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fix horizontal vs vertical flips being mixed up when rotation angle is too big
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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@ -107,9 +106,13 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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var hitObjects = selectedMovableObjects;
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// If we're flipping over the origin, we take the grid origin position from the grid toolbox.
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var flipQuad = flipOverOrigin ? new Quad(gridToolbox.StartPositionX.Value, gridToolbox.StartPositionY.Value, 0, 0) : GeometryUtils.GetSurroundingQuad(hitObjects);
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var flipAxis = flipOverOrigin ? new Vector2(MathF.Cos(MathHelper.DegreesToRadians(gridToolbox.GridLinesRotation.Value)), MathF.Sin(MathHelper.DegreesToRadians(gridToolbox.GridLinesRotation.Value))) : Vector2.UnitX;
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// If we're flipping over the origin, we take the grid rotation from the grid toolbox.
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// We want to normalize the rotation angle to -45 to 45 degrees, so horizontal vs vertical flip is not mixed up by the rotation and it stays intuitive to use.
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var flipAxis = flipOverOrigin ? GeometryUtils.RotateVector(Vector2.UnitX, -((gridToolbox.GridLinesRotation.Value + 405) % 90 - 45)) : Vector2.UnitX;
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flipAxis = direction == Direction.Vertical ? flipAxis.PerpendicularLeft : flipAxis;
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var controlPointFlipQuad = new Quad();
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bool didFlip = false;
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