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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
296 lines
8.2 KiB
C++
296 lines
8.2 KiB
C++
/*************************************************************************/
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/* editor_atlas_packer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor_atlas_packer.h"
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void EditorAtlasPacker::_plot_triangle(Ref<BitMap> p_bitmap, Vector2i *vertices) {
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int width = p_bitmap->get_size().width;
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int height = p_bitmap->get_size().height;
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int x[3];
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int y[3];
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for (int j = 0; j < 3; j++) {
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x[j] = vertices[j].x;
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y[j] = vertices[j].y;
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}
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// sort the points vertically
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if (y[1] > y[2]) {
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SWAP(x[1], x[2]);
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SWAP(y[1], y[2]);
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}
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if (y[0] > y[1]) {
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SWAP(x[0], x[1]);
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SWAP(y[0], y[1]);
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}
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if (y[1] > y[2]) {
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SWAP(x[1], x[2]);
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SWAP(y[1], y[2]);
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}
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double dx_far = double(x[2] - x[0]) / (y[2] - y[0] + 1);
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double dx_upper = double(x[1] - x[0]) / (y[1] - y[0] + 1);
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double dx_low = double(x[2] - x[1]) / (y[2] - y[1] + 1);
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double xf = x[0];
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double xt = x[0] + dx_upper; // if y[0] == y[1], special case
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for (int yi = y[0]; yi <= (y[2] > height - 1 ? height - 1 : y[2]); yi++) {
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if (yi >= 0) {
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for (int xi = (xf > 0 ? int(xf) : 0); xi <= (xt < width ? xt : width - 1); xi++) {
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//pixels[int(x + y * width)] = color;
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p_bitmap->set_bit(Point2(xi, yi), true);
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}
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for (int xi = (xf < width ? int(xf) : width - 1); xi >= (xt > 0 ? xt : 0); xi--) {
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p_bitmap->set_bit(Point2(xi, yi), true);
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}
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}
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xf += dx_far;
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if (yi < y[1])
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xt += dx_upper;
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else
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xt += dx_low;
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}
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}
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void EditorAtlasPacker::chart_pack(Vector<Chart> &charts, int &r_width, int &r_height, int p_atlas_max_size, int p_cell_resolution) {
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int divide_by = MIN(64, p_cell_resolution);
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Vector<PlottedBitmap> bitmaps;
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int max_w = 0;
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for (int i = 0; i < charts.size(); i++) {
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const Chart &chart = charts[i];
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//generate aabb
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Rect2i aabb;
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int vertex_count = chart.vertices.size();
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const Vector2 *vertices = chart.vertices.ptr();
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for (int j = 0; j < vertex_count; j++) {
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if (j == 0) {
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aabb.position = vertices[j];
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} else {
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aabb.expand_to(vertices[j]);
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}
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}
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Ref<BitMap> src_bitmap;
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src_bitmap.instance();
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src_bitmap->create(aabb.size / divide_by);
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int w = src_bitmap->get_size().width;
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int h = src_bitmap->get_size().height;
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//plot triangles, using divisor
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for (int j = 0; j < chart.faces.size(); j++) {
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Vector2i v[3];
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for (int k = 0; k < 3; k++) {
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Vector2 vtx = chart.vertices[chart.faces[j].vertex[k]];
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vtx -= aabb.position;
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vtx /= divide_by;
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v[k] = vtx;
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}
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_plot_triangle(src_bitmap, v);
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}
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//src_bitmap->convert_to_image()->save_png("bitmap" + itos(i) + ".png");
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//grow by 1 for each side
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int bmw = src_bitmap->get_size().width + 2;
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int bmh = src_bitmap->get_size().height + 2;
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int heights_size = -1;
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bool transpose = false;
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if (chart.can_transpose && bmh > bmw) {
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heights_size = bmh;
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transpose = true;
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} else {
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heights_size = bmw;
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}
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max_w = MAX(max_w, heights_size);
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Vector<int> top_heights;
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Vector<int> bottom_heights;
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top_heights.resize(heights_size);
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bottom_heights.resize(heights_size);
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for (int x = 0; x < heights_size; x++) {
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top_heights.write[x] = -1;
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bottom_heights.write[x] = 0x7FFFFFFF;
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}
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for (int x = 0; x < bmw; x++) {
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for (int y = 0; y < bmh; y++) {
