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Added Triangular snap grid

This commit is contained in:
OliBomby 2023-12-28 20:52:11 +01:00
parent 2193601f3a
commit 92c3b142a4
2 changed files with 366 additions and 0 deletions

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Tests.Visual.Editing
{
public partial class TestSceneTriangularPositionSnapGrid : OsuManualInputManagerTestScene
{
private Container content;
protected override Container<Drawable> Content => content;
[BackgroundDependencyLoader]
private void load()
{
base.Content.AddRange(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Colour4.Gray
},
content = new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(10),
}
});
}
private static readonly object[][] test_cases =
{
new object[] { new Vector2(0, 0), 10, 0f },
new object[] { new Vector2(240, 180), 10, 10f },
new object[] { new Vector2(160, 120), 30, -10f },
new object[] { new Vector2(480, 360), 100, 0f },
};
[TestCaseSource(nameof(test_cases))]
public void TestTriangularGrid(Vector2 position, float spacing, float rotation)
{
TriangularPositionSnapGrid grid = null;
AddStep("create grid", () => Child = grid = new TriangularPositionSnapGrid(position)
{
RelativeSizeAxes = Axes.Both,
Spacing = spacing,
GridLineRotation = rotation
});
AddStep("add snapping cursor", () => Add(new SnappingCursorContainer
{
RelativeSizeAxes = Axes.Both,
GetSnapPosition = pos => grid.GetSnappedPosition(grid.ToLocalSpace(pos))
}));
}
private partial class SnappingCursorContainer : CompositeDrawable
{
public Func<Vector2, Vector2> GetSnapPosition;
private readonly Drawable cursor;
public SnappingCursorContainer()
{
RelativeSizeAxes = Axes.Both;
InternalChild = cursor = new Circle
{
Origin = Anchor.Centre,
Size = new Vector2(50),
Colour = Color4.Red
};
}
protected override void LoadComplete()
{
base.LoadComplete();
updatePosition(GetContainingInputManager().CurrentState.Mouse.Position);
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
base.OnMouseMove(e);
updatePosition(e.ScreenSpaceMousePosition);
return true;
}
private void updatePosition(Vector2 screenSpacePosition)
{
cursor.Position = GetSnapPosition.Invoke(screenSpacePosition);
}
}
}
}

