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osu-lazer/osu.Game.Rulesets.Osu/Statistics/AccuracyHeatmap.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.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Scoring;
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using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Statistics
{
public class AccuracyHeatmap : CompositeDrawable
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{
/// <summary>
/// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="AccuracyHeatmap"/>.
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/// All other points outside of the inner circle are "miss" points.
/// </summary>
private const float inner_portion = 0.8f;
/// <summary>
/// Number of rows/columns of points.
/// ~4px per point @ 128x128 size (the contents of the <see cref="AccuracyHeatmap"/> are always square). 1089 total points.
/// </summary>
private const int points_per_dimension = 33;
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private const float rotation = 45;
private BufferedContainer bufferedGrid;
private GridContainer pointGrid;
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private readonly ScoreInfo score;
private readonly IBeatmap playableBeatmap;
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private const float line_thickness = 2;
/// <summary>
/// The highest count of any point currently being displayed.
/// </summary>
protected float PeakValue { get; private set; }
public AccuracyHeatmap(ScoreInfo score, IBeatmap playableBeatmap)
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{
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this.score = score;
this.playableBeatmap = playableBeatmap;
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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,
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BorderThickness = line_thickness,
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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,
Children = new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(1),
Child = new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
{
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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EdgeSmoothness = new Vector2(1),
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RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = line_thickness / 2,
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Rotation = -rotation,
Alpha = 0.3f,
},
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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EdgeSmoothness = new Vector2(1),
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RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = line_thickness / 2, // adjust for edgesmoothness
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Rotation = rotation
},
}
},
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},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = 10,
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EdgeSmoothness = new Vector2(1),
Height = line_thickness / 2, // adjust for edgesmoothness
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},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
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EdgeSmoothness = new Vector2(1),
Width = line_thickness / 2, // adjust for edgesmoothness
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Height = 10,
}
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}
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},
bufferedGrid = new BufferedContainer
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{
RelativeSizeAxes = Axes.Both,
CacheDrawnFrameBuffer = true,
BackgroundColour = Color4Extensions.FromHex("#202624").Opacity(0),
Child = pointGrid = new GridContainer
{
RelativeSizeAxes = Axes.Both
}
},
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}
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};
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Vector2 centre = new Vector2(points_per_dimension) / 2;
float innerRadius = centre.X * inner_portion;
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Drawable[][] points = new Drawable[points_per_dimension][];
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for (int r = 0; r < points_per_dimension; r++)
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{
points[r] = new Drawable[points_per_dimension];
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for (int c = 0; c < points_per_dimension; c++)
{
HitPointType pointType = Vector2.Distance(new Vector2(c, r), centre) <= innerRadius
? HitPointType.Hit
: HitPointType.Miss;
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var point = new HitPoint(pointType, this)
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{
Colour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
};
points[r][c] = point;
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}
}
pointGrid.Content = points;
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if (score.HitEvents == null || score.HitEvents.Count == 0)
return;
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// Todo: This should probably not be done like this.
float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (playableBeatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5) / 5) / 2;
foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)))
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{
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if (e.LastHitObject == null || e.Position == null)
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continue;
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AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.Position.Value, radius);
}
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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 (pointGrid.Content.Count == 0)
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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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// Consider two objects placed horizontally, with the start on the left and the end on the right.
// The above calculated the angle between {end, start}, and the angle between {end, hitPoint}, in the form:
// +pi | 0
// O --------- O -----> Note: Math.Atan2 has a range (-pi <= theta <= +pi)
// -pi | 0
// E.g. If the hit point was directly above end, it would have an angle pi/2.
//
// It also calculated the angle separating hitPoint from the line joining {start, end}, that is anti-clockwise in the form:
// 0 | pi
// O --------- O ----->
// 2pi | pi
//
// However keep in mind that cos(0)=1 and cos(2pi)=1, whereas we actually want these values to appear on the left, so the x-coordinate needs to be inverted.
// Likewise sin(pi/2)=1 and sin(3pi/2)=-1, whereas we actually want these values to appear on the bottom/top respectively, so the y-coordinate also needs to be inverted.
//
// We also need to apply the anti-clockwise rotation.
var rotatedAngle = finalAngle - MathUtils.DegreesToRadians(rotation);
var rotatedCoordinate = -1 * new Vector2((float)Math.Cos(rotatedAngle), (float)Math.Sin(rotatedAngle));
Vector2 localCentre = new Vector2(points_per_dimension - 1) / 2;
float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
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Vector2 localPoint = localCentre + localRadius * rotatedCoordinate;
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// Find the most relevant hit point.
int r = Math.Clamp((int)Math.Round(localPoint.Y), 0, points_per_dimension - 1);
int c = Math.Clamp((int)Math.Round(localPoint.X), 0, points_per_dimension - 1);
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PeakValue = Math.Max(PeakValue, ((HitPoint)pointGrid.Content[r][c]).Increment());
bufferedGrid.ForceRedraw();
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}
private class HitPoint : Circle
{
private readonly HitPointType pointType;
private readonly AccuracyHeatmap heatmap;
public override bool IsPresent => count > 0;
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public HitPoint(HitPointType pointType, AccuracyHeatmap heatmap)
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{
this.pointType = pointType;
this.heatmap = heatmap;
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RelativeSizeAxes = Axes.Both;
Alpha = 1;
}
private int count;
/// <summary>
/// Increment the value of this point by one.
/// </summary>
/// <returns>The value after incrementing.</returns>
public int Increment()
{
return ++count;
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}
protected override void Update()
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{
base.Update();
// the point at which alpha is saturated and we begin to adjust colour lightness.
const float lighten_cutoff = 0.95f;
// the amount of lightness to attribute regardless of relative value to peak point.
const float non_relative_portion = 0.2f;
float amount = 0;
// give some amount of alpha regardless of relative count
amount += non_relative_portion * Math.Min(1, count / 10f);
// add relative portion
amount += (1 - non_relative_portion) * (count / heatmap.PeakValue);
// apply easing
amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount));
Debug.Assert(amount <= 1);
Alpha = Math.Min(amount / lighten_cutoff, 1);
if (pointType == HitPointType.Hit)
Colour = ((Color4)Colour).Lighten(Math.Max(0, amount - lighten_cutoff));
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}
}
private enum HitPointType
{
Hit,
Miss
}
}
}