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mirror of https://github.com/ppy/osu.git synced 2024-09-21 23:27:25 +08:00

Add rotation to snap grid visual

This commit is contained in:
OliBomby 2023-12-28 17:49:14 +01:00
parent e10733834b
commit f3b88c318b
2 changed files with 125 additions and 31 deletions

View File

@ -33,28 +33,30 @@ namespace osu.Game.Tests.Visual.Editing
},
content = new Container
{
RelativeSizeAxes = Axes.Both
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(10),
}
});
}
private static readonly object[][] test_cases =
{
new object[] { new Vector2(0, 0), new Vector2(10, 10) },
new object[] { new Vector2(240, 180), new Vector2(10, 15) },
new object[] { new Vector2(160, 120), new Vector2(30, 20) },
new object[] { new Vector2(480, 360), new Vector2(100, 100) },
new object[] { new Vector2(0, 0), new Vector2(10, 10), 0f },
new object[] { new Vector2(240, 180), new Vector2(10, 15), 30f },
new object[] { new Vector2(160, 120), new Vector2(30, 20), -30f },
new object[] { new Vector2(480, 360), new Vector2(100, 100), 0f },
};
[TestCaseSource(nameof(test_cases))]
public void TestRectangularGrid(Vector2 position, Vector2 spacing)
public void TestRectangularGrid(Vector2 position, Vector2 spacing, float rotation)
{
RectangularPositionSnapGrid grid = null;
AddStep("create grid", () => Child = grid = new RectangularPositionSnapGrid(position)
{
RelativeSizeAxes = Axes.Both,
Spacing = spacing
Spacing = spacing,
GridLineRotation = rotation
});
AddStep("add snapping cursor", () => Add(new SnappingCursorContainer

View File

@ -15,10 +15,20 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
public partial class RectangularPositionSnapGrid : CompositeDrawable
{
private Vector2 startPosition;
/// <summary>
/// The position of the origin of this <see cref="RectangularPositionSnapGrid"/> in local coordinates.
/// </summary>
public Vector2 StartPosition { get; }
public Vector2 StartPosition
{
get => startPosition;
set
{
startPosition = value;
gridCache.Invalidate();
}
}
private Vector2 spacing = Vector2.One;
@ -38,11 +48,27 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
}
private float gridLineRotation;
/// <summary>
/// The rotation in degrees of the grid lines of this <see cref="RectangularPositionSnapGrid"/>.
/// </summary>
public float GridLineRotation
{
get => gridLineRotation;
set
{
gridLineRotation = value;
gridCache.Invalidate();
}
}
private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
public RectangularPositionSnapGrid(Vector2 startPosition)
{
StartPosition = startPosition;
Masking = true;
AddLayout(gridCache);
}
@ -65,47 +91,43 @@ namespace osu.Game.Screens.Edit.Compose.Components
private void createContent()
{
var drawSize = DrawSize;
var rot = Quaternion.FromAxisAngle(Vector3.UnitZ, MathHelper.DegreesToRadians(GridLineRotation));
generateGridLines(Direction.Horizontal, StartPosition.Y, 0, -Spacing.Y);
generateGridLines(Direction.Horizontal, StartPosition.Y, drawSize.Y, Spacing.Y);
generateGridLines(Vector2.Transform(new Vector2(0, -Spacing.Y), rot), GridLineRotation + 90, drawSize);
generateGridLines(Vector2.Transform(new Vector2(0, Spacing.Y), rot), GridLineRotation + 90, drawSize);
generateGridLines(Direction.Vertical, StartPosition.X, 0, -Spacing.X);
generateGridLines(Direction.Vertical, StartPosition.X, drawSize.X, Spacing.X);
generateGridLines(Vector2.Transform(new Vector2(-Spacing.X, 0), rot), GridLineRotation, drawSize);
generateGridLines(Vector2.Transform(new Vector2(Spacing.X, 0), rot), GridLineRotation, drawSize);
generateOutline(drawSize);
}
private void generateGridLines(Direction direction, float startPosition, float endPosition, float step)
private void generateGridLines(Vector2 step, float rotation, Vector2 drawSize)
{
int index = 0;
float currentPosition = startPosition;
var currentPosition = startPosition;
// Make lines the same width independent of display resolution.
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
float lineLength = drawSize.Length * 2;
List<Box> generatedLines = new List<Box>();
while (Precision.AlmostBigger((endPosition - currentPosition) * Math.Sign(step), 0))
while (lineDefinitelyIntersectsBox(currentPosition, step.PerpendicularLeft, drawSize) ||
isMovingTowardsBox(currentPosition, step, drawSize))
{
var gridLine = new Box
{
Colour = Colour4.White,
Alpha = 0.1f,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.None,
Width = lineWidth,
Height = lineLength,
Position = currentPosition,
Rotation = rotation,
};
if (direction == Direction.Horizontal)
{
gridLine.Origin = Anchor.CentreLeft;
gridLine.RelativeSizeAxes = Axes.X;
gridLine.Height = lineWidth;
gridLine.Y = currentPosition;
}
else
{
gridLine.Origin = Anchor.TopCentre;
gridLine.RelativeSizeAxes = Axes.Y;
gridLine.Width = lineWidth;
gridLine.X = currentPosition;
}
generatedLines.Add(gridLine);
index += 1;
@ -116,11 +138,81 @@ namespace osu.Game.Screens.Edit.Compose.Components
return;
generatedLines.First().Alpha = 0.3f;
generatedLines.Last().Alpha = 0.3f;
AddRangeInternal(generatedLines);
}
private bool isMovingTowardsBox(Vector2 currentPosition, Vector2 step, Vector2 box)
{
return (currentPosition + step).LengthSquared < currentPosition.LengthSquared ||
(currentPosition + step - box).LengthSquared < (currentPosition - box).LengthSquared;
}
private bool lineDefinitelyIntersectsBox(Vector2 lineStart, Vector2 lineDir, Vector2 box)
{
var p2 = lineStart + lineDir;
double d1 = det(Vector2.Zero);
double d2 = det(new Vector2(box.X, 0));
double d3 = det(new Vector2(0, box.Y));
double d4 = det(box);
return definitelyDifferentSign(d1, d2) || definitelyDifferentSign(d3, d4) ||
definitelyDifferentSign(d1, d3) || definitelyDifferentSign(d2, d4);
double det(Vector2 p) => (p.X - lineStart.X) * (p2.Y - lineStart.Y) - (p.Y - lineStart.Y) * (p2.X - lineStart.X);
bool definitelyDifferentSign(double a, double b) => !Precision.AlmostEquals(a, 0) &&
!Precision.AlmostEquals(b, 0) &&
Math.Sign(a) != Math.Sign(b);
}
private void generateOutline(Vector2 drawSize)
{
// Make lines the same width independent of display resolution.
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
AddRangeInternal(new[]
{
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Height = lineWidth,
Y = 0,
},
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Height = lineWidth,
Y = drawSize.Y,
},
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
Width = lineWidth,
X = 0,
},
new Box
{
Colour = Colour4.White,
Alpha = 0.3f,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
Width = lineWidth,
X = drawSize.X,
},
});
}
public Vector2 GetSnappedPosition(Vector2 original)
{
Vector2 relativeToStart = original - StartPosition;