Begin homegrown algorithm implementation
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.gitignore
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*.sln.iml
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17
SpritePacker.sln
Normal file
17
SpritePacker.sln
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@ -0,0 +1,17 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
|
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# Visual Studio 2012
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpritePacker", "SpritePacker\SpritePacker.csproj", "{6EF47B64-1920-4827-BEEF-B262D5A2D214}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x86 = Debug|x86
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{6EF47B64-1920-4827-BEEF-B262D5A2D214}.Debug|x86.ActiveCfg = Debug|x86
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EndGlobalSection
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EndGlobal
|
238
SpritePacker/Packer.cs
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238
SpritePacker/Packer.cs
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@ -0,0 +1,238 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Security.Cryptography;
|
||||
using System.IO;
|
||||
using System.Configuration;
|
||||
using System.Drawing.Text;
|
||||
|
||||
namespace SpritePacker
|
||||
{
|
||||
public class Packer
|
||||
{
|
||||
private List<Sprite> sprites = new List<Sprite>();
|
||||
|
||||
public Packer()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Add(Sprite sprite)
|
||||
{
|
||||
sprites.Add(sprite);
|
||||
}
|
||||
public bool Remove(Sprite sprite)
|
||||
{
|
||||
return sprites.Remove(sprite);
|
||||
}
|
||||
|
||||
public void Arrange()
|
||||
{
|
||||
List<Sprite> arrangedSprites = new List<Sprite>();
|
||||
foreach(Sprite cspr in sprites)
|
||||
{
|
||||
Point scanLines = Point.Empty;
|
||||
Point nextScanLines = scanLines;
|
||||
while(true)
|
||||
{
|
||||
if (!cspr.IntersectsWith(arrangedSprites))
|
||||
break;
|
||||
|
||||
// Scan along the X axis
|
||||
cspr.Area.X = 0;
|
||||
cspr.Area.Y = scanLines.Y;
|
||||
|
||||
bool foundPosition = false;
|
||||
while(cspr.Area.X < scanLines.X)
|
||||
{
|
||||
if (!cspr.IntersectsWith(arrangedSprites))
|
||||
{
|
||||
foundPosition = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Get the edge furthest to the right
|
||||
List<Sprite> problems = cspr.GetIntersectors(arrangedSprites);
|
||||
Sprite rightProblem = problems[0];
|
||||
foreach (Sprite probSpr in problems)
|
||||
if (probSpr.Area.Right > rightProblem.Area.Right)
|
||||
rightProblem = probSpr;
|
||||
|
||||
// Move up to the position furthest to the right
|
||||
// NOTE: We may need to add one here.
|
||||
cspr.Area.X = furthestRightPos + 1;
|
||||
|
||||
}
|
||||
|
||||
if (!foundPosition)
|
||||
{
|
||||
// We didn't find anything along the x axis - let's scan the y axis next
|
||||
cspr.Area.X = scanLines.X;
|
||||
cspr.Area.Y = 0;
|
||||
while (cspr.Area.Y < scanLines.Y)
|
||||
{
|
||||
if (!cspr.IntersectsWith(arrangedSprites))
|
||||
{
|
||||
foundPosition = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Get the edge furthest downwards
|
||||
List<Sprite> problems = cspr.GetIntersectors(arrangedSprites);
|
||||
Sprite downProblem = problems[0];
|
||||
foreach (Sprite probSpr in problems)
|
||||
if (probSpr.Area.Bottom > downProblem.Area.Bottom)
|
||||
downProblem = probSpr;
|
||||
|
||||
// Move up to the position furthest downwards
|
||||
cspr.Area.Y = downProblem.Area.Bottom + 1;
|
||||
}
|
||||
}
|
||||
|
||||
// If we found a new position, then we don't need to move the scan lines up and try again
|
||||
if (foundPosition)
|
||||
break;
|
||||
|
||||
|
||||
}
|
||||
if (cspr.IntersectsWith(arrangedSprites))
|
||||
{
|
||||
// We have a conflict! Let's move it to try and sort this out.
