forked from bartvdbraak/blender
498 lines
14 KiB
Python
498 lines
14 KiB
Python
'''
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# 2D Box packing function used by archimap
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# packs any list of 2d boxes into a square and returns a list of packed boxes.
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# Example of usage.
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import boxpack2d
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# Build boxe list.
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# the unique ID is not used.
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# just the width and height.
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boxes2Pack = []
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anyUniqueID = 0; w = 2.2; h = 3.8
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boxes2Pack.append([anyUniqueID, w,h])
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anyUniqueID = 1; w = 4.1; h = 1.2
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boxes2Pack.append([anyUniqueID, w,h])
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anyUniqueID = 2; w = 5.2; h = 9.2
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boxes2Pack.append([anyUniqueID, w,h])
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anyUniqueID = 3; w = 8.3; h = 7.3
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boxes2Pack.append([anyUniqueID, w,h])
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anyUniqueID = 4; w = 1.1; h = 5.1
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boxes2Pack.append([anyUniqueID, w,h])
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anyUniqueID = 5; w = 2.9; h = 8.1
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boxes2Pack.append([anyUniqueID, w,h])
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anyUniqueID = 6; w = 4.2; h = 6.2
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boxes2Pack.append([anyUniqueID, w,h])
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# packedLs is a list of [(anyUniqueID, left, bottom, width, height)...]
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packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack)
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'''
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from Blender import NMesh, Window, Object, Scene
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'''
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def debug_(x,y,z):
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ob = Object.New("Empty")
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ob.loc= x,y,z
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Scene.GetCurrent().link(ob)
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'''
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# a box packing vert
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class vt:
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def __init__(self, x,y):
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self.x, self.y = x, y
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self.free = 15
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# Set flags so cant test bottom left of 0/0
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#~ BLF = 1; TRF = 2; TLF = 4; BRF = 8
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#self.users = [] # A list of boxes.
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# Rather then users, store Quadrents
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self.blb = self.tlb = self.brb = self.trb = None
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# A hack to remember the box() that last intersectec this vert
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self.intersectCache = ([], [], [], [])
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class vertList:
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def __init__(self, verts=[]):
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self.verts = verts
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def sortCorner(self,w,h):
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'''
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Sorts closest first. - uses the box w/h as a bias,
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this makes it so its less likely to have lots of poking out bits
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that use too much
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Lambada based sort
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'''
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# self.verts.sort(lambda A, B: cmp(max(A.x+w, A.y+h) , max(B.x+w, B.y+h))) # Reverse area sort
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try: self.verts.sort(key = lambda b: max(b.x+w, b.y+h) ) # Reverse area sort
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except: self.verts.sort(lambda A, B: cmp(max(A.x+w, A.y+h) , max(B.x+w, B.y+h))) # Reverse area sort
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class box:
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def __init__(self, width, height, id=None):
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self.id= id
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self.area = width * height # real area
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self.farea = width + height # fake area
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#self.farea = float(min(width, height)) / float(max(width, height)) # fake area
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self.width = width
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self.height = height
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# Append 4 new verts
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# (BL,TR,TL,BR) / 0,1,2,3
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self.v=v= [vt(0,0), vt(width,height), vt(0,height), vt(width,0)]
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# Set the interior quadrents as used.
