/*************************************************************************/ /* editor_atlas.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "editor_atlas.h" #include "print_string.h" struct _EditorAtlasWorkRect { Size2i s; Point2i p; int idx; _FORCE_INLINE_ bool operator<(const _EditorAtlasWorkRect& p_r) const { return s.width > p_r.s.width; }; }; struct _EditorAtlasWorkRectResult { Vector<_EditorAtlasWorkRect> result; int max_w; int max_h; }; void EditorAtlas::fit(const Vector& p_rects,Vector& r_result, Size2i& r_size) { //super simple, almost brute force scanline stacking fitter //it's pretty basic for now, but it tries to make sure that the aspect ratio of the //resulting atlas is somehow square. This is necesary because video cards have limits //on texture size (usually 2048 or 4096), so the more square a texture, the more chances //it will work in every hardware. // for example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a // 256x8192 atlas (won't work anywhere). ERR_FAIL_COND(p_rects.size()==0); Vector<_EditorAtlasWorkRect> wrects; wrects.resize(p_rects.size()); for(int i=0;i results; for(int i=0;i<=12;i++) { int w = 1< hmax; hmax.resize(w); for(int j=0;j w) { ofs=0; } int from_y=0; for(int k=0;k from_y) from_y=hmax[ofs+k]; } wrects[j].p.x=ofs; wrects[j].p.y=from_y; int end_h = from_y+wrects[j].s.height; int end_w = ofs+wrects[j].s.width; if (ofs==0) limit_h=end_h; for(int k=0;k max_h) max_h=end_h; if (end_w > max_w) max_w=end_w; //if (ofs==0 || end_h>limit_h ) //while h limit not reched, keep stacking ofs+=wrects[j].s.width; } _EditorAtlasWorkRectResult result; result.result=wrects; result.max_h=max_h; result.max_w=max_w; results.push_back(result); } //find the result with the best aspect ratio int best=-1; float best_aspect=1e20; for(int i=0;iw ? h/w : w/h; if (aspect < best_aspect) { best=i; best_aspect=aspect; } } r_result.resize(p_rects.size()); for(int i=0;i