首页 > 代码库 > 【Unity3D】【NGUI】Atlas的动态创建
【Unity3D】【NGUI】Atlas的动态创建
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NGUI版本号:3.6.5
1、參见SZUIAtlasMakerRuntimeTest设置对应的值以上值须要提前设置好
2、没有检查是否atlas可以正确创建。自己可以改,增加返回值
3、代码都是在NGUI里面拷贝出来的。仅仅是进行修改。没有新代码
4、适用与那种从网上下图片。之后还不想用UITexture的人,可是还是建议用UITexture假设drawcall不是问题的话
5、自己以后更新按我的方式改改就能够
6、动态创建速度较慢,建议在游戏启动的时候执行
7、游戏时能够将创建的atlas保存到可写文件夹。避免每次都新创建
SZUIAtlasMakerRuntimeTest.cs
using UnityEngine; using System.Collections; public class SZUIAtlasMakerRuntimeTest : MonoBehaviour { public Texture2D[] texs; public UISprite sprite; private UIAtlas atlas; void Start () { SZUIAtlasMakerRuntime.atlasTrimming = true; SZUIAtlasMakerRuntime.atlasPMA = atlas != null ?atlas.premultipliedAlpha : false; SZUIAtlasMakerRuntime.unityPacking = false; SZUIAtlasMakerRuntime.atlasPadding = 1; SZUIAtlasMakerRuntime.allow4096 = true; SZUIAtlasMakerRuntime.UITexturePacker.forceSquareAtlas = true; if (atlas == null) { atlas = this.gameObject.AddComponent<UIAtlas>(); } string lastName = string.Empty; foreach (var tex in texs) { SZUIAtlasMakerRuntime.AddOrUpdate(atlas, tex); lastName = tex.name; } sprite.atlas = atlas; sprite.spriteName = lastName; } }
SZUIAtlasMakerRuntime.cs
using UnityEngine; using System.Collections; using System.Collections.Generic; public class SZUIAtlasMakerRuntime { public static bool atlasTrimming = true; public static bool atlasPMA = false; public static bool unityPacking = false; public static int atlasPadding = 1; public static bool allow4096 = true; public class SpriteEntry : UISpriteData { // Sprite texture -- original texture or a temporary texture public Texture2D tex; // Whether the texture is temporary and should be deleted public bool temporaryTexture = false; } /// <summary> /// Used to sort the sprites by pixels used /// </summary> static int Compare (SpriteEntry a, SpriteEntry b) { // A is null b is not b is greater so put it at the front of the list if (a == null && b != null) return 1; // A is not null b is null a is greater so put it at the front of the list if (a != null && b == null) return -1; // Get the total pixels used for each sprite int aPixels = a.width * a.height; int bPixels = b.width * b.height; if (aPixels > bPixels) return -1; else if (aPixels < bPixels) return 1; return 0; } /// <summary> /// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed. /// </summary> static bool PackTextures (Texture2D tex, List<SpriteEntry> sprites) { Texture2D[] textures = new Texture2D[sprites.Count]; Rect[] rects; #if UNITY_3_5 || UNITY_4_0 int maxSize = 4096; #else int maxSize = SystemInfo.maxTextureSize; #endif #if UNITY_ANDROID || UNITY_IPHONE maxSize = Mathf.Min(maxSize, allow4096 ? 4096 : 2048); #endif if (unityPacking) { for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex; rects = tex.PackTextures(textures, atlasPadding, maxSize); } else { sprites.Sort(Compare); for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex; rects = UITexturePacker.PackTextures(tex, textures, 4, 4, atlasPadding, maxSize); } for (int i = 0; i < sprites.Count; ++i) { Rect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true); // Make sure that we don‘t shrink the textures if (Mathf.RoundToInt(rect.width) != textures[i].width) return false; SpriteEntry se = sprites[i]; se.x = Mathf.RoundToInt(rect.x); se.y = Mathf.RoundToInt(rect.y); se.width = Mathf.RoundToInt(rect.width); se.height = Mathf.RoundToInt(rect.height); } return true; } static public void AddOrUpdate (UIAtlas atlas, Texture2D tex) { if (atlas != null && tex != null) { List<Texture> textures = new List<Texture>(); textures.Add(tex); List<SpriteEntry> sprites = CreateSprites(textures); ExtractSprites(atlas, sprites); UpdateAtlas(atlas, sprites); } } /// <summary> /// Update the sprite atlas, keeping only the sprites that are on the specified list. /// </summary> static public void UpdateAtlas (UIAtlas atlas, List<SpriteEntry> sprites) { if (sprites.Count > 0) { // Combine all sprites into a single texture and save it if (UpdateTexture(atlas, sprites)) { // Replace the sprites within the atlas ReplaceSprites(atlas, sprites); } // Release the temporary textures ReleaseSprites(sprites); return; } else { atlas.spriteList.Clear(); NGUITools.Destroy(atlas.spriteMaterial.mainTexture); atlas.spriteMaterial.mainTexture = null; } atlas.MarkAsChanged(); } /// <summary> /// Add a new sprite to