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Revert "fix incorrect rotated bound checking"

This reverts commit 4165ded813.
This commit is contained in:
OliBomby 2024-07-14 15:46:40 +02:00
parent dfe6c70996
commit ae38002777
2 changed files with 17 additions and 56 deletions

View File

@ -80,32 +80,12 @@ namespace osu.Game.Rulesets.Osu.Edit
changeHandler?.BeginChange(); changeHandler?.BeginChange();
objectsInScale = selectedMovableObjects.ToDictionary(ho => ho, ho => new OriginalHitObjectState(ho)); 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; 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) public override void Update(Vector2 scale, Vector2? origin = null, Axes adjustAxis = Axes.Both, float axisRotation = 0)
{ {
if (!OperationInProgress.Value) if (!OperationInProgress.Value)
@ -233,23 +213,10 @@ namespace osu.Game.Rulesets.Osu.Edit
scale = clampScaleToAdjustAxis(scale, adjustAxis); scale = clampScaleToAdjustAxis(scale, adjustAxis);
Vector2 actualOrigin = origin ?? defaultOrigin.Value; Vector2 actualOrigin = origin ?? defaultOrigin.Value;
var selectionQuad = axisRotation == 0 ? OriginalSurroundingQuad.Value : getOriginalSurroundingQuad(axisRotation)!.Value; var selectionQuad = OriginalSurroundingQuad.Value;
var points = new[]
{
selectionQuad.TopLeft,
selectionQuad.TopRight,
selectionQuad.BottomLeft,
selectionQuad.BottomRight
};
float cos = MathF.Cos(float.DegreesToRadians(-axisRotation)); scale = clampToBound(scale, selectionQuad.BottomRight, OsuPlayfield.BASE_SIZE);
float sin = MathF.Sin(float.DegreesToRadians(-axisRotation)); scale = clampToBound(scale, selectionQuad.TopLeft, Vector2.Zero);
foreach (var point in points)
{
scale = clampToBound(scale, point, Vector2.Zero);
scale = clampToBound(scale, point, OsuPlayfield.BASE_SIZE);
}
return Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON)); return Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON));
@ -259,17 +226,19 @@ namespace osu.Game.Rulesets.Osu.Edit
{ {
p -= actualOrigin; p -= actualOrigin;
bound -= 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 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); var b = new Vector2(sin * sin * p.X + sin * cos * p.Y, sin * cos * p.X + cos * cos * p.Y);
switch (adjustAxis) switch (adjustAxis)
{ {
case Axes.X: 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; break;
case Axes.Y: 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; break;
case Axes.Both: case Axes.Both:
@ -306,14 +275,12 @@ namespace osu.Game.Rulesets.Osu.Edit
public Vector2 Position { get; } public Vector2 Position { get; }
public Vector2[]? PathControlPointPositions { get; } public Vector2[]? PathControlPointPositions { get; }
public PathType?[]? PathControlPointTypes { get; } public PathType?[]? PathControlPointTypes { get; }
public Vector2? EndPosition { get; }
public OriginalHitObjectState(OsuHitObject hitObject) public OriginalHitObjectState(OsuHitObject hitObject)
{ {
Position = hitObject.Position; Position = hitObject.Position;
PathControlPointPositions = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Position).ToArray(); PathControlPointPositions = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Position).ToArray();
PathControlPointTypes = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Type).ToArray(); PathControlPointTypes = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Type).ToArray();
EndPosition = (hitObject as IHasPath)?.Path.PositionAt(1);
} }
} }
} }

View File

@ -113,8 +113,7 @@ namespace osu.Game.Utils
/// Returns a quad surrounding the provided points. /// Returns a quad surrounding the provided points.
/// </summary> /// </summary>
/// <param name="points">The points to calculate a quad for.</param> /// <param name="points">The points to calculate a quad for.</param>
/// <param name="axisRotation">The rotation in degrees of the axis to align the quad to.</param> public static Quad GetSurroundingQuad(IEnumerable<Vector2> points)
public static Quad GetSurroundingQuad(IEnumerable<Vector2> points, float axisRotation = 0)
{ {
if (!points.Any()) if (!points.Any())
return new Quad(); 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 // 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) foreach (var p in points)
{ {
var pr = RotateVector(p, axisRotation); minPosition = Vector2.ComponentMin(minPosition, p);
minPosition = Vector2.ComponentMin(minPosition, pr); maxPosition = Vector2.ComponentMax(maxPosition, p);
maxPosition = Vector2.ComponentMax(maxPosition, pr);
} }
var p1 = RotateVector(minPosition, -axisRotation); Vector2 size = maxPosition - minPosition;
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);
return new Quad(p1, p2, p3, p4); return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
} }
/// <summary> /// <summary>
/// Returns a gamefield-space quad surrounding the provided hit objects. /// Returns a gamefield-space quad surrounding the provided hit objects.
/// </summary> /// </summary>
/// <param name="hitObjects">The hit objects to calculate a quad for.</param> /// <param name="hitObjects">The hit objects to calculate a quad for.</param>
/// <param name="axisRotation">The rotation in degrees of the axis to align the quad to.</param> public static Quad GetSurroundingQuad(IEnumerable<IHasPosition> hitObjects) =>
public static Quad GetSurroundingQuad(IEnumerable<IHasPosition> hitObjects, float axisRotation = 0) =>
GetSurroundingQuad(hitObjects.SelectMany(h => GetSurroundingQuad(hitObjects.SelectMany(h =>
{ {
if (h is IHasPath path) if (h is IHasPath path)
@ -157,6 +151,6 @@ namespace osu.Game.Utils
} }
return new[] { h.Position }; return new[] { h.Position };
}), axisRotation); }));
} }
} }