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bool found_pixel = false;
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for (int lx = x - 1; lx < x + 2 && !found_pixel; lx++) {
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for (int ly = y - 1; ly < y + 2 && !found_pixel; ly++) {
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int px = lx - 1;
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if (px < 0 || px >= w)
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continue;
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int py = ly - 1;
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if (py < 0 || py >= h)
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continue;
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if (src_bitmap->get_bit(Vector2(px, py))) {
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found_pixel = true;
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}
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}
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}
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if (found_pixel) {
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if (transpose) {
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if (x > top_heights[y]) {
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top_heights.write[y] = x;
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}
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if (x < bottom_heights[y]) {
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bottom_heights.write[y] = x;
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}
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} else {
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if (y > top_heights[x]) {
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top_heights.write[x] = y;
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}
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if (y < bottom_heights[x]) {
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bottom_heights.write[x] = y;
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}
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}
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}
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}
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}
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String row;
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for (int j = 0; j < top_heights.size(); j++) {
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row += "(" + itos(top_heights[j]) + "-" + itos(bottom_heights[j]) + "),";
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}
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PlottedBitmap plotted_bitmap;
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plotted_bitmap.offset = aabb.position;
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plotted_bitmap.top_heights = top_heights;
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plotted_bitmap.bottom_heights = bottom_heights;
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plotted_bitmap.chart_index = i;
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plotted_bitmap.transposed = transpose;
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plotted_bitmap.area = bmw * bmh;
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bitmaps.push_back(plotted_bitmap);
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}
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bitmaps.sort();
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int atlas_max_width = nearest_power_of_2_templated(p_atlas_max_size) / divide_by;
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int atlas_w = nearest_power_of_2_templated(max_w);
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int atlas_h;
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while (true) {
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atlas_h = 0;
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//do a tetris
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Vector<int> heights;
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heights.resize(atlas_w);
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for (int i = 0; i < atlas_w; i++) {
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heights.write[i] = 0;
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}
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int *atlas_ptr = heights.ptrw();
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for (int i = 0; i < bitmaps.size(); i++) {
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int best_height = 0x7FFFFFFF;
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int best_height_offset = -1;
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int w = bitmaps[i].top_heights.size();
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const int *top_heights = bitmaps[i].top_heights.ptr();
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const int *bottom_heights = bitmaps[i].bottom_heights.ptr();
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for (int j = 0; j < atlas_w - w; j++) {
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int height = 0;
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for (int k = 0; k < w; k++) {
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int pixmap_h = bottom_heights[k];
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if (pixmap_h == -1) {
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continue; //no pixel here, anything is fine
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}
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int h = MAX(0, atlas_ptr[j + k] - pixmap_h);
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if (h > height) {
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height = h;
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}
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}
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if (height < best_height) {
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best_height = height;
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best_height_offset = j;
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}
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}
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for (int j = 0; j < w; j++) { //add
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if (top_heights[j] == -1) { //unused
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continue;
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}
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int height = best_height + top_heights[j] + 1;
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atlas_ptr[j + best_height_offset] = height;
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atlas_h = MAX(atlas_h, height);
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}
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// set
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Vector2 offset = bitmaps[i].offset;
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if (bitmaps[i].transposed) {
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SWAP(offset.x, offset.y);
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}
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Vector2 final_pos = Vector2(best_height_offset * divide_by, best_height * divide_by) + Vector2(divide_by, divide_by) - offset;
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charts.write[bitmaps[i].chart_index].final_offset = final_pos;
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charts.write[bitmaps[i].chart_index].transposed = bitmaps[i].transposed;
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}
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if (atlas_h <= atlas_w * 2 || atlas_w >= atlas_max_width) {
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break; //ok this one is enough
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}
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//try again
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atlas_w *= 2;
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}
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r_width = atlas_w * divide_by;
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r_height = atlas_h * divide_by;
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}
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