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Layout;
using osu.Framework.Utils;
using osu.Game.Utils;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
{
public partial class TriangularPositionSnapGrid : CompositeDrawable
{
private Vector2 startPosition;
/// <summary>
/// The position of the origin of this <see cref="TriangularPositionSnapGrid"/> in local coordinates.
/// </summary>
public Vector2 StartPosition
{
get => startPosition;
set
{
startPosition = value;
gridCache.Invalidate();
}
}
private float spacing = 1;
/// <summary>
/// The spacing between grid lines of this <see cref="TriangularPositionSnapGrid"/>.
/// </summary>
public float Spacing
{
get => spacing;
set
{
if (spacing <= 0)
throw new ArgumentException("Grid spacing must be positive.");
spacing = value;
gridCache.Invalidate();
}
}
private float gridLineRotation;
/// <summary>
/// The rotation in degrees of the grid lines of this <see cref="TriangularPositionSnapGrid"/>.
/// </summary>
public float GridLineRotation
{
get => gridLineRotation;
set
{
gridLineRotation = value;
gridCache.Invalidate();
}
}
private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
public TriangularPositionSnapGrid(Vector2 startPosition)
{
StartPosition = startPosition;
Masking = true;
AddLayout(gridCache);
}
protected override void Update()
{
base.Update();
if (!gridCache.IsValid)
{
ClearInternal();
if (DrawWidth > 0 && DrawHeight > 0)
createContent();
gridCache.Validate();
}
}
private const float sqrt3 = 1.73205080757f;
private const float sqrt3_over2 = 0.86602540378f;
private const float one_over_sqrt3 = 0.57735026919f;
private void createContent()
{
var drawSize = DrawSize;
float stepSpacing = Spacing * sqrt3_over2;
var step1 = GeometryUtils.RotateVector(new Vector2(stepSpacing, 0), -GridLineRotation - 30);
var step2 = GeometryUtils.RotateVector(new Vector2(stepSpacing, 0), -GridLineRotation - 90);
var step3 = GeometryUtils.RotateVector(new Vector2(stepSpacing, 0), -GridLineRotation - 150);
generateGridLines(step1, drawSize);
generateGridLines(-step1, drawSize);
generateGridLines(step2, drawSize);
generateGridLines(-step2, drawSize);
generateGridLines(step3, drawSize);
generateGridLines(-step3, drawSize);
generateOutline(drawSize);
}
private void generateGridLines(Vector2 step, Vector2 drawSize)
{
int index = 0;
var currentPosition = startPosition;
// Make lines the same width independent of display resolution.
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
float lineLength = drawSize.Length * 2;
List<Box> generatedLines = new List<Box>();
while (lineDefinitelyIntersectsBox(currentPosition, step.PerpendicularLeft, drawSize) ||
isMovingTowardsBox(currentPosition, step, drawSize))
{
var gridLine = new Box
{
Colour = Colour4.White,
Alpha = 0.1f,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.None,
Width = lineWidth,
Height = lineLength,
Position = currentPosition,
Rotation = MathHelper.RadiansToDegrees(MathF.Atan2(step.Y, step.X)),
};
generatedLines.Add(gridLine);
index += 1;
currentPosition = startPosition + index * step;
}
if (generatedLines.Count == 0)
return;
generatedLines.First().Alpha = 0.3f;
AddRangeInternal(generatedLines);
}
private bool isMovingTowardsBox(Vector2 currentPosition, Vector2 step, Vector2 box)
{
return (currentPosition + step).LengthSquared < currentPosition.LengthSquared ||
(currentPosition + step - box).LengthSquared < (currentPosition - box).LengthSquared;
}
private bool lineDefinitelyIntersectsBox(Vector2 lineStart, Vector2 lineDir, Vector2 box)
{
var p2 = lineStart + lineDir;
double d1 = det(Vector2.Zero);
double d2 = det(new Vector2(box.X, 0));
double d3 = det(new Vector2(0, box.Y));
double d4 = det(box);
return definitelyDifferentSign(d1, d2) || definitelyDifferentSign(d3, d4) ||
definitelyDifferentSign(d1, d3) || definitelyDifferentSign(d2, d4);
double det(Vector2 p) => (p.X - lineStart.X) * (p2.Y - lineStart.Y) - (p.Y - lineStart.Y) * (p2.X - lineStart.X);
bool definitelyDifferentSign(double a, double b) => !Precision.AlmostEquals(a, 0) &&
!Precision.AlmostEquals(b, 0) &&
Math.Sign(a) != Math.Sign(b);
}
private void generateOutline(Vector2 drawSize)
{
// Make lines the same width independent of display resolution.
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
AddRangeInternal(new[]
{
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Height = lineWidth,
Y = 0,
},
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Height = lineWidth,
Y = drawSize.Y,
},
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
Width = lineWidth,
X = 0,
},
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
Width = lineWidth,
X = drawSize.X,
},
});
}
public Vector2 GetSnappedPosition(Vector2 original)
{
Vector2 relativeToStart = GeometryUtils.RotateVector(original - StartPosition, GridLineRotation);
Vector2 hex = pixelToHex(relativeToStart);
return StartPosition + GeometryUtils.RotateVector(hexToPixel(hex), -GridLineRotation);
}
private Vector2 pixelToHex(Vector2 pixel)
{
float x = pixel.X / Spacing;
float y = pixel.Y / Spacing;
// Algorithm from Charles Chambers
// with modifications and comments by Chris Cox 2023
// <https://gitlab.com/chriscox/hex-coordinates>
float t = sqrt3 * y + 1; // scaled y, plus phase
float temp1 = MathF.Floor(t + x); // (y+x) diagonal, this calc needs floor
float temp2 = t - x; // (y-x) diagonal, no floor needed
float temp3 = 2 * x + 1; // scaled horizontal, no floor needed, needs +1 to get correct phase
float qf = (temp1 + temp3) / 3.0f; // pseudo x with fraction
float rf = (temp1 + temp2) / 3.0f; // pseudo y with fraction
float q = MathF.Floor(qf); // pseudo x, quantized and thus requires floor
float r = MathF.Floor(rf); // pseudo y, quantized and thus requires floor
return new Vector2(q, r);
}
private Vector2 hexToPixel(Vector2 hex)
{
return new Vector2(Spacing * (hex.X - hex.Y / 2), Spacing * one_over_sqrt3 * 1.5f * hex.Y);
}
}
}