// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Graphics.Primitives; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.UI; using osuTK; #nullable enable namespace osu.Game.Rulesets.Osu.Utils { public static partial class OsuHitObjectGenerationUtils { /// /// Number of previous hitobjects to be shifted together when an object is being moved. /// private const int preceding_hitobjects_to_shift = 10; private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2; /// /// Generate a list of s containing information for how the given list of /// s are positioned. /// /// A list of s to process. /// A list of s describing how each hit object is positioned relative to the previous one. public static List GeneratePositionInfos(IEnumerable hitObjects) { var positionInfos = new List(); Vector2 previousPosition = playfield_centre; float previousAngle = 0; foreach (OsuHitObject hitObject in hitObjects) { Vector2 relativePosition = hitObject.Position - previousPosition; float absoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X); float relativeAngle = absoluteAngle - previousAngle; positionInfos.Add(new ObjectPositionInfo(hitObject) { RelativeAngle = relativeAngle, DistanceFromPrevious = relativePosition.Length }); previousPosition = hitObject.EndPosition; previousAngle = absoluteAngle; } return positionInfos; } /// /// Reposition the hit objects according to the information in . /// /// Position information for each hit object. /// The repositioned hit objects. public static List RepositionHitObjects(IEnumerable objectPositionInfos) { List workingObjects = objectPositionInfos.Select(o => new WorkingObject(o)).ToList(); WorkingObject? previous = null; for (int i = 0; i < workingObjects.Count; i++) { var current = workingObjects[i]; var hitObject = current.HitObject; if (hitObject is Spinner) { previous = null; continue; } computeModifiedPosition(current, previous, i > 1 ? workingObjects[i - 2] : null); // Move hit objects back into the playfield if they are outside of it Vector2 shift = Vector2.Zero; switch (hitObject) { case HitCircle _: shift = clampHitCircleToPlayfield(current); break; case Slider _: shift = clampSliderToPlayfield(current); break; } if (shift != Vector2.Zero) { var toBeShifted = new List(); for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--) { // only shift hit circles if (!(workingObjects[j].HitObject is HitCircle)) break; toBeShifted.Add(workingObjects[j].HitObject); } if (toBeShifted.Count > 0) applyDecreasingShift(toBeShifted, shift); } previous = current; } return workingObjects.Select(p => p.HitObject).ToList(); } /// /// Compute the modified position of a hit object while attempting to keep it inside the playfield. /// /// The representing the hit object to have the modified position computed for. /// The representing the hit object immediately preceding the current one. /// The representing the hit object immediately preceding the one. private static void computeModifiedPosition(WorkingObject current, WorkingObject? previous, WorkingObject? beforePrevious) { float previousAbsoluteAngle = 0f; if (previous != null) { Vector2 earliestPosition = beforePrevious?.HitObject.EndPosition ?? playfield_centre; Vector2 relativePosition = previous.HitObject.Position - earliestPosition; previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X); } float absoluteAngle = previousAbsoluteAngle + current.PositionInfo.RelativeAngle; var posRelativeToPrev = new Vector2( current.PositionInfo.DistanceFromPrevious * (float)Math.Cos(absoluteAngle), current.PositionInfo.DistanceFromPrevious * (float)Math.Sin(absoluteAngle) ); Vector2 lastEndPosition = previous?.EndPositionModified ?? playfield_centre; posRelativeToPrev = RotateAwayFromEdge(lastEndPosition, posRelativeToPrev); current.PositionModified = lastEndPosition + posRelativeToPrev; } /// /// Move the modified position of a so that it fits inside the playfield. /// /// The deviation from the original modified position in order to fit within the playfield. private static Vector2 clampHitCircleToPlayfield(WorkingObject workingObject) { var previousPosition = workingObject.PositionModified; workingObject.EndPositionModified = workingObject.PositionModified = clampToPlayfieldWithPadding( workingObject.PositionModified, (float)workingObject.HitObject.Radius ); workingObject.HitObject.Position = workingObject.PositionModified; return workingObject.PositionModified - previousPosition; } /// /// Moves the and all necessary nested s into the if they aren't already. /// /// The deviation from the original modified position in order to fit within the playfield. private static Vector2 clampSliderToPlayfield(WorkingObject workingObject) { var slider = (Slider)workingObject.HitObject; var possibleMovementBounds = calculatePossibleMovementBounds(slider); var