version 1.0 * <p>SinaMicroBlog: http://weibo.com/duzengqiang</p> * <p>blog: http://www.duzengqiang.com</p> */ public class MaxRectsBinPack { public var binWidth:int = 0; public var binHeight:int = 0; public var allowRotations:Boolean = false; public var usedRectangles:Vector.<Rectangle> = new Vector.<Rectangle>(); public var freeRectangles:Vector.<Rectangle> = new Vector.<Rectangle>(); private var score1:int = 0; // Unused in this function. We don't need to know the score after finding the position. private var score2:int = 0; private var bestShortSideFit:int; private var bestLongSideFit:int; public function MaxRectsBinPack( width:int, height:int, rotations:Boolean = true) { init(width, height, rotations); } private function init(width:int, height:int, rotations:Boolean = true):void { if( count(width) % 1 != 0 ||count(height) % 1 != 0) throw new Error("Must be 2,4,8,16,32,...512,1024,..."); binWidth = width; binHeight = height; allowRotations = rotations; var n:Rectangle = new Rectangle(); n.x = 0; n.y = 0; n.width = width; n.height = height; usedRectangles.length = 0; freeRectangles.length = 0; freeRectangles.push( n ); } private function count(n:Number):Number { if( n >= 2 ) return count(n / 2); return n; } /** * Insert a new Rectangle * @param width * @param height * @param method * @return * */ public function insert(width:int, height:int, method:int):Rectangle { var newNode:Rectangle = new Rectangle(); score1 = 0; score2 = 0; switch(method) { case FreeRectangleChoiceHeuristic.BestShortSideFit: newNode = findPositionForNewNodeBestShortSideFit(width, height); break; case FreeRectangleChoiceHeuristic.BottomLeftRule: newNode = findPositionForNewNodeBottomLeft(width, height, score1, score2); break; case FreeRectangleChoiceHeuristic.ContactPointRule: newNode = findPositionForNewNodeContactPoint(width, height, score1); break; case FreeRectangleChoiceHeuristic.BestLongSideFit: newNode = findPositionForNewNodeBestLongSideFit(width, height, score2, score1); break; case FreeRectangleChoiceHeuristic.BestAreaFit: newNode = findPositionForNewNodeBestAreaFit(width, height, score1, score2); break; } if (newNode.height == 0) return newNode; placeRectangle(newNode); trace(newNode); return newNode; } public function insert2( Rectangles:Vector.<Rectangle>, dst:Vector.<Rectangle>, method:int):void { dst.length = 0; while(Rectangles.length > 0) { var bestScore1:int = int.MAX_VALUE; var bestScore2:int = int.MAX_VALUE; var bestRectangleIndex:int = -1; var bestNode:Rectangle = new Rectangle(); for(var i:int = 0; i < Rectangles.length; ++i) { var score1:int = 0; var score2:int = 0; var newNode:Rectangle = scoreRectangle(Rectangles[i].width, Rectangles[i].height, method, score1, score2); if (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2)) { bestScore1 = score1; bestScore2 = score2; bestNode = newNode; bestRectangleIndex = i; } } if (bestRectangleIndex == -1) return; placeRectangle(bestNode); Rectangles.splice(bestRectangleIndex,1); } } private function placeRectangle(node:Rectangle):void { var numRectanglesToProcess:int = freeRectangles.length; for(var i:int = 0; i < numRectanglesToProcess; i++) { if (splitFreeNode(freeRectangles[i], node)) { freeRectangles.splice(i,1); --i; --numRectanglesToProcess; } } pruneFreeList(); usedRectangles.push(node); } private function scoreRectangle( width:int, height:int, method:int, score1:int, score2:int):Rectangle { var newNode:Rectangle = new Rectangle(); score1 = int.MAX_VALUE; score2 = int.MAX_VALUE; switch(method) { case FreeRectangleChoiceHeuristic.BestShortSideFit: newNode = findPositionForNewNodeBestShortSideFit(width, height); break; case FreeRectangleChoiceHeuristic.BottomLeftRule: newNode = findPositionForNewNodeBottomLeft(width, height, score1,score2); break; case FreeRectangleChoiceHeuristic.ContactPointRule: newNode = findPositionForNewNodeContactPoint(width, height, score1); // todo: reverse score1 = -score1; // Reverse since we are minimizing, but for contact point score bigger is