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v[0].free &= ~TRF
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v[1].free &= ~BLF
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v[2].free &= ~BRF
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v[3].free &= ~TLF
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#for v in self.v:
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# v.users.append(self)
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v[0].trb = self
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v[1].blb = self
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v[2].brb = self
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v[3].tlb = self
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def updateV34(self):
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'''
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Updates verts 3 & 4 from 1 and 2
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since 3 and 4 are only there foill need is resizing/ rotating of patterns on the fly while I painr new box placement
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but may be merged later with other verts
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'''
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self.v[TL].x = self.v[BL].x
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self.v[TL].y = self.v[TR].y
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self.v[BR].x = self.v[TR].x
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self.v[BR].y = self.v[BL].y
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def setLeft(self, lft):
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self.v[TR].x = lft + self.v[TR].x - self.v[BL].x
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self.v[BL].x = lft
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# update othere verts
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self.updateV34()
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def setRight(self, rgt):
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self.v[BL].x = rgt - (self.v[TR].x - self.v[BL].x)
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self.v[TR].x = rgt
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self.updateV34()
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def setBottom(self, btm):
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self.v[TR].y = btm + self.v[TR].y - self.v[BL].y
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self.v[BL].y = btm
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self.updateV34()
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def setTop(self, tp):
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self.v[BL].y = tp - (self.v[TR].y - self.v[BL].y)
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self.v[TR].y = tp
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self.updateV34()
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def getLeft(self):
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return self.v[BL].x
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def getRight(self):
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return self.v[TR].x
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def getBottom(self):
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return self.v[BL].y
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def getTop(self):
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return self.v[TR].y
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def overlapAll(self, boxLs, intersectCache): # Flag index lets us know which quadere
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''' Returns none, meaning it didnt overlap any new boxes '''
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v= self.v
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if v[BL].x < 0:
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return True
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elif v[BL].y < 0:
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return True
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else:
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bIdx = len(intersectCache)
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while bIdx:
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bIdx-=1
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b = intersectCache[bIdx]
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if not ( v[TR].y <= b.v[BL].y or\
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v[BL].y >= b.v[TR].y or\
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v[BL].x >= b.v[TR].x or\
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v[TR].x <= b.v[BL].x ):
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return True # Intersection with existing box
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#return 0 # Must keep looking
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for b in boxLs.boxes:
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if not (v[TR].y <= b.v[BL].y or\
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v[BL].y >= b.v[TR].y or\
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v[BL].x >= b.v[TR].x or\
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v[TR].x <= b.v[BL].x ):
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return b # Intersection with new box.
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return False
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def place(self, vert, quad):
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'''
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Place the box on the free quadrent of the vert
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'''
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if quad == BLF:
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self.setRight(vert.x)
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self.setTop(vert.y)
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elif quad == TRF:
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self.setLeft(vert.x)
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self.setBottom(vert.y)
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elif quad == TLF:
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self.setRight(vert.x)
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self.setBottom(vert.y)
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elif quad == BRF:
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self.setLeft(vert.x)
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self.setTop(vert.y)
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# Trys to lock a box onto another box's verts
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# cleans up double verts after
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def tryVert(self, boxes, baseVert):
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for flagIndex, freeQuad in enumerate(quadFlagLs):
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#print 'Testing ', self.width
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if baseVert.free & freeQuad:
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self.place(baseVert, freeQuad)
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overlapBox = self.overlapAll(boxes, baseVert.intersectCache[flagIndex])
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if overlapBox is False: # There is no overlap
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baseVert.free &= ~freeQuad # Removes quad
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# Appends all verts but the one that matches. this removes the need for remove doubles
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for vIdx in (0,1,2,3): # (BL,TR,TL,BR) / 0,1,2,3
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self_v= self.v[vIdx] # shortcut
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if not (self_v.x == baseVert.x and self_v.y == baseVert.y):
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boxList.packedVerts.verts.append(self_v)
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else:
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baseVert.free &= self_v.free # make sure the that any unfree areas are wiped.
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# Inherit used boxes from old verts
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if self_v.blb: baseVert.blb = self_v.blb
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if self_v.brb: baseVert.brb = self_v.brb #print 'inherit2'
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if self_v.tlb: baseVert.tlb = self_v.tlb #print 'inherit3'
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if self_v.trb: baseVert.trb = self_v.trb #print 'inherit4'
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self.v[vIdx] = baseVert
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# Logical checking for used verts by compares box sized and works out verts that may be free.
