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Implement the accuracy heatmap

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smoogipoo 2020-06-12 22:48:52 +09:00
parent c9469dc0dd
commit ce56c45721

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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.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Tests.Visual.Ranking
{
public class TestSceneAccuracyHeatmap : OsuManualInputManagerTestScene
{
private readonly Box background;
private readonly Drawable object1;
private readonly Drawable object2;
private readonly Heatmap heatmap;
public TestSceneAccuracyHeatmap()
{
Children = new[]
{
background = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex("#333"),
},
object1 = new BorderCircle
{
Position = new Vector2(256, 192),
Colour = Color4.Yellow,
},
object2 = new BorderCircle
{
Position = new Vector2(500, 300),
},
heatmap = new Heatmap
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Scheduler.AddDelayed(() =>
{
var randomPos = new Vector2(
RNG.NextSingle(object1.DrawPosition.X - object1.DrawSize.X / 2, object1.DrawPosition.X + object1.DrawSize.X / 2),
RNG.NextSingle(object1.DrawPosition.Y - object1.DrawSize.Y / 2, object1.DrawPosition.Y + object1.DrawSize.Y / 2));
// The background is used for ToLocalSpace() since we need to go _inside_ the DrawSizePreservingContainer (Content of TestScene).
heatmap.AddPoint(object2.Position, object1.Position, randomPos, RNG.NextSingle(10, 500));
InputManager.MoveMouseTo(background.ToScreenSpace(randomPos));
}, 1, true);
}
protected override bool OnMouseDown(MouseDownEvent e)
{
heatmap.AddPoint(object2.Position, object1.Position, background.ToLocalSpace(e.ScreenSpaceMouseDownPosition), 50);
return true;
}
private class Heatmap : CompositeDrawable
{
/// <summary>
/// Full size of the heatmap.
/// </summary>
private const float size = 100;
/// <summary>
/// Size of the inner circle containing the "hit" points, relative to <see cref="size"/>.
/// All other points outside of the inner circle are "miss" points.
/// </summary>
private const float inner_portion = 0.8f;
private const float rotation = 45;
private const float point_size = 4;
private Container<HitPoint> allPoints;
public Heatmap()
{
Size = new Vector2(size);
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
new CircularContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(inner_portion),
Masking = true,
BorderThickness = 2f,
BorderColour = Color4.White,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex("#202624")
}
},
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
{
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = -rotation,
Alpha = 0.3f,
},
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = rotation
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = 10,
Height = 2f,
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Y = -1,
Width = 2f,
Height = 10,
}
}
},
allPoints = new Container<HitPoint> { RelativeSizeAxes = Axes.Both }
};
Vector2 centre = new Vector2(size / 2);
int rows = (int)Math.Ceiling(size / point_size);
int cols = (int)Math.Ceiling(size / point_size);
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
Vector2 pos = new Vector2(c * point_size, r * point_size);
HitType type = HitType.Hit;
if (Vector2.Distance(pos, centre) > size * inner_portion / 2)
type = HitType.Miss;
allPoints.Add(new HitPoint(pos, type)
{
Size = new Vector2(point_size),
Colour = type == HitType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
});
}
}
}
public void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
{
double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
// Find the most relevant hit point.
double minDist = double.PositiveInfinity;
HitPoint point = null;
foreach (var p in allPoints)
{
Vector2 localCentre = new Vector2(size / 2);
float localRadius = localCentre.X * inner_portion * normalisedDistance;
double localAngle = finalAngle + 3 * Math.PI / 4;
Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
float dist = Vector2.Distance(p.DrawPosition + p.DrawSize / 2, localPoint);
if (dist < minDist)
{
minDist = dist;
point = p;
}
}
Debug.Assert(point != null);
point.Increment();
}
}
private class HitPoint : Circle
{
private readonly HitType type;
public HitPoint(Vector2 position, HitType type)
{
this.type = type;
Position = position;
Alpha = 0;
}
public void Increment()
{
if (Alpha < 1)
Alpha += 0.1f;
else if (type == HitType.Hit)
Colour = ((Color4)Colour).Lighten(0.1f);
}
}
private enum HitType
{
Hit,
Miss
}
private class BorderCircle : CircularContainer
{
public BorderCircle()
{
Origin = Anchor.Centre;
Size = new Vector2(100);
Masking = true;
BorderThickness = 2;
BorderColour = Color4.White;
InternalChildren = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
},
new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(4),
}
};
}
}
}
}