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osu-lazer/osu.Game.Rulesets.Osu/Statistics/Heatmap.cs

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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;
using System.Collections.Generic;
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using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Layout;
using osu.Game.Rulesets.Osu.Scoring;
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using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Statistics
{
public class Heatmap : CompositeDrawable
{
/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="Heatmap"/>.
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/// All other points outside of the inner circle are "miss" points.
/// </summary>
private const float inner_portion = 0.8f;
private const float rotation = 45;
private const float point_size = 4;
private readonly IReadOnlyList<HitOffset> offsets;
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private Container<HitPoint> allPoints;
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private readonly LayoutValue sizeLayout = new LayoutValue(Invalidation.DrawSize);
public Heatmap(IReadOnlyList<HitOffset> offsets)
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{
this.offsets = offsets;
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AddLayout(sizeLayout);
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}
[BackgroundDependencyLoader]
private void load()
{
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InternalChild = new Container
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{
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Children = new Drawable[]
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{
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new CircularContainer
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{
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(inner_portion),
Masking = true,
BorderThickness = 2f,
BorderColour = Color4.White,
Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex("#202624")
}
},
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
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{
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new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = -rotation,
Alpha = 0.3f,
},
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = rotation
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = 10,
Height = 2f,
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Y = -1,
Width = 2f,
Height = 10,
}
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}
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},
allPoints = new Container<HitPoint>
{
RelativeSizeAxes = Axes.Both
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}
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}
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};
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}
protected override void Update()
{
base.Update();
validateHitPoints();
}
private void validateHitPoints()
{
if (sizeLayout.IsValid)
return;
allPoints.Clear();
// Since the content is fit, both dimensions should have the same size.
float size = allPoints.DrawSize.X;
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Vector2 centre = new Vector2(size / 2);
int rows = (int)Math.Ceiling(size / point_size);
int cols = (int)Math.Ceiling(size / point_size);
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
Vector2 pos = new Vector2(c * point_size, r * point_size);
HitPointType pointType = HitPointType.Hit;
if (Vector2.Distance(pos, centre) > size * inner_portion / 2)
pointType = HitPointType.Miss;
allPoints.Add(new HitPoint(pos, pointType)
{
Size = new Vector2(point_size),
Colour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
});
}
}
if (offsets?.Count > 0)
{
foreach (var o in offsets)
AddPoint(o.Position1, o.Position2, o.HitPosition, o.Radius);
}
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sizeLayout.Validate();
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}
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protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
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if (allPoints.Count == 0)
return;
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double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
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// Since the content is fit, both dimensions should have the same size.
float size = allPoints.DrawSize.X;
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// Find the most relevant hit point.
double minDist = double.PositiveInfinity;
HitPoint point = null;
foreach (var p in allPoints)
{
Vector2 localCentre = new Vector2(size / 2);
float localRadius = localCentre.X * inner_portion * normalisedDistance;
double localAngle = finalAngle + 3 * Math.PI / 4;
Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
float dist = Vector2.Distance(p.DrawPosition + p.DrawSize / 2, localPoint);
if (dist < minDist)
{
minDist = dist;
point = p;
}
}
Debug.Assert(point != null);
point.Increment();
}
private class HitPoint : Circle
{
private readonly HitPointType pointType;
public HitPoint(Vector2 position, HitPointType pointType)
{
this.pointType = pointType;
Position = position;
Alpha = 0;
}
public void Increment()
{
if (Alpha < 1)
Alpha += 0.1f;
else if (pointType == HitPointType.Hit)
Colour = ((Color4)Colour).Lighten(0.1f);
}
}
private enum HitPointType
{
Hit,
Miss
}
}
}