previousPosition = workingObject.PositionModified; // Clamp slider position to the placement area // If the slider is larger than the playfield, force it to stay at the original position float newX = possibleMovementBounds.Width < 0 ? workingObject.PositionOriginal.X : Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right); float newY = possibleMovementBounds.Height < 0 ? workingObject.PositionOriginal.Y : Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom); slider.Position = workingObject.PositionModified = new Vector2(newX, newY); workingObject.EndPositionModified = slider.EndPosition; shiftNestedObjects(slider, workingObject.PositionModified - workingObject.PositionOriginal); return workingObject.PositionModified - previousPosition; } /// /// Decreasingly shift a list of s by a specified amount. /// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount. /// /// The list of hit objects to be shifted. /// The amount to be shifted. private static void applyDecreasingShift(IList hitObjects, Vector2 shift) { for (int i = 0; i < hitObjects.Count; i++) { var hitObject = hitObjects[i]; // The first object is shifted by a vector slightly smaller than shift // The last object is shifted by a vector slightly larger than zero Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1)); hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius); } } /// /// Calculates a which contains all of the possible movements of the slider (in relative X/Y coordinates) /// such that the entire slider is inside the playfield. /// /// /// If the slider is larger than the playfield, the returned may have negative width/height. /// private static RectangleF calculatePossibleMovementBounds(Slider slider) { var pathPositions = new List(); slider.Path.GetPathToProgress(pathPositions, 0, 1); float minX = float.PositiveInfinity; float maxX = float.NegativeInfinity; float minY = float.PositiveInfinity; float maxY = float.NegativeInfinity; // Compute the bounding box of the slider. foreach (var pos in pathPositions) { minX = MathF.Min(minX, pos.X); maxX = MathF.Max(maxX, pos.X); minY = MathF.Min(minY, pos.Y); maxY = MathF.Max(maxY, pos.Y); } // Take the circle radius into account. float radius = (float)slider.Radius; minX -= radius; minY -= radius; maxX += radius; maxY += radius; // Given the bounding box of the slider (via min/max X/Y), // the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right), // and the amount that it can move to the right is WIDTH - maxX. // Same calculation applies for the Y axis. float left = -minX; float right = OsuPlayfield.BASE_SIZE.X - maxX; float top = -minY; float bottom = OsuPlayfield.BASE_SIZE.Y - maxY; return new RectangleF(left, top, right - left, bottom - top); } /// /// Shifts all nested s and s by the specified shift. /// /// whose nested s and s should be shifted /// The the 's nested s and s should be shifted by private static void shiftNestedObjects(Slider slider, Vector2 shift) { foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat)) { if (!(hitObject is OsuHitObject osuHitObject)) continue; osuHitObject.Position += shift; } } /// /// Clamp a position to playfield, keeping a specified distance from the edges. /// /// The position to be clamped. /// The minimum distance allowed from playfield edges. /// The clamped position. private static Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding) { return new Vector2( Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding), Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding) ); } public class ObjectPositionInfo { /// /// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle. /// /// /// of the first hit object in a beatmap represents the absolute angle from playfield center to the object. /// /// /// If is 0, the player's cursor doesn't need to change its direction of movement when passing /// the previous object to reach this one. /// public float RelativeAngle { get; set; } /// /// The jump distance from the previous hit object to this one. /// /// /// of the first hit object in a beatmap is relative to the playfield center. /// public float DistanceFromPrevious { get; set; } /// /// The hit object associated with this . /// public OsuHitObject HitObject { get; } public ObjectPositionInfo(OsuHitObject hitObject) { HitObject = hitObject; } } private class WorkingObject { public Vector2 PositionOriginal { get; } public Vector2 PositionModified { get; set; } public Vector2 EndPositionModified { get; set; } public ObjectPositionInfo PositionInfo { get; } public OsuHitObject HitObject => PositionInfo.HitObject; public WorkingObject(ObjectPositionInfo positionInfo) { PositionInfo = positionInfo; PositionModified = PositionOriginal = HitObject.Position; EndPositionModified = HitObject.EndPosition; } } } }