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https://github.com/ppy/osu.git
synced 2025-01-12 17:43:05 +08:00
Move out helper methods to static class
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9f68bb4e4a
commit
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@ -17,6 +17,7 @@ using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Input;
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@ -42,7 +43,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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base.OnSelectionChanged();
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Quad quad = selectedMovableObjects.Length > 0 ? getSurroundingQuad(selectedMovableObjects) : new Quad();
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Quad quad = selectedMovableObjects.Length > 0 ? GeometryUtils.GetSurroundingQuad(selectedMovableObjects) : new Quad();
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SelectionBox.CanRotate = quad.Width > 0 || quad.Height > 0;
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SelectionBox.CanFlipX = SelectionBox.CanScaleX = quad.Width > 0;
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@ -109,13 +110,13 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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var hitObjects = selectedMovableObjects;
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var flipQuad = flipOverOrigin ? new Quad(0, 0, OsuPlayfield.BASE_SIZE.X, OsuPlayfield.BASE_SIZE.Y) : getSurroundingQuad(hitObjects);
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var flipQuad = flipOverOrigin ? new Quad(0, 0, OsuPlayfield.BASE_SIZE.X, OsuPlayfield.BASE_SIZE.Y) : GeometryUtils.GetSurroundingQuad(hitObjects);
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bool didFlip = false;
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foreach (var h in hitObjects)
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{
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var flippedPosition = GetFlippedPosition(direction, flipQuad, h.Position);
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var flippedPosition = GeometryUtils.GetFlippedPosition(direction, flipQuad, h.Position);
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if (!Precision.AlmostEquals(flippedPosition, h.Position))
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{
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@ -173,18 +174,18 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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var hitObjects = selectedMovableObjects;
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Quad quad = getSurroundingQuad(hitObjects);
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Quad quad = GeometryUtils.GetSurroundingQuad(hitObjects);
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referenceOrigin ??= quad.Centre;
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foreach (var h in hitObjects)
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{
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h.Position = RotatePointAroundOrigin(h.Position, referenceOrigin.Value, delta);
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h.Position = GeometryUtils.RotatePointAroundOrigin(h.Position, referenceOrigin.Value, delta);
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if (h is IHasPath path)
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{
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foreach (PathControlPoint cp in path.Path.ControlPoints)
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cp.Position = RotatePointAroundOrigin(cp.Position, Vector2.Zero, delta);
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cp.Position = GeometryUtils.RotatePointAroundOrigin(cp.Position, Vector2.Zero, delta);
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}
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}
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@ -196,7 +197,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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referencePathTypes ??= slider.Path.ControlPoints.Select(p => p.Type).ToList();
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Quad sliderQuad = GetSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position));
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Quad sliderQuad = GeometryUtils.GetSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position));
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// Limit minimum distance between control points after scaling to almost 0. Less than 0 causes the slider to flip, exactly 0 causes a crash through division by 0.
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scale = Vector2.ComponentMax(new Vector2(Precision.FLOAT_EPSILON), sliderQuad.Size + scale) - sliderQuad.Size;
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@ -222,7 +223,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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slider.SnapTo(snapProvider);
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//if sliderhead or sliderend end up outside playfield, revert scaling.
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Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
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Quad scaledQuad = GeometryUtils.GetSurroundingQuad(new OsuHitObject[] { slider });
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(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
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if (xInBounds && yInBounds && slider.Path.HasValidLength)
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@ -238,10 +239,10 @@ namespace osu.Game.Rulesets.Osu.Edit
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private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
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{
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scale = getClampedScale(hitObjects, reference, scale);
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Quad selectionQuad = getSurroundingQuad(hitObjects);
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Quad selectionQuad = GeometryUtils.GetSurroundingQuad(hitObjects);
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foreach (var h in hitObjects)
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h.Position = GetScaledPosition(reference, scale, selectionQuad, h.Position);
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h.Position = GeometryUtils.GetScaledPosition(reference, scale, selectionQuad, h.Position);
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}
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private (bool X, bool Y) isQuadInBounds(Quad quad)
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@ -256,7 +257,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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var hitObjects = selectedMovableObjects;
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Quad quad = getSurroundingQuad(hitObjects);
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Quad quad = GeometryUtils.GetSurroundingQuad(hitObjects);
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Vector2 delta = Vector2.Zero;
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@ -286,7 +287,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
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float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
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Quad selectionQuad = getSurroundingQuad(hitObjects);
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Quad selectionQuad = GeometryUtils.GetSurroundingQuad(hitObjects);
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//todo: this is not always correct for selections involving sliders. This approximation assumes each point is scaled independently, but sliderends move with the sliderhead.