the atlas, given the texture it‘s coming from and the packed rect within the atlas. /// </summary> static public UISpriteData AddSprite (List<UISpriteData> sprites, SpriteEntry se) { // See if this sprite already exists foreach (UISpriteData sp in sprites) { if (sp.name == se.name) { sp.CopyFrom(se); return sp; } } UISpriteData sprite = new UISpriteData(); sprite.CopyFrom(se); sprites.Add(sprite); return sprite; } /// <summary> /// Create a list of sprites using the specified list of textures. /// </summary> /// static public List<SpriteEntry> CreateSprites (List<Texture> textures) { List<SpriteEntry> list = new List<SpriteEntry>(); foreach (Texture tex in textures) { Texture2D oldTex = tex as Texture2D; // If we aren‘t doing trimming, just use the texture as-is if (!atlasTrimming && !atlasPMA) { SpriteEntry sprite = new SpriteEntry(); sprite.SetRect(0, 0, oldTex.width, oldTex.height); sprite.tex = oldTex; sprite.name = oldTex.name; sprite.temporaryTexture = false; list.Add(sprite); continue; } // If we want to trim transparent pixels, there is more work to be done Color32[] pixels = oldTex.GetPixels32(); int xmin = oldTex.width; int xmax = 0; int ymin = oldTex.height; int ymax = 0; int oldWidth = oldTex.width; int oldHeight = oldTex.height; // Find solid pixels if (atlasTrimming) { for (int y = 0, yw = oldHeight; y < yw; ++y) { for (int x = 0, xw = oldWidth; x < xw; ++x) { Color32 c = pixels[y * xw + x]; if (c.a != 0) { if (y < ymin) ymin = y; if (y > ymax) ymax = y; if (x < xmin) xmin = x; if (x > xmax) xmax = x; } } } } else { xmin = 0; xmax = oldWidth - 1; ymin = 0; ymax = oldHeight - 1; } int newWidth = (xmax - xmin) + 1; int newHeight = (ymax - ymin) + 1; if (newWidth > 0 && newHeight > 0) { SpriteEntry sprite = new SpriteEntry(); sprite.x = 0; sprite.y = 0; sprite.width = oldTex.width; sprite.height = oldTex.height; // If the dimensions match, then nothing was actually trimmed if (!atlasPMA && (newWidth == oldWidth && newHeight == oldHeight)) { sprite.tex = oldTex; sprite.name = oldTex.name; sprite.temporaryTexture = false; } else { // Copy the non-trimmed texture data into a temporary buffer Color32[] newPixels = new Color32[newWidth * newHeight]; for (int y = 0; y < newHeight; ++y) { for (int x = 0; x < newWidth; ++x) { int newIndex = y * newWidth + x; int oldIndex = (ymin + y) * oldWidth + (xmin + x); if (atlasPMA) newPixels[newIndex] = NGUITools.ApplyPMA(pixels[oldIndex]); else newPixels[newIndex] = pixels[oldIndex]; } } // Create a new texture sprite.temporaryTexture = true; sprite.name = oldTex.name; sprite.tex = new Texture2D(newWidth, newHeight); sprite.tex.SetPixels32(newPixels); sprite.tex.Apply(); // Remember the padding offset sprite.SetPadding(xmin, ymin, oldWidth - newWidth - xmin, oldHeight - newHeight - ymin); } list.Add(sprite); } } return list; } /// <summary> /// Release all temporary textures created for the sprites. /// </summary> static public void ReleaseSprites (List<SpriteEntry> sprites) { foreach (SpriteEntry se in sprites) { if (se.temporaryTexture) { NGUITools.Destroy(se.tex); se.tex = null; } } Resources.UnloadUnusedAssets(); } /// <summary> /// Replace the sprites within the atlas. /// </summary> static public void ReplaceSprites (UIAtlas atlas, List<SpriteEntry> sprites) { // Get the list of sprites we‘ll be updating List<UISpriteData> spriteList = atlas.spriteList; List<UISpriteData> kept = new List<UISpriteData>(); // Run through all the textures we added and add them as sprites to the atlas for (int i = 0; i < sprites.Count; ++i) { SpriteEntry se = sprites[i]; UISpriteData sprite = AddSprite(spriteList, se); kept.Add(sprite); } // Remove unused sprites for (int i = spriteList.Count; i > 0; ) { UISpriteData sp = spriteList[--i]; if (!kept.Contains(sp)) spriteList.RemoveAt(i); } // Sort the sprites so that they are alphabetical within the atlas atlas.SortAlphabetically(); atlas.MarkAsChanged(); } /// <summary> /// Extract the specified sprite from the atlas. /// </summary> /// static public SpriteEntry ExtractSprite (UIAtlas atlas, string spriteName) { if (atlas.texture == null) return null; UISpriteData sd = atlas.GetSprite(spriteName); if (sd == null) return null; Texture2D tex = atlas.texture as Texture2D; SpriteEntry se = ExtractSprite(sd, tex); return se; } /// <summary> /// Extract the specified sprite from the atlas texture. /// </summary> static