diff --git a/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs b/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs
index cfcf90e5f5..2cf5a604ed 100644
--- a/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs
+++ b/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs
@@ -194,7 +194,7 @@ namespace osu.Game.Rulesets.Osu.Edit
///
/// Clamp scale for multi-object-scaling where selection does not exceed playfield bounds or flip.
- ///
+ /// The origin from which the scale operation is performed
/// The scale to be clamped
/// The axes to adjust the scale in.
@@ -215,54 +215,34 @@ namespace osu.Game.Rulesets.Osu.Edit
Vector2 actualOrigin = origin ?? defaultOrigin.Value;
var selectionQuad = OriginalSurroundingQuad.Value;
- scale = clampToBound(scale, selectionQuad.BottomRight, OsuPlayfield.BASE_SIZE.X, Axes.X);
- scale = clampToBound(scale, selectionQuad.BottomRight, OsuPlayfield.BASE_SIZE.Y, Axes.Y);
- scale = clampToBound(scale, selectionQuad.TopLeft, 0, Axes.X);
- scale = clampToBound(scale, selectionQuad.TopLeft, 0, Axes.Y);
+ scale = clampToBound(scale, selectionQuad.BottomRight, OsuPlayfield.BASE_SIZE);
+ scale = clampToBound(scale, selectionQuad.TopLeft, Vector2.Zero);
return Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON));
- Vector2 clampToBound(Vector2 s, Vector2 p, float bound, Axes axis)
+ float minPositiveComponent(Vector2 v) => MathF.Min(v.X < 0 ? float.PositiveInfinity : v.X, v.Y < 0 ? float.PositiveInfinity : v.Y);
+
+ Vector2 clampToBound(Vector2 s, Vector2 p, Vector2 bound)
{
- float px = p.X - actualOrigin.X;
- float py = p.Y - actualOrigin.Y;
- float c = axis == Axes.X ? bound - actualOrigin.X : bound - actualOrigin.Y;
+ p -= actualOrigin;
+ bound -= actualOrigin;
float cos = MathF.Cos(float.DegreesToRadians(-axisRotation));
float sin = MathF.Sin(float.DegreesToRadians(-axisRotation));
- float a, b;
-
- if (axis == Axes.X)
- {
- a = cos * cos * px - sin * cos * py;
- b = sin * sin * px + sin * cos * py;
- }
- else
- {
- a = -sin * cos * px + sin * sin * py;
- b = sin * cos * px + cos * cos * py;
- }
+ var a = new Vector2(cos * cos * p.X - sin * cos * p.Y, -sin * cos * p.X + sin * sin * p.Y);
+ var b = new Vector2(sin * sin * p.X + sin * cos * p.Y, sin * cos * p.X + cos * cos * p.Y);
switch (adjustAxis)
{
case Axes.X:
- if (Precision.AlmostEquals(a, 0) || (c - b) / a < 0)
- break;
-
- s.X = MathF.Min(scale.X, (c - b) / a);
+ s.X = MathF.Min(scale.X, minPositiveComponent(Vector2.Divide(bound - b, a)));
break;
case Axes.Y:
- if (Precision.AlmostEquals(b, 0) || (c - a) / b < 0)
- break;
-
- s.Y = MathF.Min(scale.Y, (c - a) / b);
+ s.Y = MathF.Min(scale.Y, minPositiveComponent(Vector2.Divide(bound - a, b)));
break;
case Axes.Both:
- if (Precision.AlmostEquals(a + b, 0) || c / (a * s.X + b * s.Y) < 0)
- break;
-
- s = Vector2.ComponentMin(s, s * c / (a * s.X + b * s.Y));
+ s = Vector2.ComponentMin(s, s * minPositiveComponent(Vector2.Divide(bound, a * s.X + b * s.Y)));
break;
}