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internal/bsp: Fix algorithm
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@ -50,6 +50,19 @@ func (n *Node) Region() (x, y, width, height int) {
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return n.x, n.y, n.width, n.height
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}
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// square returns a float value indicating how much the given rectangle is close to a square.
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// If the given rectangle is square, this return 1 (maximum value).
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// Otherwise, this returns a value in [0, 1).
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func square(width, height int) float64 {
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if width == 0 && height == 0 {
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return 0
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}
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if width <= height {
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return float64(width) / float64(height)
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}
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return float64(height) / float64(width)
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}
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func (n *Node) alloc(width, height int) *Node {
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if n.width < width || n.height < height {
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return nil
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@ -62,7 +75,7 @@ func (n *Node) alloc(width, height int) *Node {
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n.used = true
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return n
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}
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if n.height == height || (n.width != width && width <= height) {
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if square(n.width-width, n.height) >= square(n.width, n.height-height) {
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// Split vertically
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n.child0 = &Node{
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x: n.x,
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@ -91,9 +91,9 @@ func TestBSP(t *testing.T) {
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{0, 400, 50, 50},
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{100, 0, 200, 200},
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nil,
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{300, 0, 500, 500},
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{100, 200, 500, 500},
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nil,
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{100, 200, 100, 100},
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{0, 450, 100, 100},
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nil,
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{0, 200, 100, 200},
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},
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@ -129,17 +129,17 @@ func TestBSP(t *testing.T) {
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{0, 768, 256, 256},
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{256, 0, 256, 256},
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{512, 0, 256, 256},
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{768, 0, 256, 256},
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{256, 256, 256, 256},
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{256, 512, 256, 256},
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{256, 768, 256, 256},
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{512, 0, 256, 256},
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{512, 256, 256, 256},
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{768, 256, 256, 256},
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{512, 512, 256, 256},
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{512, 768, 256, 256},
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{768, 0, 256, 256},
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{768, 256, 256, 256},
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{768, 512, 256, 256},
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{768, 768, 256, 256},
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@ -164,9 +164,9 @@ func TestBSP(t *testing.T) {
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{0, 300, 300, 300},
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{0, 600, 300, 300},
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{300, 0, 300, 300},
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{600, 0, 300, 300},
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{300, 300, 300, 300},
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{300, 600, 300, 300},
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{600, 0, 300, 300},
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{600, 300, 300, 300},
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{600, 600, 300, 300},
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nil,
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