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Python

#!/usr/bin/env python
#
# Copyright 2012 Johannes 'josch' Schauer <j.schauer@email.de>
#
# This file is part of Sisyphus.
#
# Sisyphus is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Sisyphus is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Sisyphus. If not, see <http://www.gnu.org/licenses/>.
# inspired by Jake Gordon's bin-packing algorithm
# https://github.com/jakesgordon/bin-packing/blob/master/js/packer.js
# http://codeincomplete.com/posts/2011/5/7/bin_packing/
# Jake Gordon was inspired by Jim Scott's solution on how to pack lightmaps
# http://www.blackpawn.com/texts/lightmaps/default.html
import random
# rounds to the next biggest even number
def roundeven(num):
return (num+1)/2*2
def arrange_in_layer(abin, pwidth, pheight, rot_article=False):
# articles are longer than wider
# default rotation: width: x-direction
# height: y-direction
layer = list()
rest = list()
root = {'x': 0, 'y': 0,
'width': pwidth, 'height': pheight,
'article': None,
'down': None,
'right': None}
# traverse the tree until a node is found that is big enough for article
# with size width x height and return this node or None if not found
def find_node(root, width, height):
if root is None:
return None
elif root['article']:
return (find_node(root['right'], width, height)
or find_node(root['down'], width, height))
elif width <= root['width'] and height <= root['height']:
return root
else:
return None
# after finding a node where an article fits, put article into the node and
# create childnodes
def split_node(node, width, height, article):
node['article'] = article
node['article']['PlacePosition']['X'] = node['x']+width/2
node['article']['PlacePosition']['Y'] = node['y']+height/2
if node['width'] > 0 and node['height']-height > 0:
node['down'] = {'x': node['x'], 'y': node['y']+height,
'width': node['width'],
'height': node['height']-height,
'article': None,
'down': None,
'right': None}
else:
node['down'] = None
if node['width']-width > 0 and height > 0:
node['right'] = {'x': node['x']+width, 'y': node['y'],
'width': node['width']-width,
'height': height,
'article': None,
'down': None,
'right': None}
else:
node['right'] = None
return node
# for each article in abin, check and place article at a node. If it doesnt
# fit, try to rotate. If it still doesnt fit, append to rest
for article in abin:
# output format only accepts integer positions, round article sizes up
# to even numbers
owidth, oheight = article['Article']['Length'], article['Article']['Width']
if rot_article:
article['Orientation'] = 2
width, height = roundeven(oheight), roundeven(owidth)
else:
article['Orientation'] = 1
width, height = roundeven(owidth), roundeven(oheight)
node = find_node(root, width, height)
if (node):
node = split_node(node, width, height, article)
else:
# rotate article
# output format only accepts integer positions, round article sizes up
# to even numbers
if rot_article:
article['Orientation'] = 1
width, height = roundeven(owidth), roundeven(oheight)
else:
article['Orientation'] = 2
width, height = roundeven(oheight), roundeven(owidth)
node = find_node(root, width, height)
if (node):
node = split_node(node, width, height, article)
else:
# rotate back
if rot_article:
article['Orientation'] = 2
else:
article['Orientation'] = 1
rest.append(article)
# gather all articles that were
def find_articles(node):
if not node['article']:
return
layer.append(node['article'])
if node['right']:
find_articles(node['right'])
if node['down']:
find_articles(node['down'])
find_articles(root)
return root, layer, rest
# generate a list of random articles of three different type
# each type is of the same size and color
# numbers of articles of each type linearly depend on their area
# articles are generated with more width that height
def generate_bin():
abin = []
for i in 1,2,3:
w, h = random.randint(20,150), random.randint(20,150)
if h > w:
w, h = h, w
color = random.randint(0,255), random.randint(0,255), random.randint(0,255)
for j in range(200000/(w*h)):
abin.append({'x':0, 'y':0, 'width':w, 'height':h, 'color':color})
return abin
# given a node tree with articles inside, spread them out over the full
# available area evenly
def spread_articles(root):
def get_width(article):
if article['Orientation'] == 1:
return article['Article']['Length']
else:
return article['Article']['Width']
def get_height(article):
if article['Orientation'] == 1:
return article['Article']['Width']
else:
return article['Article']['Length']
# get only nodes on the left branch of the tree. This is all nodes below
def get_down_nodes(node):
if node is None or not node['article']:
return []
else:
return [node] + get_down_nodes(node['down'])
# move this node and its whole subtree down
def move_tree_down(node, y):
if not node['article']:
return
node['article']['PlacePosition']['Y'] += y
if node['right']:
move_tree_down(node['right'], y)
if node['down']:
move_tree_down(node['down'], y)
# for each child on the very left, spread vertically and adjust subtree y
# position accordingly
def spread_vertically(node):
downnodes = get_down_nodes(node)
# process innermost nodes before outer nodes
for n in downnodes:
if n['right']:
spread_vertically(n['right'])
if len(downnodes) == 0:
