mirror of
https://github.com/ppy/osu.git
synced 2024-12-17 19:55:37 +08:00
Remove Masking from PositionSnapGrid
This caused issues in rendering the outline of the grid because the outline was getting masked at some resolutions.
This commit is contained in:
parent
6bb72a9fcc
commit
f807a3fd97
@ -15,18 +15,29 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
protected void GenerateGridLines(Vector2 step, Vector2 drawSize)
|
||||
{
|
||||
if (Precision.AlmostEquals(step, Vector2.Zero))
|
||||
return;
|
||||
|
||||
int index = 0;
|
||||
var currentPosition = StartPosition.Value;
|
||||
|
||||
// Make lines the same width independent of display resolution.
|
||||
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
|
||||
float lineLength = drawSize.Length * 2;
|
||||
float rotation = MathHelper.RadiansToDegrees(MathF.Atan2(step.Y, step.X));
|
||||
|
||||
List<Box> generatedLines = new List<Box>();
|
||||
|
||||
while (lineDefinitelyIntersectsBox(currentPosition, step.PerpendicularLeft, drawSize) ||
|
||||
isMovingTowardsBox(currentPosition, step, drawSize))
|
||||
while (true)
|
||||
{
|
||||
Vector2 currentPosition = StartPosition.Value + index++ * step;
|
||||
|
||||
if (!lineDefinitelyIntersectsBox(currentPosition, step.PerpendicularLeft, drawSize, out var p1, out var p2))
|
||||
{
|
||||
if (!isMovingTowardsBox(currentPosition, step, drawSize))
|
||||
break;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
var gridLine = new Box
|
||||
{
|
||||
Colour = Colour4.White,
|
||||
@ -34,15 +45,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.None,
|
||||
Width = lineWidth,
|
||||
Height = lineLength,
|
||||
Position = currentPosition,
|
||||
Rotation = MathHelper.RadiansToDegrees(MathF.Atan2(step.Y, step.X)),
|
||||
Height = Vector2.Distance(p1, p2),
|
||||
Position = (p1 + p2) / 2,
|
||||
Rotation = rotation,
|
||||
};
|
||||
|
||||
generatedLines.Add(gridLine);
|
||||
|
||||
index += 1;
|
||||
currentPosition = StartPosition.Value + index * step;
|
||||
}
|
||||
|
||||
if (generatedLines.Count == 0)
|
||||
@ -59,23 +67,99 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
(currentPosition + step - box).LengthSquared < (currentPosition - box).LengthSquared;
|
||||
}
|
||||
|
||||
private bool lineDefinitelyIntersectsBox(Vector2 lineStart, Vector2 lineDir, Vector2 box)
|
||||
/// <summary>
|
||||
/// Determines if the line starting at <paramref name="lineStart"/> and going in the direction of <paramref name="lineDir"/>
|
||||
/// definitely intersects the box on (0, 0) with the given width and height and returns the intersection points if it does.
|
||||
/// </summary>
|
||||
/// <param name="lineStart">The start point of the line.</param>
|
||||
/// <param name="lineDir">The direction of the line.</param>
|
||||
/// <param name="box">The width and height of the box.</param>
|
||||
/// <param name="p1">The first intersection point.</param>
|
||||
/// <param name="p2">The second intersection point.</param>
|
||||
/// <returns>Whether the line definitely intersects the box.</returns>
|
||||
private bool lineDefinitelyIntersectsBox(Vector2 lineStart, Vector2 lineDir, Vector2 box, out Vector2 p1, out Vector2 p2)
|
||||
{
|
||||
var p2 = lineStart + lineDir;
|
||||
p1 = Vector2.Zero;
|
||||
p2 = Vector2.Zero;
|
||||
|
||||
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);
|
||||
if (Precision.AlmostEquals(lineDir.X, 0))
|
||||
{
|
||||
// If the line is vertical, we only need to check if the X coordinate of the line is within the box.
|
||||
if (!Precision.DefinitelyBigger(lineStart.X, 0) || !Precision.DefinitelyBigger(box.X, lineStart.X))
|
||||
return false;
|
||||
|
||||
return definitelyDifferentSign(d1, d2) || definitelyDifferentSign(d3, d4) ||
|
||||
definitelyDifferentSign(d1, d3) || definitelyDifferentSign(d2, d4);
|
||||
p1 = new Vector2(lineStart.X, 0);
|
||||
p2 = new Vector2(lineStart.X, box.Y);
|
||||
return true;
|
||||
}
|
||||
|
||||
double det(Vector2 p) => (p.X - lineStart.X) * (p2.Y - lineStart.Y) - (p.Y - lineStart.Y) * (p2.X - lineStart.X);
|
||||
if (Precision.AlmostEquals(lineDir.Y, 0))
|
||||
{
|
||||
// If the line is horizontal, we only need to check if the Y coordinate of the line is within the box.
|
||||
if (!Precision.DefinitelyBigger(lineStart.Y, 0) || !Precision.DefinitelyBigger(box.Y, lineStart.Y))
|
||||
return false;
|
||||
|
||||
bool definitelyDifferentSign(double a, double b) => !Precision.AlmostEquals(a, 0) &&
|
||||
!Precision.AlmostEquals(b, 0) &&
|
||||
Math.Sign(a) != Math.Sign(b);
|
||||
p1 = new Vector2(0, lineStart.Y);
|
||||
p2 = new Vector2(box.X, lineStart.Y);
|
||||
return true;
|
||||
}
|
||||
|
||||
float m = lineDir.Y / lineDir.X;
|
||||
float mInv = lineDir.X / lineDir.Y; // Use this to improve numerical stability if X is close to zero.
|
||||
float b = lineStart.Y - m * lineStart.X;
|
||||
|
||||
// Calculate intersection points with the sides of the box.
|
||||
var p = new List<Vector2>(4);
|
||||
|
||||
if (0 <= b && b <= box.Y)
|
||||
p.Add(new Vector2(0, b));
|
||||
if (0 <= (box.Y - b) * mInv && (box.Y - b) * mInv <= box.X)
|
||||
p.Add(new Vector2((box.Y - b) * mInv, box.Y));
|
||||
if (0 <= m * box.X + b && m * box.X + b <= box.Y)
|
||||
p.Add(new Vector2(box.X, m * box.X + b));
|
||||
if (0 <= -b * mInv && -b * mInv <= box.X)
|
||||
p.Add(new Vector2(-b * mInv, 0));
|
||||
|
||||
switch (p.Count)
|
||||
{
|
||||
case 4:
|
||||
// If there are 4 intersection points, the line is a diagonal of the box.
|
||||
if (m > 0)
|
||||
{
|
||||
p1 = Vector2.Zero;
|
||||
p2 = box;
|
||||
}
|
||||
else
|
||||
{
|
||||
p1 = new Vector2(0, box.Y);
|
||||
p2 = new Vector2(box.X, 0);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
// If there are 3 intersection points, the line goes through a corner of the box.
|
||||
if (p[0] == p[1])
|
||||
{
|
||||
p1 = p[0];
|
||||
p2 = p[2];
|
||||
}
|
||||
else
|
||||
{
|
||||
p1 = p[0];
|
||||
p2 = p[1];
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
p1 = p[0];
|
||||
p2 = p[1];
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return !Precision.AlmostEquals(p1, p2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -21,8 +21,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
protected PositionSnapGrid()
|
||||
{
|
||||
Masking = true;
|
||||
|
||||
StartPosition.BindValueChanged(_ => GridCache.Invalidate());
|
||||
|
||||
AddLayout(GridCache);
|
||||
|
Loading…
Reference in New Issue
Block a user