|
||||
List<Sprite> problemSprites = cspr.GetIntersectors(arrangedSprites);
|
||||
// Find the problem sprite closest to (0, 0)
|
||||
Sprite mainProblem = problemSprites[0];
|
||||
foreach (Sprite pSpr in problemSprites) {
|
||||
if ((pSpr.Area.X < mainProblem.Area.X && pSpr.Area.Y <= mainProblem.Area.Y) ||
|
||||
(pSpr.Area.Y < mainProblem.Area.Y && pSpr.Area.X <= mainProblem.Area.X))
|
||||
mainProblem = pSpr;
|
||||
}
|
||||
|
||||
Point scanBox = new Point(mainProblem.Area.X, mainProblem.Area.Y);
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
arrangedSprites.Add(cspr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class Sprite
|
||||
{
|
||||
private Rectangle area;
|
||||
private string filename;
|
||||
|
||||
public Rectangle Area
|
||||
{
|
||||
get { return area; }
|
||||
set { area = value; }
|
||||
}
|
||||
public string Filename
|
||||
{
|
||||
get { return filename; }
|
||||
set { filename = value; }
|
||||
}
|
||||
|
||||
public Sprite(string inFilename)
|
||||
{
|
||||
Filename = inFilename;
|
||||
// TODO: Fill in the area automagically based on the given image
|
||||
throw new NotImplementedException("Todo: Fill in the area automagically based on the given image");
|
||||
}
|
||||
|
||||
public static int GetLargestSize(List<Sprite> sprList)
|
||||
{
|
||||
int largestSoFar = 0;
|
||||
foreach(Sprite spr in sprList)
|
||||
{
|
||||
if (spr.Area.Width > largestSoFar)
|
||||
largestSoFar = spr.Area.Width;
|
||||
}
|
||||
}
|
||||
|
||||
public List<Sprite> GetIntersectors(List<Sprite> spriteList)
|
||||
{
|
||||
List<Sprite> result = new List<Sprite>();
|
||||
foreach(Sprite spr in spriteList)
|
||||
{
|
||||
if (spr.IntersectsWith(this))
|
||||
result.Add(spr);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
public List<Sprite> GetIntersectorsX(List<Sprite> spriteList)
|
||||
{
|
||||
List<Sprite> result = new List<Sprite>();
|
||||
foreach(Sprite spr in spriteList)
|
||||
{
|
||||
if (spr.IntersectsWithX(this))
|
||||
result.Add(spr);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
public List<Sprite> GetIntersectorsY(List<Sprite> spriteList)
|
||||
{
|
||||
List<Sprite> result = new List<Sprite>();
|
||||
foreach(Sprite spr in spriteList)
|
||||
{
|
||||
if (spr.IntersectsWithY(this))
|
||||
result.Add(spr);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public bool IntersectsWith(List<Sprite> otherSprites)
|
||||
{
|
||||
foreach (Sprite spr in otherSprites)
|
||||
{
|
||||
if (IntersectsWith(spr))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
public bool IntersectsWith(Sprite otherSprite)
|
||||
{
|
||||
return otherSprite.Area.IntersectsWith(Area);
|
||||
}
|
||||
|
||||
public bool IntersectsWithX(List<Sprite> otherSprites)
|
||||
{
|
||||
foreach (Sprite spr in otherSprites)
|
||||
{
|
||||
if (IntersectsWithX(spr))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
public bool IntersectsWithY(List<Sprite> otherSprites)
|
||||
{
|
||||
foreach (Sprite spr in otherSprites)
|
||||
{
|
||||
if (IntersectsWithY(spr))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IntersectsWithX(Sprite otherSprite)
|
||||
{
|
||||
if(Area.Right > otherSprite.Area.X &&
|
||||
Area.X < otherSprite.Area.Right)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
public bool IntersectsWithY(Sprite otherSprite)
|
||||
{
|
||||
if(Area.Bottom > otherSprite.Area.Y &&
|
||||
Area.Y < otherSprite.Area.Bottom)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
12
SpritePacker/Program.cs
Normal file
12
SpritePacker/Program.cs
Normal file
|
@ -0,0 +1,12 @@
|
|||
using System;
|
||||
|
||||
namespace SpritePacker
|
||||
{
|
||||
class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
Console.WriteLine("Hello World!");
|
||||
}
|
||||
}
|
||||
}
|
27
SpritePacker/Properties/AssemblyInfo.cs
Normal file
27
SpritePacker/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,27 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
// Information about this assembly is defined by the following attributes.
|
||||
// Change them to the values specific to your project.
|
||||
|
||||
[assembly: AssemblyTitle("SpritePacker")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("")]
|
||||
[assembly: AssemblyCopyright("Starbeamrainbowlabs")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
|
||||
// The form "{Major}.{Minor}.*" will automatically update the build and revision,
|
||||
// and "{Major}.{Minor}.{Build}.*" will update just the revision.
|
||||
|
||||
[assembly: AssemblyVersion("1.0.*")]
|
||||
|
||||
// The following attributes are used to specify the signing key for the assembly,
|
||||
// if desired. See the Mono documentation for more information about signing.
|
||||
|
||||
//[assembly: AssemblyDelaySign(false)]
|
||||
//[assembly: AssemblyKeyFile("")]
|
||||
|
42
SpritePacker/SpritePacker.csproj
Normal file
42
SpritePacker/SpritePacker.csproj
Normal file
|
@ -0,0 +1,42 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProjectGuid>{6EF47B64-1920-4827-BEEF-B262D5A2D214}</ProjectGuid>
|
||||
<OutputType>Exe</OutputType>
|
||||
<RootNamespace>SpritePacker</RootNamespace>
|
||||
<AssemblyName>SpritePacker</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Externalconsole>true</Externalconsole>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Externalconsole>true</Externalconsole>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Drawing" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Packer.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
Loading…
Reference in a new issue