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# Verticle
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if baseVert.tlb and baseVert.trb and\
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(self == baseVert.tlb or self == baseVert.trb):
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if baseVert.tlb.height > baseVert.trb.height:
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baseVert.trb.v[TL].free &= ~(TLF|BLF)
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elif baseVert.tlb.height < baseVert.trb.height:
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baseVert.tlb.v[TR].free &= ~(TRF|BRF)
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else: # same
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baseVert.tlb.v[TR].free &= ~BLF
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baseVert.trb.v[TL].free &= ~BRF
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elif baseVert.blb and baseVert.brb and\
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(self == baseVert.blb or self == baseVert.brb):
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if baseVert.blb.height > baseVert.brb.height:
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baseVert.brb.v[BL].free &= ~(TLF|BLF)
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elif baseVert.blb.height < baseVert.brb.height:
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baseVert.blb.v[BR].free &= ~(TRF|BRF)
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else: # same
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baseVert.blb.v[BR].free &= ~TRF
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baseVert.brb.v[BL].free &= ~TLF
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# Horizontal
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if baseVert.tlb and baseVert.blb and\
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(self == baseVert.tlb or self == baseVert.blb):
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if baseVert.tlb.width > baseVert.blb.width:
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baseVert.blb.v[TL].free &= ~(TLF|TRF)
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elif baseVert.tlb.width < baseVert.blb.width:
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baseVert.tlb.v[BL].free &= ~(BLF|BRF)
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else: # same
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baseVert.blb.v[TL].free &= ~TRF
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baseVert.tlb.v[BL].free &= ~BRF
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elif baseVert.trb and baseVert.brb and\
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(self == baseVert.trb or self == baseVert.brb):
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if baseVert.trb.width > baseVert.brb.width:
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baseVert.brb.v[TR].free &= ~(TRF|TRF)
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elif baseVert.trb.width < baseVert.brb.width:
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baseVert.trb.v[BR].free &= ~(BLF|BRF)
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else: # same
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baseVert.brb.v[TR].free &= ~TLF
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baseVert.trb.v[BR].free &= ~BLF
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# END LOGICAL VREE SIZE REMOVAL
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return 1 # Working
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# We have a box that intersects that quadrent.
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elif overlapBox is not False and overlapBox is not True: # True is used for a box thats alredt in the freq list or out of bounds error.
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# There was an overlap, add this box to the verts list
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#quadFlagLs = (BLF,BRF,TLF,TRF)
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baseVert.intersectCache[flagIndex].append(overlapBox)
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# Limit the cache size
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if len(baseVert.intersectCache[flagIndex]) > 8:
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del baseVert.intersectCache[flagIndex][0]
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return 0
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class boxList:
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#Global vert pool, stores used lists
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packedVerts = vertList() # will be vertList()
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def __init__(self, boxes):
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self.boxes = boxes
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# keep a running update of the width and height so we know the area
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# initialize with first box, fixes but where we whwere only packing 1 box
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# At the moment we only start with 1 box so the code below will loop over 1. but thats ok.
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width = height = 0.0
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if boxes:
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for b in boxes:
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if width < b.width: width= b.width
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if height < b.height: height= b.height
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self.width= width
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self.height= height
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# boxArea is the total area of all boxes in the list,
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# can be used with packArea() to determine waistage.
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self.boxArea = 0 # incremented with addBox()
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# Just like MyBoxLs.boxes.append(), but sets bounds
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def addBoxPack(self, box):
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'''Adds the box to the boxlist and resized the main bounds and adds area. '''
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self.width = max(self.width, box.getRight())
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self.height = max(self.height, box.getTop())
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self.boxArea += box.area
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# iterate through these
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#~ quadFlagLs = (1,8,4,2)
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#~ # Flags for vert idx used quads
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#~ BLF = 1; TRF = 2; TLF = 4; BRF = 8
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#~ quadFlagLs = (BLF,BRF,TLF,TRF)
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# Look through all the free vert quads and see if there are some we can remove
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#
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for v in box.v:
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# Is my bottom being used.
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if v.free & BLF and v.free & BRF: # BLF and BRF
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for b in self.boxes:
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if b.v[TR].y == v.y:
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if b.v[TR].x > v.x:
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if b.v[BL].x < v.x:
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v.free &= ~(BLF|BRF) # Removes quad
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# Is my left being used.
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if v.free & BLF and v.free & TLF:
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for b in self.boxes:
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if b.v[TR].x == v.x:
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if b.v[TR].y > v.y:
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if b.v[BL].y < v.y:
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v.free &= ~(BLF|TLF) # Removes quad
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if v.free & TRF and v.free & TLF:
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# Is my top being used.
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for b in self.boxes:
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if b.v[BL].y == v.y:
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if b.v[TR].x > v.x:
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if b.v[BL].x < v.x:
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v.free &= ~(TLF|TRF) # Removes quad
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# Is my right being used.
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if v.free & TRF and v.free & BRF:
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for b in self.boxes:
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if b.v[BL].x == v.x:
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if b.v[TR].y > v.y:
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if b.v[BL].y < v.y:
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v.free &= ~(BRF|TRF) # Removes quad
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self.boxes.append(box)
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# Just like MyBoxLs.boxes.append(), but sets bounds
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def addBox(self, box):
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self.boxes.append(box)
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self.boxArea += box.area
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# The area of the backing bounds.
