// 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. #nullable disable using System; using System.Diagnostics; using System.Linq; 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.Utils; using osu.Game.Beatmaps; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Scoring; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Statistics { public class AccuracyHeatmap : CompositeDrawable { /// <summary> /// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="AccuracyHeatmap"/>. /// All other points outside of the inner circle are "miss" points. /// </summary> private const float inner_portion = 0.8f; /// <summary> /// Number of rows/columns of points. /// ~4px per point @ 128x128 size (the contents of the <see cref="AccuracyHeatmap"/> are always square). 1089 total points. /// </summary> private const int points_per_dimension = 33; private const float rotation = 45; private BufferedContainer bufferedGrid; private GridContainer pointGrid; private readonly ScoreInfo score; private readonly IBeatmap playableBeatmap; private const float line_thickness = 2; /// <summary> /// The highest count of any point currently being displayed. /// </summary> protected float PeakValue { get; private set; } public AccuracyHeatmap(ScoreInfo score, IBeatmap playableBeatmap) { this.score = score; this.playableBeatmap = playableBeatmap; } [BackgroundDependencyLoader] private void load() { InternalChild = new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, FillMode = FillMode.Fit, Children = new Drawable[] { new CircularContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Size = new Vector2(inner_portion), Masking = true, BorderThickness = line_thickness, BorderColour = Color4.White, Child = new Box { RelativeSizeAxes = Axes.Both, Colour = Color4Extensions.FromHex("#202624") } }, new Container { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding(1), Child = new Container { RelativeSizeAxes = Axes.Both, Masking = true, Children = new Drawable[] { new Box { Anchor = Anchor.Centre, Origin = Anchor.Centre, EdgeSmoothness = new Vector2(1), RelativeSizeAxes = Axes.Y, Height = 2, // We're rotating along a diagonal - we don't really care how big this is. Width = line_thickness / 2, Rotation = -rotation, Alpha = 0.3f, }, new Box { Anchor = Anchor.Centre, Origin = Anchor.Centre, EdgeSmoothness = new Vector2(1), RelativeSizeAxes = Axes.Y, Height = 2, // We're rotating along a diagonal - we don't really care how big this is. Width = line_thickness / 2, // adjust for edgesmoothness Rotation = rotation }, } }, }, new Box { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, Width = 10, EdgeSmoothness = new Vector2(1), Height = line_thickness / 2, // adjust for edgesmoothness }, new Box { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, EdgeSmoothness = new Vector2(1), Width = line_thickness / 2, // adjust for edgesmoothness Height = 10, } } }, bufferedGrid = new BufferedContainer(cachedFrameBuffer: true) { RelativeSizeAxes = Axes.Both, BackgroundColour = Color4Extensions.FromHex("#202624").Opacity(0), Child = pointGrid = new GridContainer { RelativeSizeAxes = Axes.Both } }, } }; Vector2 centre = new Vector2(points_per_dimension) / 2; float innerRadius = centre.X * inner_portion; Drawable[][] points = new Drawable[points_per_dimension][]; for (int r = 0; r < points_per_dimension; r++) { points[r] = new Drawable[points_per_dimension]; for (int c = 0; c < points_per_dimension; c++) { HitPointType pointType = Vector2.Distance(new Vector2(c, r), centre) <= innerRadius ? HitPointType.Hit : HitPointType.Miss; var point = new HitPoint(pointType, this) { BaseColour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255) }; points[r][c] = point; } } pointGrid.Content = points; if (score.HitEvents.Count == 0) return; // Todo: This should probably not be done like this. float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (playableBeatmap.Difficulty.CircleSize - 5) / 5) / 2; foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle))) { if (e.LastHitObject == null || e.Position == null) continue; AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.Position.Value, radius); } } protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius) { if (pointGrid.Content.Count == 0) return; 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; // Consider two objects placed horizontally, with the start on the left and the end on the right. // The above calculated the angle between {end, start}, and the angle between {end, hitPoint}, in the form: // +pi | 0 // O --------- O -----> Note: Math.Atan2 has a range (-pi <= theta <= +pi) // -pi | 0 // E.g. If the hit point was directly above end, it would have an angle pi/2. // // It also calculated the angle separating hitPoint from the line joining {start, end}, that is anti-clockwise in the form: // 0 | pi // O --------- O -----> // 2pi | pi // // However keep in mind that cos(0)=1 and cos(2pi)=1, whereas we actually want these values to appear on the left, so the x-coordinate needs to be inverted. // Likewise sin(pi/2)=1 and sin(3pi/2)=-1, whereas we actually want these values to appear on the bottom/top respectively, so the y-coordinate also needs to be inverted. // // We also need to apply the anti-clockwise rotation. double rotatedAngle = finalAngle - MathUtils.DegreesToRadians(rotation); var rotatedCoordinate = -1 * new Vector2((float)Math.Cos(rotatedAngle), (float)Math.Sin(rotatedAngle)); Vector2 localCentre = new Vector2(points_per_dimension - 1) / 2; float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies. Vector2 localPoint = localCentre + localRadius * rotatedCoordinate; // Find the most relevant hit point. int r = Math.Clamp((int)Math.Round(localPoint.Y), 0, points_per_dimension - 1); int c = Math.Clamp((int)Math.Round(localPoint.X), 0, points_per_dimension - 1); PeakValue = Math.Max(PeakValue, ((HitPoint)pointGrid.Content[r][c]).Increment()); bufferedGrid.ForceRedraw(); } private class HitPoint : Circle { /// <summary> /// The base colour which will be lightened/darkened depending on the value of this <see cref="HitPoint"/>. /// </summary> public Color4 BaseColour; private readonly HitPointType pointType; private readonly AccuracyHeatmap heatmap; public override bool IsPresent => count > 0; public HitPoint(HitPointType pointType, AccuracyHeatmap heatmap) { this.pointType = pointType; this.heatmap = heatmap; RelativeSizeAxes = Axes.Both; Alpha = 1; } private int count; /// <summary> /// Increment the value of this point by one. /// </summary> /// <returns>The value after incrementing.</returns> public int Increment() { return ++count; } protected override void Update() { base.Update(); // the point at which alpha is saturated and we begin to adjust colour lightness. const float lighten_cutoff = 0.95f; // the amount of lightness to attribute regardless of relative value to peak point. const float non_relative_portion = 0.2f; float amount = 0; // give some amount of alpha regardless of relative count amount += non_relative_portion * Math.Min(1, count / 10f); // add relative portion amount += (1 - non_relative_portion) * (count / heatmap.PeakValue); // apply easing amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount)); Debug.Assert(amount <= 1); Alpha = Math.Min(amount / lighten_cutoff, 1); if (pointType == HitPointType.Hit) Colour = BaseColour.Lighten(Math.Max(0, amount - lighten_cutoff)); } } private enum HitPointType { Hit, Miss } } }