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Merge pull request #30080 from OliBomby/clamp-scale2
Clamp scale with lower and upper bounds
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commit
74675c8c78
@ -240,39 +240,74 @@ namespace osu.Game.Rulesets.Osu.Edit
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points = originalConvexHull!;
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foreach (var point in points)
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{
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scale = clampToBound(scale, point, Vector2.Zero);
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scale = clampToBound(scale, point, OsuPlayfield.BASE_SIZE);
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}
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scale = clampToBounds(scale, point, Vector2.Zero, OsuPlayfield.BASE_SIZE);
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return Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON));
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return scale;
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float minPositiveComponent(Vector2 v) => MathF.Min(v.X < 0 ? float.PositiveInfinity : v.X, v.Y < 0 ? float.PositiveInfinity : v.Y);
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Vector2 clampToBound(Vector2 s, Vector2 p, Vector2 bound)
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// Clamps the scale vector s such that the point p scaled by s is within the rectangle defined by lowerBounds and upperBounds
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Vector2 clampToBounds(Vector2 s, Vector2 p, Vector2 lowerBounds, Vector2 upperBounds)
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{
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p -= actualOrigin;
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bound -= actualOrigin;
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lowerBounds -= actualOrigin;
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upperBounds -= actualOrigin;
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// a.X is the rotated X component of p with respect to the X bounds
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// a.Y is the rotated X component of p with respect to the Y bounds
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// b.X is the rotated Y component of p with respect to the X bounds
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// b.Y is the rotated Y component of p with respect to the Y bounds
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var a = new Vector2(cos * cos * p.X - sin * cos * p.Y, -sin * cos * p.X + sin * sin * p.Y);
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var b = new Vector2(sin * sin * p.X + sin * cos * p.Y, sin * cos * p.X + cos * cos * p.Y);
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float sLowerBound, sUpperBound;
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switch (adjustAxis)
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{
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case Axes.X:
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s.X = MathF.Min(scale.X, minPositiveComponent(Vector2.Divide(bound - b, a)));
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(sLowerBound, sUpperBound) = computeBounds(lowerBounds - b, upperBounds - b, a);
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s.X = MathHelper.Clamp(s.X, sLowerBound, sUpperBound);
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break;
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case Axes.Y:
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s.Y = MathF.Min(scale.Y, minPositiveComponent(Vector2.Divide(bound - a, b)));
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(sLowerBound, sUpperBound) = computeBounds(lowerBounds - a, upperBounds - a, b);
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s.Y = MathHelper.Clamp(s.Y, sLowerBound, sUpperBound);
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break;
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case Axes.Both:
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s = Vector2.ComponentMin(s, s * minPositiveComponent(Vector2.Divide(bound, a * s.X + b * s.Y)));
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// Here we compute the bounds for the magnitude multiplier of the scale vector
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// Therefore the ratio s.X / s.Y will be maintained
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(sLowerBound, sUpperBound) = computeBounds(lowerBounds, upperBounds, a * s.X + b * s.Y);
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s.X = s.X < 0
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? MathHelper.Clamp(s.X, s.X * sUpperBound, s.X * sLowerBound)
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: MathHelper.Clamp(s.X, s.X * sLowerBound, s.X * sUpperBound);
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s.Y = s.Y < 0
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? MathHelper.Clamp(s.Y, s.Y * sUpperBound, s.Y * sLowerBound)
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: MathHelper.Clamp(s.Y, s.Y * sLowerBound, s.Y * sUpperBound);
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break;
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}
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return s;
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}
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// Computes the bounds for the magnitude of the scaled point p with respect to the bounds lowerBounds and upperBounds
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(float, float) computeBounds(Vector2 lowerBounds, Vector2 upperBounds, Vector2 p)
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{
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var sLowerBounds = Vector2.Divide(lowerBounds, p);
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var sUpperBounds = Vector2.Divide(upperBounds, p);
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// If the point is negative, then the bounds are flipped
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if (p.X < 0)
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(sLowerBounds.X, sUpperBounds.X) = (sUpperBounds.X, sLowerBounds.X);
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if (p.Y < 0)
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(sLowerBounds.Y, sUpperBounds.Y) = (sUpperBounds.Y, sLowerBounds.Y);
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// If the point is at zero, then any scale will have no effect on the point so the bounds are infinite
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// The float division would already give us infinity for the bounds, but the sign is not consistent so we have to manually set it
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if (Precision.AlmostEquals(p.X, 0))
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(sLowerBounds.X, sUpperBounds.X) = (float.NegativeInfinity, float.PositiveInfinity);
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if (Precision.AlmostEquals(p.Y, 0))
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(sLowerBounds.Y, sUpperBounds.Y) = (float.NegativeInfinity, float.PositiveInfinity);
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return (MathF.Max(sLowerBounds.X, sLowerBounds.Y), MathF.Min(sUpperBounds.X, sUpperBounds.Y));
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}
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}
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private void moveSelectionInBounds()
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@ -175,12 +175,14 @@ namespace osu.Game.Rulesets.Osu.Edit
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axisBindable.Disabled = !available;
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}
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private void updateMaxScale()
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private void updateMinMaxScale()
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{
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if (!scaleHandler.OriginalSurroundingQuad.HasValue)
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return;
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const float min_scale = 0.5f;
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const float max_scale = 10;
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var scale = scaleHandler.ClampScaleToPlayfieldBounds(new Vector2(max_scale), getOriginPosition(scaleInfo.Value), getAdjustAxis(scaleInfo.Value), getRotation(scaleInfo.Value));
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if (!scaleInfo.Value.XAxis)
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@ -189,12 +191,21 @@ namespace osu.Game.Rulesets.Osu.Edit
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scale.Y = max_scale;
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scaleInputBindable.MaxValue = MathF.Max(1, MathF.Min(scale.X, scale.Y));
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scale = scaleHandler.ClampScaleToPlayfieldBounds(new Vector2(min_scale), getOriginPosition(scaleInfo.Value), getAdjustAxis(scaleInfo.Value), getRotation(scaleInfo.Value));
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if (!scaleInfo.Value.XAxis)
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scale.X = min_scale;
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if (!scaleInfo.Value.YAxis)
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scale.Y = min_scale;
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scaleInputBindable.MinValue = MathF.Min(1, MathF.Max(scale.X, scale.Y));
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}
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private void setOrigin(ScaleOrigin origin)
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{
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scaleInfo.Value = scaleInfo.Value with { Origin = origin };
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updateMaxScale();
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updateMinMaxScale();
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updateAxisCheckBoxesEnabled();
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}
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@ -226,14 +237,14 @@ namespace osu.Game.Rulesets.Osu.Edit
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private void setAxis(bool x, bool y)
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{
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scaleInfo.Value = scaleInfo.Value with { XAxis = x, YAxis = y };
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updateMaxScale();
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updateMinMaxScale();
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}
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protected override void PopIn()
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{
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base.PopIn();
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scaleHandler.Begin();
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updateMaxScale();
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updateMinMaxScale();
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}
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protected override void PopOut()
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