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def packedArea(self):
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return self.width * self.height
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# Sort boxes by area
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def sortArea(self):
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try: self.boxes.sort(key=lambda b: b.area )
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except: self.boxes.sort(lambda A, B: cmp(A.area, B.area) )
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# BLENDER only
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def draw(self):
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m = NMesh.GetRaw()
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for b in self.boxes:
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z = min(b.width, b.height ) / max(b.width, b.height )
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#z = b.farea
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#z=0
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f = NMesh.Face()
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m.verts.append(NMesh.Vert(b.getLeft(), b.getBottom(), z))
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f.v.append(m.verts[-1])
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m.verts.append(NMesh.Vert(b.getRight(), b.getBottom(), z))
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f.v.append(m.verts[-1])
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m.verts.append(NMesh.Vert(b.getRight(), b.getTop(), z))
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f.v.append(m.verts[-1])
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m.verts.append(NMesh.Vert(b.getLeft(), b.getTop(), z))
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f.v.append(m.verts[-1])
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m.faces.append(f)
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NMesh.PutRaw(m, 's')
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Window.Redraw(1)
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def pack(self):
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self.sortArea()
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if not self.boxes:
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return
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packedboxes = boxList([self.boxes[-1]])
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# Remove verts we KNOW cant be added to
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unpackedboxes = self.boxes[:-1]
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# Start with this box, the biggest box
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boxList.packedVerts.verts.extend(packedboxes.boxes[0].v)
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while unpackedboxes: # != [] - while the list of unpacked boxes is not empty.
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freeBoxIdx = len(unpackedboxes)
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while freeBoxIdx:
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freeBoxIdx-=1
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freeBoxContext= unpackedboxes[freeBoxIdx]
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# Sort the verts with this boxes dimensions as a bias, so less poky out bits are made.
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boxList.packedVerts.sortCorner(freeBoxContext.width, freeBoxContext.height)
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vertIdx = 0
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for baseVert in boxList.packedVerts.verts:
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if baseVert.free: # != 0
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# This will lock the box if its possibel
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if freeBoxContext.tryVert(packedboxes, baseVert):
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packedboxes.addBoxPack( unpackedboxes.pop(freeBoxIdx) ) # same as freeBoxContext. but may as well pop at the same time.
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freeBoxIdx = -1
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break
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freeBoxIdx +=1
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boxList.packedVerts.verts = [] # Free the list, so it dosent use ram between runs.
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self.width = packedboxes.width
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self.height = packedboxes.height
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#
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def list(self):
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''' Once packed, return a list of all boxes as a list of tuples - (X/Y/WIDTH/HEIGHT) '''
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return [(b.id, b.getLeft(), b.getBottom(), b.width, b.height ) for b in self.boxes]
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''' Define all globals here '''
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# vert IDX's, make references easier to understand.
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BL = 0; TR = 1; TL = 2; BR = 3
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# iterate through these
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# Flags for vert idx used quads
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BLF = 1; TRF = 2; TLF = 4; BRF = 8
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quadFlagLs = (BLF,BRF,TLF,TRF)
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# Packs a list w/h's into box types and places then #Iter times
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def boxPackIter(boxLs, iter=1, draw=0):
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iterIdx = 0
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bestArea = None
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# Iterate over packing the boxes to get the best FIT!
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while iterIdx < iter:
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myBoxLs = boxList([])
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for b in boxLs:
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myBoxLs.addBox( box(b[1], b[2], b[0]) ) # w/h/id
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myBoxLs.pack()
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# myBoxLs.draw() # Draw as we go?
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newArea = myBoxLs.packedArea()
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#print 'pack test %s of %s, area:%.2f' % (iterIdx, iter, newArea)
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# First time?
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if bestArea == None:
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bestArea = newArea
|
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bestBoxLs = myBoxLs
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elif newArea < bestArea:
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bestArea = newArea
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bestBoxLs = myBoxLs
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iterIdx+=1
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|
|
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if draw:
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bestBoxLs.draw()
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|
|
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#print 'best area: %.4f, %.2f%% efficient' % (bestArea, (float(bestBoxLs.boxArea) / (bestArea+0.000001))*100)
|
|
|
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return bestBoxLs.width, bestBoxLs.height, bestBoxLs.list() |