return
elif len(downnodes) == 1:
# arrange them in the center of parent
# treat the article height as even and round the gap size to the
# next smallest even number
gap = (node['height']-roundeven(get_height(downnodes[0]['article'])))/4*2
move_tree_down(node, gap)
else:
# get the sum of all heights of the leftmodes articles as if they
# had even heights
sumdownnodes = sum([roundeven(get_height(n['article'])) for n in downnodes])
# do some fancy math to figure out even gap sizes between
# the nodes
d, m = divmod((node['height']-sumdownnodes)/2, len(downnodes)-1)
gaps = (m)*[(d+1)*2]+((len(downnodes)-1)-m)*[d*2]
# iteratively move trees down by vgap except for first row
for node, gap in zip(downnodes[1:], gaps):
move_tree_down(node, gap)
# for a given node, return a tuple consisting of a list of nodes that
# make out the longest row in horizontal direction and a list of nodes that
# start a shorter end
def get_max_horiz_nodes(node):
if node is None or not node['article']:
return [], []
elif node['down'] and node['down']['article']:
# if the node has an article below, check out the rightbranch
rightbranch, sr = get_max_horiz_nodes(node['right'])
rightbranch = [node] + rightbranch
# as well as the down branch
downbranch, sd = get_max_horiz_nodes(node['down'])
# get information about the last article in each branch
ar = rightbranch[len(rightbranch)-1]['article']
ad = downbranch[len(downbranch)-1]['article']
# and return as the first tuple entry the branch that stretches the
# longest while having as the second tuple entry the nodes that
# were dismissed as starting shorter branches
if ar['PlacePosition']['X']+get_width(ar)/2 > ad['PlacePosition']['X']+get_width(ad)/2:
return rightbranch, sr+[downbranch[0]]
else:
return downbranch, sd+[rightbranch[0]]
else:
# if there is no article below, just recursively call itself on the
# next node to the right
rightbranch, short = get_max_horiz_nodes(node['right'])
return [node] + rightbranch, short
# move a node and the article inside to the right and reduce node width
# recursively call for children
def move_tree_right(node, x):
if not node['article']:
return
node['article']['PlacePosition']['X'] += x
node['x'] += x
node['width'] -= x
if node['right']:
move_tree_right(node['right'], x)
if node['down']:
move_tree_right(node['down'], x)
# for each child on the very right, spread horizontally and adjust subtree
# x position accordingly
def spread_horizontally(node):
maxhoriznodes, short = get_max_horiz_nodes(node['right'])
maxhoriznodes = [node] + maxhoriznodes
if len(maxhoriznodes) == 0:
return
elif len(maxhoriznodes) == 1:
# arrange them in the center of parent
# treat article width as even and round the gap size to the next
# smallest even number
gap = (node['width']-roundeven(get_width(maxhoriznodes[0]['article'])))/4*2
maxhoriznodes[0]['article']['PlacePosition']['X'] += gap
else:
# get the sum of all widths of the articles that make the longest
# row of articles as if they had even widths
summaxhoriznodes= sum([roundeven(get_width(n['article'])) for n in maxhoriznodes])
# do some fancy math to figure out even gap sizes between the nodes
d, m = divmod((node['width']-summaxhoriznodes)/2, len(maxhoriznodes)-1)
gaps = (m)*[(d+1)*2]+((len(maxhoriznodes)-1)-m)*[d*2]
# iteratively move trees right by hgap except for first node
for node, gap in zip(maxhoriznodes[1:], gaps):
move_tree_right(node, gap)
# recursively call for all nodes starting a shorter subtree
for node in short:
spread_horizontally(node)
# spread nodes vertically
spread_vertically(root)
# and horizontally
for node in get_down_nodes(root):
spread_horizontally(node)
# sanity checks
def sanity_check(layer):
def intersects(a1, a2):
return (a1['x'] < a2['x']+a2['width']
and a1['x']+a1['width'] > a2['x']
and a1['y'] < a2['y']+a2['height']
and a1['y']+a1['height'] > a2['y'])
odds = list()
overhangs = list()
inters = list()
for article1 in layer:
if (article1['x']%2 != 0
or article1['y']%2 != 0):
odds.append(article1)
if (article1['x'] < 0
or article1['y'] < 0
or article1['x']+article1['width'] > pwidth
or article1['y']+article1['height'] > pheight):
overhangs.append(article1)
for article2 in layer:
if article1 == article2:
continue
if intersects(article1, article2):
inters.append((article1, article2))
for odd in odds:
print "odd:", odd
for overhang in overhangs:
print "overhang:", overhang
for inter in inters:
print "intersect:", inter
if len(odds) or len(overhangs) or len(inters):
print layer
exit(1)
# draw layer of articles
def draw_layer(filename, layer):
import svg
scene = svg.Scene(filename, (pwidth, pheight))
for a in layer:
scene.add(svg.Rectangle((a['x'], a['y']),(a['width'], a['height']),a['color']))
scene.write()
# return all articles in a node tree
def find_articles(node):
if node is None or not node['article']:
return []
else:
return [node['article']] + find_articles(node['right']) + find_articles(node['down'])
if __name__ == "__main__":
abin = generate_bin()
pwidth, pheight = 800, 600
abin = sorted(abin, key=lambda article: article['width']*article['height'], reverse=True)
root, layer, rest = arrange_in_layer(abin, pwidth, pheight)
draw_layer('test1', layer)
spread_articles(root)
layer = find_articles(root)
draw_layer('test2', layer)
sanity_check(layer)