Editor
UITexturePacker.cs
/*
Based on the Public Domain MaxRectsBinPack.cpp source by Jukka Jylnki
https://github.com/juj/RectangleBinPack/
Ported to C# by Sven Magnus
This version is also public domain - do whatever you want with it.
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public clast UITexturePacker
{
public int binWidth = 0;
public int binHeight = 0;
public bool allowRotations;
public List usedRectangles = new List();
public List freeRectangles = new List();
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
if (NGUISettings.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];
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