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Move accuracy heatmap to osu! ruleset, rename, remove magic number
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@ -9,21 +9,21 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Statistics;
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using osu.Game.Scoring;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Ranking
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestSceneAccuracyHeatmap : OsuManualInputManagerTestScene
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{
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private Box background;
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private Drawable object1;
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private Drawable object2;
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private TestHeatmap heatmap;
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private TestAccuracyHeatmap accuracyHeatmap;
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private ScheduledDelegate automaticAdditionDelegate;
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[SetUp]
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@ -48,7 +48,7 @@ namespace osu.Game.Tests.Visual.Ranking
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{
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Position = new Vector2(100, 300),
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},
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heatmap = new TestHeatmap(new ScoreInfo { Beatmap = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo })
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accuracyHeatmap = new TestAccuracyHeatmap(new ScoreInfo { Beatmap = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo })
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -69,7 +69,7 @@ namespace osu.Game.Tests.Visual.Ranking
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RNG.NextSingle(object1.DrawPosition.Y - object1.DrawSize.Y / 2, object1.DrawPosition.Y + object1.DrawSize.Y / 2));
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// The background is used for ToLocalSpace() since we need to go _inside_ the DrawSizePreservingContainer (Content of TestScene).
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heatmap.AddPoint(object2.Position, object1.Position, randomPos, RNG.NextSingle(10, 500));
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accuracyHeatmap.AddPoint(object2.Position, object1.Position, randomPos, RNG.NextSingle(10, 500));
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InputManager.MoveMouseTo(background.ToScreenSpace(randomPos));
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}, 1, true);
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});
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@ -85,13 +85,13 @@ namespace osu.Game.Tests.Visual.Ranking
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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heatmap.AddPoint(object2.Position, object1.Position, background.ToLocalSpace(e.ScreenSpaceMouseDownPosition), 50);
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accuracyHeatmap.AddPoint(object2.Position, object1.Position, background.ToLocalSpace(e.ScreenSpaceMouseDownPosition), 50);
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return true;
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}
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private class TestHeatmap : Heatmap
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private class TestAccuracyHeatmap : AccuracyHeatmap
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{
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public TestHeatmap(ScoreInfo score)
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public TestAccuracyHeatmap(ScoreInfo score)
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: base(score)
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{
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}
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@ -203,7 +203,7 @@ namespace osu.Game.Rulesets.Osu
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RelativeSizeAxes = Axes.X,
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Height = 130
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}),
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new StatisticItem("Accuracy Heatmap", new Heatmap(score)
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new StatisticItem("Accuracy Heatmap", new AccuracyHeatmap(score)
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{
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RelativeSizeAxes = Axes.X,
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Height = 130
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@ -9,6 +9,7 @@ using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Scoring;
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using osuTK;
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@ -16,17 +17,17 @@ using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Statistics
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{
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public class Heatmap : CompositeDrawable
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public class AccuracyHeatmap : CompositeDrawable
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{
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/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="Heatmap"/>.
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/// 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.
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/// </summary>
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private const float inner_portion = 0.8f;
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/// <summary>
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/// Number of rows/columns of points.
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/// 4px per point @ 128x128 size (the contents of the <see cref="Heatmap"/> are always square). 1024 total points.
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/// 4px per point @ 128x128 size (the contents of the <see cref="AccuracyHeatmap"/> are always square). 1024 total points.
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/// </summary>
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private const int points_per_dimension = 32;
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@ -36,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Statistics
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private readonly ScoreInfo score;
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public Heatmap(ScoreInfo score)
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public AccuracyHeatmap(ScoreInfo score)
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{
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this.score = score;
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}
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@ -170,7 +171,7 @@ namespace osu.Game.Rulesets.Osu.Statistics
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// Convert the above into the local search space.
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Vector2 localCentre = new Vector2(points_per_dimension) / 2;
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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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double localAngle = finalAngle + 3 * Math.PI / 4; // The angle inside the heatmap on which the closest point lies.
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double localAngle = finalAngle + Math.PI - MathUtils.DegreesToRadians(rotation); // The angle inside the heatmap on which the closest point lies.
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Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
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// Find the most relevant hit point.
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