代码改变世界

AS3版本的MaxRects算法测试

2012-06-19 14:00  rhinovirus  阅读(4567)  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.
    }