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Quad scaledQuad = new Quad(selectionQuad.TopLeft.X + xOffset, selectionQuad.TopLeft.Y + yOffset, selectionQuad.Width + scale.X, selectionQuad.Height + scale.Y);
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@ -311,26 +312,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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return scale;
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}
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/// <summary>
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/// Returns a gamefield-space quad surrounding the provided hit objects.
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/// </summary>
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/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
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private Quad getSurroundingQuad(OsuHitObject[] hitObjects) =>
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GetSurroundingQuad(hitObjects.SelectMany(h =>
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{
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if (h is IHasPath path)
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{
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return new[]
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{
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h.Position,
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// can't use EndPosition for reverse slider cases.
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h.Position + path.Path.PositionAt(1)
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};
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}
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return new[] { h.Position };
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}));
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/// <summary>
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/// All osu! hitobjects which can be moved/rotated/scaled.
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/// </summary>
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@ -16,6 +16,7 @@ using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osuTK;
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namespace osu.Game.Overlays.SkinEditor
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@ -40,7 +41,7 @@ namespace osu.Game.Overlays.SkinEditor
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{
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var drawableItem = (Drawable)b.Item;
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var rotatedPosition = RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, selectionQuad.Centre, angle);
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var rotatedPosition = GeometryUtils.RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, selectionQuad.Centre, angle);
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updateDrawablePosition(drawableItem, rotatedPosition);
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drawableItem.Rotation += angle;
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@ -137,7 +138,7 @@ namespace osu.Game.Overlays.SkinEditor
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{
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var drawableItem = (Drawable)b.Item;
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var flippedPosition = GetFlippedPosition(direction, flipOverOrigin ? drawableItem.Parent.ScreenSpaceDrawQuad : selectionQuad, b.ScreenSpaceSelectionPoint);
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var flippedPosition = GeometryUtils.GetFlippedPosition(direction, flipOverOrigin ? drawableItem.Parent.ScreenSpaceDrawQuad : selectionQuad, b.ScreenSpaceSelectionPoint);
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updateDrawablePosition(drawableItem, flippedPosition);
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@ -275,7 +276,7 @@ namespace osu.Game.Overlays.SkinEditor
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/// </summary>
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/// <returns></returns>
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private Quad getSelectionQuad() =>
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GetSurroundingQuad(SelectedBlueprints.SelectMany(b => b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
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GeometryUtils.GetSurroundingQuad(SelectedBlueprints.SelectMany(b => b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
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private void applyFixedAnchors(Anchor anchor)
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{
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@ -16,7 +16,6 @@ using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Resources.Localisation.Web;
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@ -401,98 +400,5 @@ namespace osu.Game.Screens.Edit.Compose.Components
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=> Enumerable.Empty<MenuItem>();
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#endregion
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#region Helper Methods
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/// <summary>
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/// Rotate a point around an arbitrary origin.
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/// </summary>
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/// <param name="point">The point.</param>
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/// <param name="origin">The centre origin to rotate around.</param>
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/// <param name="angle">The angle to rotate (in degrees).</param>
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protected static Vector2 RotatePointAroundOrigin(Vector2 point, Vector2 origin, float angle)
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{
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angle = -angle;
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point.X -= origin.X;
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point.Y -= origin.Y;
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Vector2 ret;
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ret.X = point.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Sin(MathUtils.DegreesToRadians(angle));
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ret.Y = point.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Cos(MathUtils.DegreesToRadians(angle));
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ret.X += origin.X;
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ret.Y += origin.Y;
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return ret;
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}
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/// <summary>
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/// Given a flip direction, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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protected static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
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{
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var centre = quad.Centre;
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switch (direction)
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{
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case Direction.Horizontal:
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position.X = centre.X - (position.X - centre.X);
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break;
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case Direction.Vertical:
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position.Y = centre.Y - (position.Y - centre.Y);
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break;
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}
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return position;
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}
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/// <summary>
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/// Given a scale vector, a surrounding quad for all selected objects, and a position,
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/// will return the scaled position in screen space coordinates.
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/// </summary>
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protected static Vector2 GetScaledPosition(Anchor reference, Vector2 scale, Quad selectionQuad, Vector2 position)
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{
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// adjust the direction of scale depending on which side the user is dragging.
