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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System ;
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using System.Linq ;
using osu.Framework.Extensions.IEnumerableExtensions ;
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using osu.Game.Rulesets.Osu.UI ;
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using osu.Game.Rulesets.Objects ;
using osu.Game.Rulesets.Osu.Objects ;
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using osuTK ;
namespace osu.Game.Rulesets.Osu.Utils
{
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public static class OsuHitObjectGenerationUtils
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{
// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
// The closer the hit objects draw to the border, the sharper the turn
private const float playfield_edge_ratio = 0.375f ;
private static readonly float border_distance_x = OsuPlayfield . BASE_SIZE . X * playfield_edge_ratio ;
private static readonly float border_distance_y = OsuPlayfield . BASE_SIZE . Y * playfield_edge_ratio ;
private static readonly Vector2 playfield_middle = OsuPlayfield . BASE_SIZE / 2 ;
/// <summary>
/// Rotate a hit object away from the playfield edge, while keeping a constant distance
/// from the previous object.
/// </summary>
/// <remarks>
/// The extent of rotation depends on the position of the hit object. Hit objects
/// closer to the playfield edge will be rotated to a larger extent.
/// </remarks>
/// <param name="prevObjectPos">Position of the previous hit object.</param>
/// <param name="posRelativeToPrev">Position of the hit object to be rotated, relative to the previous hit object.</param>
/// <param name="rotationRatio">
/// The extent of rotation.
/// 0 means the hit object is never rotated.
/// 1 means the hit object will be fully rotated towards playfield center when it is originally at playfield edge.
/// </param>
/// <returns>The new position of the hit object, relative to the previous one.</returns>
public static Vector2 RotateAwayFromEdge ( Vector2 prevObjectPos , Vector2 posRelativeToPrev , float rotationRatio = 0.5f )
{
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float relativeRotationDistance = 0f ;
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if ( prevObjectPos . X < playfield_middle . X )
{
relativeRotationDistance = Math . Max (
( border_distance_x - prevObjectPos . X ) / border_distance_x ,
relativeRotationDistance
) ;
}
else
{
relativeRotationDistance = Math . Max (
( prevObjectPos . X - ( OsuPlayfield . BASE_SIZE . X - border_distance_x ) ) / border_distance_x ,
relativeRotationDistance
) ;
}
if ( prevObjectPos . Y < playfield_middle . Y )
{
relativeRotationDistance = Math . Max (
( border_distance_y - prevObjectPos . Y ) / border_distance_y ,
relativeRotationDistance
) ;
}
else
{
relativeRotationDistance = Math . Max (
( prevObjectPos . Y - ( OsuPlayfield . BASE_SIZE . Y - border_distance_y ) ) / border_distance_y ,
relativeRotationDistance
) ;
}
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return RotateVectorTowardsVector (
posRelativeToPrev ,
playfield_middle - prevObjectPos ,
Math . Min ( 1 , relativeRotationDistance * rotationRatio )
) ;
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}
/// <summary>
/// Rotates vector "initial" towards vector "destination".
/// </summary>
/// <param name="initial">The vector to be rotated.</param>
/// <param name="destination">The vector that "initial" should be rotated towards.</param>
/// <param name="rotationRatio">How much "initial" should be rotated. 0 means no rotation. 1 means "initial" is fully rotated to equal "destination".</param>
/// <returns>The rotated vector.</returns>
public static Vector2 RotateVectorTowardsVector ( Vector2 initial , Vector2 destination , float rotationRatio )
{
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float initialAngleRad = MathF . Atan2 ( initial . Y , initial . X ) ;
float destAngleRad = MathF . Atan2 ( destination . Y , destination . X ) ;
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float diff = destAngleRad - initialAngleRad ;
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while ( diff < - MathF . PI ) diff + = 2 * MathF . PI ;
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while ( diff > MathF . PI ) diff - = 2 * MathF . PI ;
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float finalAngleRad = initialAngleRad + rotationRatio * diff ;
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return new Vector2 (
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initial . Length * MathF . Cos ( finalAngleRad ) ,
initial . Length * MathF . Sin ( finalAngleRad )
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) ;
}
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/// <summary>
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/// Reflects the position of the <see cref="OsuHitObject"/> in the playfield horizontally.
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/// </summary>
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/// <param name="osuObject">The object to reflect.</param>
public static void ReflectHorizontally ( OsuHitObject osuObject )
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{
osuObject . Position = new Vector2 ( OsuPlayfield . BASE_SIZE . X - osuObject . X , osuObject . Position . Y ) ;
if ( ! ( osuObject is Slider slider ) )
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return ;
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slider . NestedHitObjects . OfType < SliderTick > ( ) . ForEach ( h = > h . Position = new Vector2 ( OsuPlayfield . BASE_SIZE . X - h . Position . X , h . Position . Y ) ) ;
slider . NestedHitObjects . OfType < SliderRepeat > ( ) . ForEach ( h = > h . Position = new Vector2 ( OsuPlayfield . BASE_SIZE . X - h . Position . X , h . Position . Y ) ) ;
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var controlPoints = slider . Path . ControlPoints . Select ( p = > new PathControlPoint ( p . Position , p . Type ) ) . ToArray ( ) ;
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foreach ( var point in controlPoints )
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point . Position = new Vector2 ( - point . Position . X , point . Position . Y ) ;
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slider . Path = new SliderPath ( controlPoints , slider . Path . ExpectedDistance . Value ) ;
}
/// <summary>
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/// Reflects the position of the <see cref="OsuHitObject"/> in the playfield vertically.
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/// </summary>
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/// <param name="osuObject">The object to reflect.</param>
public static void ReflectVertically ( OsuHitObject osuObject )
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{
osuObject . Position = new Vector2 ( osuObject . Position . X , OsuPlayfield . BASE_SIZE . Y - osuObject . Y ) ;
if ( ! ( osuObject is Slider slider ) )
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return ;
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slider . NestedHitObjects . OfType < SliderTick > ( ) . ForEach ( h = > h . Position = new Vector2 ( h . Position . X , OsuPlayfield . BASE_SIZE . Y - h . Position . Y ) ) ;
slider . NestedHitObjects . OfType < SliderRepeat > ( ) . ForEach ( h = > h . Position = new Vector2 ( h . Position . X , OsuPlayfield . BASE_SIZE . Y - h . Position . Y ) ) ;
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var controlPoints = slider . Path . ControlPoints . Select ( p = > new PathControlPoint ( p . Position , p . Type ) ) . ToArray ( ) ;
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foreach ( var point in controlPoints )
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point . Position = new Vector2 ( point . Position . X , - point . Position . Y ) ;
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slider . Path = new SliderPath ( controlPoints , slider . Path . ExpectedDistance . Value ) ;
}
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}
}