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Add bounding box limit
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@ -11,6 +11,7 @@ using osu.Framework.Bindables;
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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.Cursor;
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using osu.Framework.Graphics.Primitives;
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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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@ -165,11 +166,26 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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/// <summary>
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/// Returns whether the given points are arranged in a valid way. Invalid if points
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/// are almost entirely linear - as this causes the radius to approach infinity,
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/// which would exhaust memory when drawing / approximating.
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/// or if the bounding box of the arc is too large.
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/// </summary>
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/// <param name="points">The three points that make up this circular arc segment.</param>
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/// <returns></returns>
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private bool validCircularArcSegment(IReadOnlyList<Vector2> points)
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{
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float det = circularArcDeterminant(points);
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RectangleF boundingBox = circularArcBoundingBox(points);
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// Determinant limit prevents memory exhaustion as a result of approximating the subpath.
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// Bounding box area limit prevents memory exhaustion as a result of drawing the texture.
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return Math.Abs(det) > 0.001f && boundingBox.Area < 640 * 480;
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}
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/// <summary>
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/// Computes the determinant of the circular arc segment defined by the given points.
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/// </summary>
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/// <param name="points">The three points defining the circular arc.</param>
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/// <returns></returns>
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private float circularArcDeterminant(IReadOnlyList<Vector2> points)
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{
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Vector2 a = points[0];
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Vector2 b = points[1];
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@ -181,19 +197,82 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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Vector2 normB = new Vector2(b.X / maxLength, b.Y / maxLength);
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Vector2 normC = new Vector2(c.X / maxLength, c.Y / maxLength);
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float det = (normA.X - normB.X) * (normB.Y - normC.Y) - (normB.X - normC.X) * (normA.Y - normB.Y);
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return (normA.X - normB.X) * (normB.Y - normC.Y) - (normB.X - normC.X) * (normA.Y - normB.Y);
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}
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float acSq = (a - c).LengthSquared;
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float abSq = (a - b).LengthSquared;
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float bcSq = (b - c).LengthSquared;
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/// <summary>
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/// Computes the bounding box of the circular arc segment defined by the given points.
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/// </summary>
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/// <param name="points">The three points defining the circular arc.</param>
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/// <returns></returns>
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private RectangleF circularArcBoundingBox(IReadOnlyList<Vector2> points)
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{
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Vector2 a = points[0];
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Vector2 b = points[1];
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Vector2 c = points[2];
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// Exterior = curve wraps around the long way between end-points
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// Exterior bottleneck is drawing-related, interior bottleneck is approximation-related,
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// where the latter is much faster, hence differing thresholds
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bool exterior = abSq > acSq || bcSq > acSq;
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float threshold = exterior ? 0.35f : 0.001f;
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// See: https://en.wikipedia.org/wiki/Circumscribed_circle#Cartesian_coordinates_2
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float d = 2 * (a.X * (b - c).Y + b.X * (c - a).Y + c.X * (a - b).Y);
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float aSq = a.LengthSquared;
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float bSq = b.LengthSquared;
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float cSq = c.LengthSquared;
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return Math.Abs(det) >= threshold;
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Vector2 center = new Vector2(
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aSq * (b - c).Y + bSq * (c - a).Y + cSq * (a - b).Y,
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aSq * (c - b).X + bSq * (a - c).X + cSq * (b - a).X) / d;
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Vector2 dA = a - center;
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Vector2 dC = c - center;
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float r = dA.Length;
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double thetaStart = Math.Atan2(dA.Y, dA.X);
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double thetaEnd = Math.Atan2(dC.Y, dC.X);
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while (thetaEnd < thetaStart)
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thetaEnd += 2 * Math.PI;
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// Decide in which direction to draw the circle, depending on which side of
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// AC B lies.
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Vector2 orthoAtoC = c - a;
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orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X);
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bool clockwise = Vector2.Dot(orthoAtoC, b - a) >= 0;
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if (clockwise)
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{
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if (thetaEnd < thetaStart)
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thetaEnd += Math.PI * 2;
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}
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else
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{
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if (thetaStart < thetaEnd)
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thetaStart += Math.PI * 2;
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}
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List<Vector2> boundingBoxPoints = new List<Vector2>(points);
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bool includes0Degrees = 0 > thetaStart && 0 < thetaEnd;
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bool includes90Degrees = Math.PI / 2 > thetaStart && Math.PI / 2 < thetaEnd;
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bool includes180Degrees = Math.PI > thetaStart && Math.PI < thetaEnd;
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bool includes270Degrees = Math.PI * 1.5f > thetaStart && Math.PI * 1.5f < thetaEnd;
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if (!clockwise)
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{
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includes0Degrees = 0 < thetaStart && 0 > thetaEnd;
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includes90Degrees = Math.PI / 2 < thetaStart && Math.PI / 2 > thetaEnd;
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includes180Degrees = Math.PI < thetaStart && Math.PI > thetaEnd;
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includes270Degrees = Math.PI * 1.5f < thetaStart && Math.PI * 1.5f > thetaEnd;
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}
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if (includes0Degrees) boundingBoxPoints.Add(center + new Vector2(1, 0) * r);
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if (includes90Degrees) boundingBoxPoints.Add(center + new Vector2(0, 1) * r);
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if (includes180Degrees) boundingBoxPoints.Add(center + new Vector2(-1, 0) * r);
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if (includes270Degrees) boundingBoxPoints.Add(center + new Vector2(0, -1) * r);
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float width = Math.Abs(boundingBoxPoints.Max(p => p.X) - boundingBoxPoints.Min(p => p.X));
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float height = Math.Abs(boundingBoxPoints.Max(p => p.Y) - boundingBoxPoints.Min(p => p.Y));
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return new RectangleF(slider.Position, new Vector2(width, height));
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}
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private void selectPiece(PathControlPointPiece piece, MouseButtonEvent e)
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