From ae380027772867b45baf80acc910c98cb39fac46 Mon Sep 17 00:00:00 2001 From: OliBomby Date: Sun, 14 Jul 2024 15:46:40 +0200 Subject: [PATCH] Revert "fix incorrect rotated bound checking" This reverts commit 4165ded8134d05f4d6b934255a5678a6a7d74bca. --- .../Edit/OsuSelectionScaleHandler.cs | 53 ++++--------------- osu.Game/Utils/GeometryUtils.cs | 20 +++---- 2 files changed, 17 insertions(+), 56 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs b/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs index d336261499..8b87246456 100644 --- a/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs +++ b/osu.Game.Rulesets.Osu/Edit/OsuSelectionScaleHandler.cs @@ -80,32 +80,12 @@ namespace osu.Game.Rulesets.Osu.Edit changeHandler?.BeginChange(); objectsInScale = selectedMovableObjects.ToDictionary(ho => ho, ho => new OriginalHitObjectState(ho)); - OriginalSurroundingQuad = getOriginalSurroundingQuad()!; + OriginalSurroundingQuad = objectsInScale.Count == 1 && objectsInScale.First().Key is Slider slider + ? GeometryUtils.GetSurroundingQuad(slider.Path.ControlPoints.Select(p => slider.Position + p.Position)) + : GeometryUtils.GetSurroundingQuad(objectsInScale.Keys); defaultOrigin = OriginalSurroundingQuad.Value.Centre; } - private Quad? getOriginalSurroundingQuad(float axisRotation = 0) - { - if (objectsInScale == null) - return null; - - return objectsInScale.Count == 1 && objectsInScale.First().Value.PathControlPointPositions != null - ? GeometryUtils.GetSurroundingQuad(objectsInScale.First().Value.PathControlPointPositions!.Select(p => objectsInScale.First().Value.Position + p), axisRotation) - : GeometryUtils.GetSurroundingQuad(objectsInScale.Values.SelectMany(s => - { - if (s.EndPosition.HasValue) - { - return new[] - { - s.Position, - s.Position + s.EndPosition.Value - }; - } - - return new[] { s.Position }; - }), axisRotation); - } - public override void Update(Vector2 scale, Vector2? origin = null, Axes adjustAxis = Axes.Both, float axisRotation = 0) { if (!OperationInProgress.Value) @@ -233,23 +213,10 @@ namespace osu.Game.Rulesets.Osu.Edit scale = clampScaleToAdjustAxis(scale, adjustAxis); Vector2 actualOrigin = origin ?? defaultOrigin.Value; - var selectionQuad = axisRotation == 0 ? OriginalSurroundingQuad.Value : getOriginalSurroundingQuad(axisRotation)!.Value; - var points = new[] - { - selectionQuad.TopLeft, - selectionQuad.TopRight, - selectionQuad.BottomLeft, - selectionQuad.BottomRight - }; + var selectionQuad = OriginalSurroundingQuad.Value; - float cos = MathF.Cos(float.DegreesToRadians(-axisRotation)); - float sin = MathF.Sin(float.DegreesToRadians(-axisRotation)); - - foreach (var point in points) - { - scale = clampToBound(scale, point, Vector2.Zero); - scale = clampToBound(scale, point, OsuPlayfield.BASE_SIZE); - } + scale = clampToBound(scale, selectionQuad.BottomRight, OsuPlayfield.BASE_SIZE); + scale = clampToBound(scale, selectionQuad.TopLeft, Vector2.Zero); return Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON)); @@ -259,17 +226,19 @@ namespace osu.Game.Rulesets.Osu.Edit { p -= actualOrigin; bound -= actualOrigin; + float cos = MathF.Cos(float.DegreesToRadians(-axisRotation)); + float sin = MathF.Sin(float.DegreesToRadians(-axisRotation)); 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: - s.X = MathF.Min(s.X, minPositiveComponent(Vector2.Divide(bound - b, a))); + s.X = MathF.Min(scale.X, minPositiveComponent(Vector2.Divide(bound - b, a))); break; case Axes.Y: - s.Y = MathF.Min(s.Y, minPositiveComponent(Vector2.Divide(bound - a, b))); + s.Y = MathF.Min(scale.Y, minPositiveComponent(Vector2.Divide(bound - a, b))); break; case Axes.Both: @@ -306,14 +275,12 @@ namespace osu.Game.Rulesets.Osu.Edit public Vector2 Position { get; } public Vector2[]? PathControlPointPositions { get; } public PathType?[]? PathControlPointTypes { get; } - public Vector2? EndPosition { get; } public OriginalHitObjectState(OsuHitObject hitObject) { Position = hitObject.Position; PathControlPointPositions = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Position).ToArray(); PathControlPointTypes = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Type).ToArray(); - EndPosition = (hitObject as IHasPath)?.Path.PositionAt(1); } } } diff --git a/osu.Game/Utils/GeometryUtils.cs b/osu.Game/Utils/GeometryUtils.cs index 23c25cfffa..f6e7e81007 100644 --- a/osu.Game/Utils/GeometryUtils.cs +++ b/osu.Game/Utils/GeometryUtils.cs @@ -113,8 +113,7 @@ namespace osu.Game.Utils /// Returns a quad surrounding the provided points. /// /// The points to calculate a quad for. - /// The rotation in degrees of the axis to align the quad to. - public static Quad GetSurroundingQuad(IEnumerable points, float axisRotation = 0) + public static Quad GetSurroundingQuad(IEnumerable points) { if (!points.Any()) return new Quad(); @@ -125,25 +124,20 @@ namespace osu.Game.Utils // Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted foreach (var p in points) { - var pr = RotateVector(p, axisRotation); - minPosition = Vector2.ComponentMin(minPosition, pr); - maxPosition = Vector2.ComponentMax(maxPosition, pr); + minPosition = Vector2.ComponentMin(minPosition, p); + maxPosition = Vector2.ComponentMax(maxPosition, p); } - var p1 = RotateVector(minPosition, -axisRotation); - var p2 = RotateVector(new Vector2(minPosition.X, maxPosition.Y), -axisRotation); - var p3 = RotateVector(maxPosition, -axisRotation); - var p4 = RotateVector(new Vector2(maxPosition.X, minPosition.Y), -axisRotation); + Vector2 size = maxPosition - minPosition; - return new Quad(p1, p2, p3, p4); + return new Quad(minPosition.X, minPosition.Y, size.X, size.Y); } /// /// Returns a gamefield-space quad surrounding the provided hit objects. /// /// The hit objects to calculate a quad for. - /// The rotation in degrees of the axis to align the quad to. - public static Quad GetSurroundingQuad(IEnumerable hitObjects, float axisRotation = 0) => + public static Quad GetSurroundingQuad(IEnumerable hitObjects) => GetSurroundingQuad(hitObjects.SelectMany(h => { if (h is IHasPath path) @@ -157,6 +151,6 @@ namespace osu.Game.Utils } return new[] { h.Position }; - }), axisRotation); + })); } }