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OliBomby 2024-10-03 11:49:45 +02:00
parent 0695d51968
commit 19d8be4890

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@ -244,6 +244,7 @@ namespace osu.Game.Rulesets.Osu.Edit
return scale; return scale;
// Clamps the scale vector s such that the point p scaled by s is within the rectangle defined by lowerBounds and upperBounds
Vector2 clampToBound(Vector2 s, Vector2 p, Vector2 lowerBounds, Vector2 upperBounds) Vector2 clampToBound(Vector2 s, Vector2 p, Vector2 lowerBounds, Vector2 upperBounds)
{ {
p -= actualOrigin; p -= actualOrigin;
@ -286,18 +287,25 @@ namespace osu.Game.Rulesets.Osu.Edit
return s; return s;
} }
// Computes the bounds for the magnitude of the scaled point p with respect to the bounds lowerBounds and upperBounds
(float, float) computeBounds(Vector2 lowerBounds, Vector2 upperBounds, Vector2 p) (float, float) computeBounds(Vector2 lowerBounds, Vector2 upperBounds, Vector2 p)
{ {
var sLowerBounds = Vector2.Divide(lowerBounds, p); var sLowerBounds = Vector2.Divide(lowerBounds, p);
var sUpperBounds = Vector2.Divide(upperBounds, p); var sUpperBounds = Vector2.Divide(upperBounds, p);
// If the point is negative, then the bounds are flipped
if (p.X < 0) if (p.X < 0)
(sLowerBounds.X, sUpperBounds.X) = (sUpperBounds.X, sLowerBounds.X); (sLowerBounds.X, sUpperBounds.X) = (sUpperBounds.X, sLowerBounds.X);
if (p.Y < 0) if (p.Y < 0)
(sLowerBounds.Y, sUpperBounds.Y) = (sUpperBounds.Y, sLowerBounds.Y); (sLowerBounds.Y, sUpperBounds.Y) = (sUpperBounds.Y, sLowerBounds.Y);
// If the point is at zero, then any scale will have no effect on the point so the bounds are infinite
// The float division would already give us infinity for the bounds, but the sign is not consistent so we have to manually set it
if (Precision.AlmostEquals(p.X, 0)) if (Precision.AlmostEquals(p.X, 0))
(sLowerBounds.X, sUpperBounds.X) = (float.NegativeInfinity, float.PositiveInfinity); (sLowerBounds.X, sUpperBounds.X) = (float.NegativeInfinity, float.PositiveInfinity);
if (Precision.AlmostEquals(p.Y, 0)) if (Precision.AlmostEquals(p.Y, 0))
(sLowerBounds.Y, sUpperBounds.Y) = (float.NegativeInfinity, float.PositiveInfinity); (sLowerBounds.Y, sUpperBounds.Y) = (float.NegativeInfinity, float.PositiveInfinity);
return (MathF.Max(sLowerBounds.X, sLowerBounds.Y), MathF.Min(sUpperBounds.X, sUpperBounds.Y)); return (MathF.Max(sLowerBounds.X, sLowerBounds.Y), MathF.Min(sUpperBounds.X, sUpperBounds.Y));
} }
} }