better. break; case FreeRectangleChoiceHeuristic.BestLongSideFit: newNode = findPositionForNewNodeBestLongSideFit(width, height, score2, score1); break; case FreeRectangleChoiceHeuristic.BestAreaFit: newNode = findPositionForNewNodeBestAreaFit(width, height, score1, score2); break; } // Cannot fit the current Rectangle. if (newNode.height == 0) { score1 = int.MAX_VALUE; score2 = int.MAX_VALUE; } return newNode; } /// Computes the ratio of used surface area. private function occupancy():Number { var usedSurfaceArea:Number = 0; for(var i:int = 0; i < usedRectangles.length; i++) usedSurfaceArea += usedRectangles[i].width * usedRectangles[i].height; return usedSurfaceArea / (binWidth * binHeight); } private function findPositionForNewNodeBottomLeft(width:int, height:int, bestY:int, bestX:int):Rectangle { var bestNode:Rectangle = new Rectangle(); //memset(bestNode, 0, sizeof(Rectangle)); bestY = int.MAX_VALUE; var rect:Rectangle; var topSideY:int; for(var i:int = 0; i < freeRectangles.length; i++) { rect = freeRectangles[i]; // Try to place the Rectangle in upright (non-flipped) orientation. if (rect.width >= width && rect.height >= height) { topSideY = rect.y + height; if (topSideY < bestY || (topSideY == bestY && rect.x < bestX)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = width; bestNode.height = height; bestY = topSideY; bestX = rect.x; } } if (allowRotations && rect.width >= height && rect.height >= width) { topSideY = rect.y + width; if (topSideY < bestY || (topSideY == bestY && rect.x < bestX)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = height; bestNode.height = width; bestY = topSideY; bestX = rect.x; } } } return bestNode; } private function findPositionForNewNodeBestShortSideFit(width:int, height:int):Rectangle { var bestNode:Rectangle = new Rectangle(); //memset(&bestNode, 0, sizeof(Rectangle)); bestShortSideFit = int.MAX_VALUE; bestLongSideFit = score2; var rect:Rectangle; var leftoverHoriz:int; var leftoverVert:int; var shortSideFit:int; var longSideFit:int; for(var i:int = 0; i < freeRectangles.length; i++) { rect = freeRectangles[i]; // Try to place the Rectangle in upright (non-flipped) orientation. if (rect.width >= width && rect.height >= height) { leftoverHoriz = Math.abs(rect.width - width); leftoverVert = Math.abs(rect.height - height); shortSideFit = Math.min(leftoverHoriz, leftoverVert); longSideFit = Math.max(leftoverHoriz, leftoverVert); if (shortSideFit < bestShortSideFit || (shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = width; bestNode.height = height; bestShortSideFit = shortSideFit; bestLongSideFit = longSideFit; } } var flippedLeftoverHoriz:Number; var flippedLeftoverVert:Number; var flippedShortSideFit:Number; var flippedLongSideFit:Number; if (allowRotations && rect.width >= height && rect.height >= width) { flippedLeftoverHoriz = Math.abs(rect.width - height); flippedLeftoverVert = Math.abs(rect.height - width); flippedShortSideFit = Math.min(flippedLeftoverHoriz, flippedLeftoverVert); flippedLongSideFit = Math.max(flippedLeftoverHoriz, flippedLeftoverVert); if (flippedShortSideFit < bestShortSideFit || (flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = height; bestNode.height = width; bestShortSideFit = flippedShortSideFit; bestLongSideFit = flippedLongSideFit; } } } return bestNode; } private function findPositionForNewNodeBestLongSideFit(width:int, height:int, bestShortSideFit:int, bestLongSideFit:int):Rectangle { var bestNode:Rectangle = new Rectangle(); //memset(&bestNode, 0, sizeof(Rectangle)); bestLongSideFit = int.MAX_VALUE; var rect:Rectangle; var leftoverHoriz:int; var leftoverVert:int; var shortSideFit:int; var longSideFit:int; for(var i:int = 0; i < freeRectangles.length; i++) { rect = freeRectangles[i]; // Try to place the Rectangle in upright (non-flipped) orientation. if (rect.width >= width && rect.height >= height) { leftoverHoriz = Math.abs(rect.width - width); leftoverVert = Math.abs(rect.height - height); shortSideFit = Math.min(leftoverHoriz, leftoverVert); longSideFit = Math.max(leftoverHoriz, leftoverVert); if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = width; bestNode.height = height; bestShortSideFit = shortSideFit; bestLongSideFit = longSideFit; } } if (allowRotations && rect.width >= height && rect.height >= width) { leftoverHoriz = Math.abs(rect.width - height); leftoverVert = Math.abs(rect.height - width); shortSideFit = Math.min(leftoverHoriz, leftoverVert); longSideFit = Math.max(leftoverHoriz, leftoverVert); if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = height; bestNode.height = width; bestShortSideFit = shortSideFit; bestLongSideFit = longSideFit; } } } trace(bestNode); return bestNode; } private function findPositionForNewNodeBestAreaFit(width:int, height:int, bestAreaFit:int, bestShortSideFit:int):Rectangle { var bestNode:Rectangle = new Rectangle(); //memset(&bestNode, 0, sizeof(Rectangle)); bestAreaFit = int.MAX_VALUE; var rect:Rectangle; var leftoverHoriz:int; var leftoverVert:int; var shortSideFit:int; var areaFit:int; for(var i:int = 0; i < freeRectangles.length; i++) { rect = freeRectangles[i]; areaFit = rect.width * rect.height - width * height; // Try to place the Rectangle in upright (non-flipped) orientation. if (rect.width >= width && rect.height >= height) { leftoverHoriz = Math.abs(rect.width - width); leftoverVert = Math.abs(rect.height - height); shortSideFit = Math.min(leftoverHoriz, leftoverVert); if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = width; bestNode.height = height; bestShortSideFit = shortSideFit; bestAreaFit = areaFit; } } if (allowRotations && rect.width >= height && rect.height >= width) { leftoverHoriz = Math.abs(rect.width - height); leftoverVert = Math.abs(rect.height - width); shortSideFit = Math.min(leftoverHoriz, leftoverVert); if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit)) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = height; bestNode.height = width; bestShortSideFit = shortSideFit; bestAreaFit = areaFit; } } } return bestNode; } /// Returns 0 if the two intervals i1 and i2 are disjoint, or the length of their overlap otherwise. private function commonIntervalLength(i1start:int, i1end:int, i2start:int, i2end:int):int { if (i1end < i2start || i2end < i1start) return 0; return Math.min(i1end, i2end) - Math.max(i1start, i2start); } private function contactPointScoreNode(x:int, y:int, width:int, height:int):int { var score:int = 0; if (x == 0 || x + width == binWidth) score += height; if (y == 0 || y + height == binHeight) score += width; var rect:Rectangle; for(var i:int = 0; i < usedRectangles.length; i++) { rect = usedRectangles[i]; if (rect.x == x + width || rect.x + rect.width == x) score += commonIntervalLength(rect.y, rect.y + rect.height, y, y + height); if (rect.y == y + height || rect.y + rect.height == y) score += commonIntervalLength(rect.x, rect.x + rect.width, x, x + width); } return score; } private function findPositionForNewNodeContactPoint(width:int, height:int, bestContactScore:int):Rectangle { var bestNode:Rectangle = new Rectangle(); //memset(&bestNode, 0, sizeof(Rectangle)); bestContactScore = -1; var rect:Rectangle; var score:int; for(var i:int = 0; i < freeRectangles.length; i++) { rect = freeRectangles[i]; // Try to place the Rectangle in upright (non-flipped) orientation. if (rect.width >= width && rect.height >= height) { score = contactPointScoreNode(rect.x, rect.y, width, height); if (score > bestContactScore) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = width; bestNode.height = height; bestContactScore = score; } } if (allowRotations && rect.width >= height && rect.height >= width) { score = contactPointScoreNode(rect.x, rect.y, height, width); if (score > bestContactScore) { bestNode.x = rect.x; bestNode.y = rect.y; bestNode.width = height; bestNode.height = width; bestContactScore = score; } } } return bestNode; } private function splitFreeNode(freeNode:Rectangle, usedNode:Rectangle):Boolean { // 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; var newNode:Rectangle; 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 { for(var i:int = 0; i < freeRectangles.length; i++) for(var j:int = i+1; j < freeRectangles.length; j++) { if (isContainedIn(freeRectangles[i], freeRectangles[j])) { freeRectangles.splice(i,1); break; } if (isContainedIn(freeRectangles[j], freeRectangles[i])) { freeRectangles.splice(j,1); } } } private function isContainedIn(a:Rectangle, b:Rectangle):Boolean { 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; } } }
