Function rectangle_pack::pack_rects
source · pub fn pack_rects<RectToPlaceId: Debug + Hash + PartialEq + Eq + Clone + Ord + PartialOrd, BinId: Debug + Hash + PartialEq + Eq + Clone + Ord + PartialOrd, GroupId: Debug + Hash + PartialEq + Eq + Clone + Ord + PartialOrd>(
rects_to_place: &GroupedRectsToPlace<RectToPlaceId, GroupId>,
target_bins: &mut BTreeMap<BinId, TargetBin>,
box_size_heuristic: &BoxSizeHeuristicFn,
more_suitable_containers_fn: &ComparePotentialContainersFn
) -> Result<RectanglePackOk<RectToPlaceId, BinId>, RectanglePackError>
Expand description
Determine how to fit a set of incoming rectangles (2d or 3d) into a set of target bins.
Example
//! A basic example of packing rectangles into target bins
use rectangle_pack::{
GroupedRectsToPlace,
RectToInsert,
pack_rects,
TargetBin,
volume_heuristic,
contains_smallest_box
};
use std::collections::BTreeMap;
// A rectangle ID just needs to meet these trait bounds (ideally also Copy).
// So you could use a String, PathBuf, or any other type that meets these
// trat bounds. You do not have to use a custom enum.
#[derive(Debug, Hash, PartialEq, Eq, Clone, Ord, PartialOrd)]
enum MyCustomRectId {
RectOne,
RectTwo,
RectThree,
}
// A target bin ID just needs to meet these trait bounds (ideally also Copy)
// So you could use a u32, &str, or any other type that meets these
// trat bounds. You do not have to use a custom enum.
#[derive(Debug, Hash, PartialEq, Eq, Clone, Ord, PartialOrd)]
enum MyCustomBinId {
DestinationBinOne,
DestinationBinTwo,
}
// A placement group just needs to meet these trait bounds (ideally also Copy).
//
// Groups allow you to ensure that a set of rectangles will be placed
// into the same bin. If this isn't possible an error is returned.
//
// Groups are optional.
//
// You could use an i32, &'static str, or any other type that meets these
// trat bounds. You do not have to use a custom enum.
#[derive(Debug, Hash, PartialEq, Eq, Clone, Ord, PartialOrd)]
enum MyCustomGroupId {
GroupIdOne
}
let mut rects_to_place = GroupedRectsToPlace::new();
rects_to_place.push_rect(
MyCustomRectId::RectOne,
Some(vec![MyCustomGroupId::GroupIdOne]),
RectToInsert::new(10, 20, 255)
);
rects_to_place.push_rect(
MyCustomRectId::RectTwo,
Some(vec![MyCustomGroupId::GroupIdOne]),
RectToInsert::new(5, 50, 255)
);
rects_to_place.push_rect(
MyCustomRectId::RectThree,
None,
RectToInsert::new(30, 30, 255)
);
let mut target_bins = BTreeMap::new();
target_bins.insert(MyCustomBinId::DestinationBinOne, TargetBin::new(2048, 2048, 255));
target_bins.insert(MyCustomBinId::DestinationBinTwo, TargetBin::new(4096, 4096, 1020));
// Information about where each `MyCustomRectId` was placed
let rectangle_placements = pack_rects(
&rects_to_place,
&mut target_bins,
&volume_heuristic,
&contains_smallest_box
).unwrap();
Algorithm
The algorithm was originally inspired by rectpack2D and then modified to work in 3D.
TODO:
Optimize - plenty of room to remove clones and duplication .. etc