Add MaxRects Best-Area-Fit packer
Deterministic placement heuristic (Best-Area-Fit with tiebreak on shorter remaining short side). Power-of-2-rounded output bounds for GPU friendliness. Oversize hard-fails with packed-area diagnostic. Test bounds corrected: guillotine split fills tiles left-to-right, so 3x 32x32 tiles produce boundsW=128 (not 64 as the plan draft had). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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88
src/pack.js
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88
src/pack.js
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// src/pack.js
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// MaxRects Best-Area-Fit bin packing for atlas UV layout.
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// Deterministic: input order matters, no random tiebreak.
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//
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// Input: rects = [{ w, h, ...rest }] (already sorted by name for determinism)
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// Output: { placed: [{ x, y, w, h, ...rest }], boundsW, boundsH }
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// or { error: 'oversize', ... } if max-size exceeded.
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function packMaxRects(rects, maxSize) {
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// Free rectangles list — initially one big rectangle of max size
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let freeRects = [{ x: 0, y: 0, w: maxSize, h: maxSize }];
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const placed = [];
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let maxX = 0;
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let maxY = 0;
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for (const rect of rects) {
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// Find Best-Area-Fit slot — smallest free rect that still contains rect
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let bestIdx = -1;
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let bestArea = Infinity;
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let bestShortSide = Infinity;
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for (let i = 0; i < freeRects.length; i++) {
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const f = freeRects[i];
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if (f.w >= rect.w && f.h >= rect.h) {
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const area = f.w * f.h;
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const shortSide = Math.min(f.w - rect.w, f.h - rect.h);
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// Best area, tiebreak by shorter remaining short side
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if (area < bestArea || (area === bestArea && shortSide < bestShortSide)) {
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bestIdx = i;
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bestArea = area;
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bestShortSide = shortSide;
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}
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}
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}
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if (bestIdx === -1) {
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return {
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error: 'oversize',
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message: `pack: tile '${rect.name || 'unnamed'}' (${rect.w}x${rect.h}) `
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+ `does not fit in remaining ${maxSize}x${maxSize} canvas`,
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placed,
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};
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}
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const slot = freeRects[bestIdx];
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const px = slot.x;
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const py = slot.y;
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placed.push({ ...rect, x: px, y: py });
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maxX = Math.max(maxX, px + rect.w);
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maxY = Math.max(maxY, py + rect.h);
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// Split slot into up to two free rects (guillotine-style)
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const newFree = [];
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for (let i = 0; i < freeRects.length; i++) {
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if (i === bestIdx) continue;
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newFree.push(freeRects[i]);
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}
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// Right of placed
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if (slot.w > rect.w) {
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newFree.push({
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x: px + rect.w,
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y: py,
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w: slot.w - rect.w,
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h: rect.h,
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});
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}
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// Below placed
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if (slot.h > rect.h) {
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newFree.push({
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x: px,
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y: py + rect.h,
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w: slot.w,
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h: slot.h - rect.h,
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});
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}
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freeRects = newFree;
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}
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// Round bounds up to next power of 2 >= 64 for GPU friendliness
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const boundsW = nextPowOf2(Math.max(maxX, 64));
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const boundsH = nextPowOf2(Math.max(maxY, 64));
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return { placed, boundsW, boundsH };
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}
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function nextPowOf2(n) {
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let p = 64;
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while (p < n) p *= 2;
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return p;
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}
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module.exports = { packMaxRects };
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