package { public class FreeRectangleChoiceHeuristic { public static const BestShortSideFit:int = 0; ///< -BSSF: Positions the Rectangle against the short side of a free Rectangle into which it fits the best. public static const BestLongSideFit:int = 1; ///< -BLSF: Positions the Rectangle against the long side of a free Rectangle into which it fits the best. public static const BestAreaFit:int = 2; ///< -BAF: Positions the Rectangle into the smallest free Rectangle into which it fits. public static const BottomLeftRule:int = 3; ///< -BL: Does the Tetris placement. public static const ContactPointRule:int = 4; ///< -CP: Choosest the placement where the Rectangle touches other Rectangles as much as possible. } }
好奇,做了个测试,代码如下:
package { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.geom.Point; import flash.geom.Rectangle; [SWF(width="800", height="600", frameRate="30")] public class Demo extends Sprite { [Embed(source="assets/1.png")] private var defence:Class; public function Demo() { var bitmap:Bitmap = Bitmap(new defence()); trace(bitmap.width, bitmap.height); //Create new MaxRectsBinPack instance var maxRect:MaxRectsBinPack = new MaxRectsBinPack(bitmap.width,bitmap.height,false); // insert new rectangle //maxRect.insert(bitmap.width/2, bitmap.height/2, FreeRectangleChoiceHeuristic.BestLongSideFit); // insert new rectangle //maxRect.insert(bitmap.width/2, bitmap.height/2, FreeRectangleChoiceHeuristic.BestLongSideFit); // insert new rectangle //maxRect.insert(bitmap.width/2, bitmap.height/2, FreeRectangleChoiceHeuristic.BestLongSideFit); // insert new rectangle //maxRect.insert(bitmap.width/2, bitmap.height/2, FreeRectangleChoiceHeuristic.BestLongSideFit); var rects:Vector.<Rectangle> = new Vector.<Rectangle>(); rects.push(new Rectangle(0,0,bitmap.width/2, bitmap.height/2)); rects.push(new Rectangle(0,0,bitmap.width/2, bitmap.height/2)); rects.push(new Rectangle(0,0,bitmap.width/2, bitmap.height/2)); rects.push(new Rectangle(0,0,bitmap.width/2, bitmap.height/2)); maxRect.insert2(rects, new Vector.<Rectangle>(), FreeRectangleChoiceHeuristic.BestLongSideFit); for(var i:int = 0; i < maxRect.usedRectangles.length; i++) { var rect:Rectangle = maxRect.usedRectangles[i]; trace(rect); var bitmapData:BitmapData = new BitmapData(rect.width, rect.height, true, 0); bitmapData.copyPixels(bitmap.bitmapData, rect, new Point()); var newBitmap:Bitmap = new Bitmap(bitmapData); newBitmap.x = rect.x; newBitmap.y = rect.y; this.addChild(newBitmap); } } } }
图片用的我们游戏里的,正面2帧,背面2帧,嘿嘿
有几个疑问:
首先,图片要求是2的次幂,如果有的图片,做成影片剪辑时,是3帧,如果能满足 2的次幂的结果是3的倍数呢?这里,我认为有一种方案,可以通过每一帧的偏移量来做,而不是非要3的倍数,不知道这样理解对不对?
其次,这个图片的空白区域,不知道用@杜增强DzQ提供的工具类里,是否带透明部分的自动裁剪。
最后,我试了下面几种方法,但是没感觉到有什么区别,不知道能不能帮忙解答下,非常感谢。
public class FreeRectangleChoiceHeuristic { public static const BestShortSideFit:int = 0; ///< -BSSF: Positions the Rectangle against the short side of a free Rectangle into which it fits the best. public static const BestLongSideFit:int = 1; ///< -BLSF: Positions the Rectangle against the long side of a free Rectangle into which it fits the best. public static const BestAreaFit:int = 2; ///< -BAF: Positions the Rectangle into the smallest free Rectangle into which it fits. public static const BottomLeftRule:int = 3; ///< -BL: Does the Tetris placement. public static const ContactPointRule:int = 4; ///< -CP: Choosest the placement where the Rectangle touches other Rectangles as much as possible. }
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