SpriteEntry ExtractSprite (UISpriteData es, Texture2D tex) { return (tex != null) ? ExtractSprite(es, tex.GetPixels32(), tex.width, tex.height) : null; } /// <summary> /// Extract the specified sprite from the atlas texture. /// </summary> static SpriteEntry ExtractSprite (UISpriteData es, Color32[] oldPixels, int oldWidth, int oldHeight) { int xmin = Mathf.Clamp(es.x, 0, oldWidth); int ymin = Mathf.Clamp(es.y, 0, oldHeight); int xmax = Mathf.Min(xmin + es.width, oldWidth - 1); int ymax = Mathf.Min(ymin + es.height, oldHeight - 1); int newWidth = Mathf.Clamp(es.width, 0, oldWidth); int newHeight = Mathf.Clamp(es.height, 0, oldHeight); if (newWidth == 0 || newHeight == 0) return null; Color32[] newPixels = new Color32[newWidth * newHeight]; for (int y = 0; y < newHeight; ++y) { int cy = ymin + y; if (cy > ymax) cy = ymax; for (int x = 0; x < newWidth; ++x) { int cx = xmin + x; if (cx > xmax) cx = xmax; int newIndex = (newHeight - 1 - y) * newWidth + x; int oldIndex = (oldHeight - 1 - cy) * oldWidth + cx; newPixels[newIndex] = oldPixels[oldIndex]; } } // Create a new sprite SpriteEntry sprite = new SpriteEntry(); sprite.CopyFrom(es); sprite.SetRect(0, 0, newWidth, newHeight); sprite.temporaryTexture = true; sprite.tex = new Texture2D(newWidth, newHeight); sprite.tex.SetPixels32(newPixels); sprite.tex.Apply(); return sprite; } /// <summary> /// Extract sprites from the atlas, adding them to the list. /// </summary> static public void ExtractSprites (UIAtlas atlas, List<SpriteEntry> finalSprites) { Texture2D tex = atlas.texture as Texture2D; if (tex != null) { Color32[] pixels = null; int width = tex.width; int height = tex.height; List<UISpriteData> sprites = atlas.spriteList; float count = sprites.Count; int index = 0; foreach (UISpriteData es in sprites) { bool found = false; foreach (SpriteEntry fs in finalSprites) { if (es.name == fs.name) { fs.CopyBorderFrom(es); found = true; break; } } if (!found) { if (pixels == null) pixels = tex.GetPixels32(); SpriteEntry sprite = ExtractSprite(es, pixels, width, height); if (sprite != null) finalSprites.Add(sprite); } } } } static public bool UpdateTexture (UIAtlas atlas, List<SpriteEntry> sprites) { // Get the texture for the atlas Texture2D tex = atlas.texture as Texture2D; bool newTexture = tex == null; if (newTexture) { // Create a new texture for the atlas tex = new Texture2D(1, 1, TextureFormat.ARGB32, false); } // Pack the sprites into this texture if (PackTextures(tex, sprites) && tex != null) { // Update the atlas texture if (newTexture) { if (atlas.spriteMaterial == null) { Shader shader = Shader.Find(atlasPMA ?"Unlit/Premultiplied Colored" : "Unlit/Transparent Colored"); atlas.spriteMaterial = new Material(shader); } atlas.spriteMaterial.mainTexture = tex; ReleaseSprites(sprites); } return true; } else { return false; } } // save as ngui‘s public class UITexturePacker { // sz modify public static bool forceSquareAtlas = true; public int binWidth = 0; public int binHeight = 0; public bool allowRotations; public List<Rect> usedRectangles = new List<Rect>(); public List<Rect> freeRectangles = new List<Rect>(); public enum FreeRectChoiceHeuristic { RectBestShortSideFit, //< -BSSF: Positions the rectangle against the short side of a free rectangle into which it fits the best. RectBestLongSideFit, //< -BLSF: Positions the rectangle against the long side of a free rectangle into which it fits the best. RectBestAreaFit, //< -BAF: Positions the rectangle into the smallest free rect into which it fits. RectBottomLeftRule, //< -BL: Does the Tetris placement. RectContactPointRule //< -CP: Choosest the placement where the rectangle touches other rects as much as possible. }; public UITexturePacker (int width, int height, bool rotations) { Init(width, height, rotations); } public void Init (int width, int height, bool rotations) { binWidth = width; binHeight = height; allowRotations = rotations; Rect n = new Rect(); n.x = 0; n.y = 0; n.width = width; n.height = height; usedRectangles.Clear(); freeRectangles.Clear(); freeRectangles.Add(n); } private struct Storage { public Rect rect; public bool paddingX; public bool paddingY; } public static Rect[] PackTextures (Texture2D texture, Texture2D[] textures, int width, int height, int padding, int maxSize) { if (width > maxSize && height > maxSize) return null; if (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; } // Force square by sizing up // sz modify //if (NGUISettings.forceSquareAtlas) if (forceSquareAtlas) { if (width > height) height = width; else if (height > width) width = height; } UITexturePacker bp = new UITexturePacker(width, height, false); Storage[] storage = new Storage[textures.Length]; for (int i = 0; i < textures.Length; i++) { Texture2D tex = textures[i]; if (!tex) continue; Rect rect = new Rect(); int xPadding = 1; int yPadding = 1; for (xPadding = 1; xPadding >= 0; --xPadding) { for (yPadding = 1; yPadding >= 0; --yPadding) { rect = bp.Insert(tex.width + (xPadding * padding), tex.height + (yPadding * padding), UITexturePacker.FreeRectChoiceHeuristic.RectBestAreaFit); if (rect.width != 0 && rect.height != 0) break; // After having no padding if it still doesn‘t fit -- increase texture size. else if (xPadding == 0 && yPadding == 0) { return PackTextures(texture, textures, width * (width <= height ? 2 : 1), height * (height < width ? 2 : 1), padding, maxSize); } } if (rect.width != 0 && rect.height != 0) break; } storage[i] = new Storage(); storage[i].rect = rect; storage[i].paddingX = (xPadding != 0); storage[i].paddingY = (yPadding != 0); } texture.Resize(width, height); texture.SetPixels(new Color[width * height]); // The returned rects Rect[] rects = new Rect[textures.Length]; for (int i = 0; i < textures.Length; i++) { Texture2D tex = textures[i]; if (!tex) continue; Rect rect = storage[i].rect; int xPadding = (storage[i].paddingX ? padding : 0); int yPadding = (storage[i].paddingY ? padding : 0); Color[] colors = tex.GetPixels(); // Would be used to rotate the texture if need be. if (rect.width != tex.width + xPadding) { Color[] newColors = tex.GetPixels(); for (int x = 0; x < rect.width; x++) { for (int y = 0; y < rect.height; y++) { int prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width; newColors[x + y * (int)rect.width] = colors[prevIndex]; } } colors = newColors; } texture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width - xPadding, (int)rect.height - yPadding, colors); rect.x /= width; rect.y /= height; rect.width = (rect.width - xPadding) / width; rect.height = (rect.height - yPadding) / height; rects[i] = rect; } texture.Apply(); return rects; } public Rect Insert (int width, int height, FreeRectChoiceHeuristic method) { Rect newNode = new Rect(); int score1 = 0; // Unused in this function. We don‘t need to know the score after finding the position. int score2 = 0; switch (method) { case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break; case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break; case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1); break; case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break; case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break; } if (newNode.height == 0) return newNode; int numRectanglesToProcess = freeRectangles.Count; for (int i = 0; i < numRectanglesToProcess; ++i) { if (SplitFreeNode(freeRectangles[i], ref newNode)) { freeRectangles.RemoveAt(i); --i; --numRectanglesToProcess; } } PruneFreeList(); usedRectangles.Add(newNode); return newNode; } public void Insert (List<Rect> rects, List<Rect> dst, FreeRectChoiceHeuristic method) { dst.Clear(); while (rects.Count > 0) { int bestScore1 = int.MaxValue; int bestScore2 = int.MaxValue; int bestRectIndex = -1; Rect bestNode = new Rect(); for (int i = 0; i < rects.Count; ++i) { int score1 = 0; int score2 = 0; Rect newNode = ScoreRect((int)rects[i].width, (int)rects[i].height, method, ref score1, ref score2); if (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2)) { bestScore1 = score1; bestScore2 = score2; bestNode = newNode; bestRectIndex = i; } } if (bestRectIndex == -1) return; PlaceRect(bestNode); rects.RemoveAt(bestRectIndex); } } void PlaceRect (Rect node) { int numRectanglesToProcess = freeRectangles.Count; for (int i = 0; i < numRectanglesToProcess; ++i) { if (SplitFreeNode(freeRectangles[i], ref node)) { freeRectangles.RemoveAt(i); --i; --numRectanglesToProcess; } } PruneFreeList(); usedRectangles.Add(node); } Rect ScoreRect (int width, int height, FreeRectChoiceHeuristic method, ref int score1, ref int score2) { Rect newNode = new Rect(); score1 = int.MaxValue; score2 = int.MaxValue; switch (method) { case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break; case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break; case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1); score1 = -score1; // Reverse since we are minimizing, but for contact point score bigger is better. break; case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break; case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break; } // Cannot fit the current rectangle. if (newNode.height == 0) { score1 = int.MaxValue; score2 = int.MaxValue; } return newNode; } /// Computes the ratio of used surface area. public float Occupancy () { ulong usedSurfaceArea = 0; for (int i = 0; i < usedRectangles.Count; ++i) usedSurfaceArea += (uint)usedRectangles[i].width * (uint)usedRectangles[i].height; return (float)usedSurfaceArea / (binWidth * binHeight); } Rect FindPositionForNewNodeBottomLeft (int width, int height, ref int bestY, ref int bestX) { Rect bestNode = new Rect(); //memset(bestNode, 0, sizeof(Rect)); bestY = int.MaxValue; for (int i = 0; i < freeRectangles.Count; ++i) { // Try to place the rectangle in upright (non-flipped) orientation. if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) { int topSideY = (int)freeRectangles[i].y + height; if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].y; bestNode.width = width; bestNode.height = height; bestY = topSideY; bestX = (int)freeRectangles[i].x; } } if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) { int topSideY = (int)freeRectangles[i].y + width; if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].y; bestNode.width = height; bestNode.height = width; bestY = topSideY; bestX = (int)freeRectangles[i].x; } } } return bestNode; } Rect FindPositionForNewNodeBestShortSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit) { Rect bestNode = new Rect(); //memset(&bestNode, 0, sizeof(Rect)); bestShortSideFit = int.MaxValue; for (int i = 0; i < freeRectangles.Count; ++i) { // Try to place the rectangle in upright (non-flipped) orientation. if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) { int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width); int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height); int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert); if (shortSideFit < bestShortSideFit || (shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].y; bestNode.width = width; bestNode.height = height; bestShortSideFit = shortSideFit; bestLongSideFit = longSideFit; } } if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) { int flippedLeftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height); int flippedLeftoverVert = Mathf.Abs((int)freeRectangles[i].height - width); int flippedShortSideFit = Mathf.Min(flippedLeftoverHoriz, flippedLeftoverVert); int flippedLongSideFit = Mathf.Max(flippedLeftoverHoriz, flippedLeftoverVert); if (flippedShortSideFit < bestShortSideFit || (flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].y; bestNode.width = height; bestNode.height = width; bestShortSideFit = flippedShortSideFit; bestLongSideFit = flippedLongSideFit; } } } return bestNode; } Rect FindPositionForNewNodeBestLongSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit) { Rect bestNode = new Rect(); //memset(&bestNode, 0, sizeof(Rect)); bestLongSideFit = int.MaxValue; for (int i = 0; i < freeRectangles.Count; ++i) { // Try to place the rectangle in upright (non-flipped) orientation. if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) { int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width); int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height); int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert); if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].y; bestNode.width = width; bestNode.height = height; bestShortSideFit = shortSideFit; bestLongSideFit = longSideFit; } } if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) { int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height); int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width); int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert); if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].y; bestNode.width = height; bestNode.height = width; bestShortSideFit = shortSideFit; bestLongSideFit = longSideFit; } } } return bestNode; } Rect FindPositionForNewNodeBestAreaFit (int width, int height, ref int bestAreaFit, ref int bestShortSideFit) { Rect