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float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
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float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
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// guard against no-ops and NaN.
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if (scale.X != 0 && selectionQuad.Width > 0)
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position.X = selectionQuad.TopLeft.X + xOffset + (position.X - selectionQuad.TopLeft.X) / selectionQuad.Width * (selectionQuad.Width + scale.X);
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if (scale.Y != 0 && selectionQuad.Height > 0)
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position.Y = selectionQuad.TopLeft.Y + yOffset + (position.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height * (selectionQuad.Height + scale.Y);
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return position;
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}
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/// <summary>
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/// Returns a quad surrounding the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a quad for.</param>
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protected static Quad GetSurroundingQuad(IEnumerable<Vector2> points)
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{
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if (!points.Any())
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return new Quad();
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Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
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Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
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// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
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foreach (var p in points)
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{
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minPosition = Vector2.ComponentMin(minPosition, p);
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maxPosition = Vector2.ComponentMax(maxPosition, p);
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}
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Vector2 size = maxPosition - minPosition;
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return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
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}
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#endregion
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}
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}
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126
osu.Game/Utils/GeometryUtils.cs
Normal file
126
osu.Game/Utils/GeometryUtils.cs
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@ -0,0 +1,126 @@
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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.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Utils
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{
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public static class GeometryUtils
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{
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/// <summary>
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/// Rotate a point around an arbitrary origin.
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/// </summary>
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/// <param name="point">The point.</param>
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/// <param name="origin">The centre origin to rotate around.</param>
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/// <param name="angle">The angle to rotate (in degrees).</param>
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public static Vector2 RotatePointAroundOrigin(Vector2 point, Vector2 origin, float angle)
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{
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angle = -angle;
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point.X -= origin.X;
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point.Y -= origin.Y;
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Vector2 ret;
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ret.X = point.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Sin(MathUtils.DegreesToRadians(angle));
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ret.Y = point.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Cos(MathUtils.DegreesToRadians(angle));
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ret.X += origin.X;
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ret.Y += origin.Y;
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return ret;
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}
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/// <summary>
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/// Given a flip direction, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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public static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
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{
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var centre = quad.Centre;
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switch (direction)
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{
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case Direction.Horizontal:
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position.X = centre.X - (position.X - centre.X);
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break;
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case Direction.Vertical:
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position.Y = centre.Y - (position.Y - centre.Y);
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break;
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}
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return position;
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}
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/// <summary>
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/// Given a scale vector, a surrounding quad for all selected objects, and a position,
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/// will return the scaled position in screen space coordinates.
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/// </summary>
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public static Vector2 GetScaledPosition(Anchor reference, Vector2 scale, Quad selectionQuad, Vector2 position)
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{
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// adjust the direction of scale depending on which side the user is dragging.
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float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
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float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
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// guard against no-ops and NaN.
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if (scale.X != 0 && selectionQuad.Width > 0)
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position.X = selectionQuad.TopLeft.X + xOffset + (position.X - selectionQuad.TopLeft.X) / selectionQuad.Width * (selectionQuad.Width + scale.X);
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if (scale.Y != 0 && selectionQuad.Height > 0)
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position.Y = selectionQuad.TopLeft.Y + yOffset + (position.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height * (selectionQuad.Height + scale.Y);
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return position;
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}
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/// <summary>
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/// Returns a quad surrounding the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a quad for.</param>
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public static Quad GetSurroundingQuad(IEnumerable<Vector2> points)
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{
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if (!points.Any())
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return new Quad();
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Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
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Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
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// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
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foreach (var p in points)
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{
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minPosition = Vector2.ComponentMin(minPosition, p);
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maxPosition = Vector2.ComponentMax(maxPosition, p);
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}
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Vector2 size = maxPosition - minPosition;
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return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
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}
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/// <summary>
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/// Returns a gamefield-space quad surrounding the provided hit objects.
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/// </summary>
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/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
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public static Quad GetSurroundingQuad(IEnumerable<IHasPosition> hitObjects) =>
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GetSurroundingQuad(hitObjects.SelectMany(h =>
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{
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if (h is IHasPath path)
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{
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return new[]
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{
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h.Position,
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// can't use EndPosition for reverse slider cases.
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h.Position + path.Path.PositionAt(1)
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};
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}
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return new[] { h.Position };
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}));
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}
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}
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