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mirror of https://github.com/ppy/osu.git synced 2024-11-06 11:27:24 +08:00

Rename getSliderBoundingBox and add comments

This commit is contained in:
Henry Lin 2021-07-05 09:16:01 +08:00
parent c69455cfd0
commit eecf4af029

View File

@ -148,18 +148,19 @@ namespace osu.Game.Rulesets.Osu.Mods
/// <returns>The <see cref="Vector2"/> that this slider has been shifted by.</returns> /// <returns>The <see cref="Vector2"/> that this slider has been shifted by.</returns>
private Vector2 moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo) private Vector2 moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
{ {
var boundingBox = getSliderBoundingBox(slider); var area = getSliderPlacementArea(slider);
var prevPosition = slider.Position; var prevPosition = slider.Position;
// Clamp slider position to the placement area
// If the slider is larger than the playfield, force it to stay at the original position // If the slider is larger than the playfield, force it to stay at the original position
var newX = boundingBox.Width < 0 var newX = area.Width < 0
? currentObjectInfo.PositionOriginal.X ? currentObjectInfo.PositionOriginal.X
: Math.Clamp(slider.Position.X, boundingBox.Left, boundingBox.Right); : Math.Clamp(slider.Position.X, area.Left, area.Right);
var newY = boundingBox.Height < 0 var newY = area.Height < 0
? currentObjectInfo.PositionOriginal.Y ? currentObjectInfo.PositionOriginal.Y
: Math.Clamp(slider.Position.Y, boundingBox.Top, boundingBox.Bottom); : Math.Clamp(slider.Position.Y, area.Top, area.Bottom);
slider.Position = new Vector2(newX, newY); slider.Position = new Vector2(newX, newY);
@ -191,15 +192,21 @@ namespace osu.Game.Rulesets.Osu.Mods
} }
/// <summary> /// <summary>
/// Calculates the bounding box of a <see cref="Slider"/>'s position for the slider to be fully inside of the playfield. /// Calculates a <see cref="RectangleF"/> that includes all possible positions of the slider such that
/// the entire slider is inside the playfield.
/// </summary> /// </summary>
private RectangleF getSliderBoundingBox(Slider slider) /// <remarks>
/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
/// </remarks>
private RectangleF getSliderPlacementArea(Slider slider)
{ {
var pathPositions = new List<Vector2>(); var pathPositions = new List<Vector2>();
slider.Path.GetPathToProgress(pathPositions, 0, 1); slider.Path.GetPathToProgress(pathPositions, 0, 1);
// Initially, assume that the slider can be placed anywhere in the playfield
var box = new RectangleF(Vector2.Zero, OsuPlayfield.BASE_SIZE); var box = new RectangleF(Vector2.Zero, OsuPlayfield.BASE_SIZE);
// Then narrow down the area with each path position
foreach (var pos in pathPositions) foreach (var pos in pathPositions)
{ {
// Reduce Width and Height accordingly after increasing X and Y // Reduce Width and Height accordingly after increasing X and Y
@ -216,6 +223,7 @@ namespace osu.Game.Rulesets.Osu.Mods
box.Height = Math.Min(box.Height, OsuPlayfield.BASE_SIZE.Y - pos.Y - box.Y); box.Height = Math.Min(box.Height, OsuPlayfield.BASE_SIZE.Y - pos.Y - box.Y);
} }
// Reduce the area by slider radius, so that the slider fits inside the playfield completely
var radius = (float)slider.Radius; var radius = (float)slider.Radius;
box.X += radius; box.X += radius;