bestNode = new Rect(); //memset(&bestNode, 0, sizeof(Rect)); bestAreaFit = int.MaxValue; for (int i = 0; i < freeRectangles.Count; ++i) { int areaFit = (int)freeRectangles[i].width * (int)freeRectangles[i].height - width * height; // Try to place the rectangle in upright (non-flipped) orientation. if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) { int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width); int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height); int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].y; bestNode.width = width; bestNode.height = height; bestShortSideFit = shortSideFit; bestAreaFit = areaFit; } } if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) { int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height); int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width); int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit)) { bestNode.x = freeRectangles[i].x; bestNode.y = freeRectangles[i].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. int CommonIntervalLength (int i1start, int i1end, int i2start, int i2end) { if (i1end < i2start || i2end < i1start) return 0; return Mathf.Min(i1end, i2end) - Mathf.Max(i1start, i2start); } int ContactPointScoreNode (int x, int y, int width, int height) { int score = 0; if (x == 0 || x + width == binWidth) score += height; if (y == 0 || y + height == binHeight) score += width; for (int i = 0; i < usedRectangles.Count; ++i) { if (usedRectangles[i].x == x + width || usedRectangles[i].x + usedRectangles[i].width == x) score += CommonIntervalLength((int)usedRectangles[i].y, (int)usedRectangles[i].y + (int)usedRectangles[i].height, y, y + height); if (usedRectangles[i].y == y + height || usedRectangles[i].y + usedRectangles[i].height == y) score += CommonIntervalLength((int)usedRectangles[i].x, (int)usedRectangles[i].x + (int)usedRectangles[i].width, x, x + width); } return score; } Rect FindPositionForNewNodeContactPoint (int width, int height, ref int bestContactScore) { Rect bestNode = new Rect(); //memset(&bestNode, 0, sizeof(Rect)); bestContactScore = -1; for (int i = 0; i < freeRectangles.Count; ++i) { // Try to place the rectangle in upright (non-flipped) orientation. if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) { int score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, width, height); if (score > bestContactScore) { bestNode.x = (int)freeRectangles[i].x; bestNode.y = (int)freeRectangles[i].y; bestNode.width = width; bestNode.height = height; bestContactScore = score; } } if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) { int score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, height, width); if (score > bestContactScore) { bestNode.x = (int)freeRectangles[i].x; bestNode.y = (int)freeRectangles[i].y; bestNode.width = height; bestNode.height = width; bestContactScore = score; } } } return bestNode; } bool SplitFreeNode (Rect freeNode, ref Rect usedNode) { // 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; 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) { Rect newNode = freeNode; newNode.height = usedNode.y - newNode.y; freeRectangles.Add(newNode); } // New node at the bottom side of the used node. if (usedNode.y + usedNode.height < freeNode.y + freeNode.height) { Rect newNode = freeNode; newNode.y = usedNode.y + usedNode.height; newNode.height = freeNode.y + freeNode.height - (usedNode.y + usedNode.height); freeRectangles.Add(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) { Rect newNode = freeNode; newNode.width = usedNode.x - newNode.x; freeRectangles.Add(newNode); } // New node at the right side of the used node. if (usedNode.x + usedNode.width < freeNode.x + freeNode.width) { Rect newNode = freeNode; newNode.x = usedNode.x + usedNode.width; newNode.width = freeNode.x + freeNode.width - (usedNode.x + usedNode.width); freeRectangles.Add(newNode); } } return true; } void PruneFreeList () { for (int i = 0; i < freeRectangles.Count; ++i) for (int j = i + 1; j < freeRectangles.Count; ++j) { if (IsContainedIn(freeRectangles[i], freeRectangles[j])) { freeRectangles.RemoveAt(i); --i; break; } if (IsContainedIn(freeRectangles[j], freeRectangles[i])) { freeRectangles.RemoveAt(j); --j; } } } bool IsContainedIn (Rect a, Rect b) { 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; } } }
【Unity3D】【NGUI】Atlas的动态创建