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osu-lazer/osu.Game.Rulesets.Osu/Statistics/AccuracyHeatmap.cs
2020-06-22 15:48:42 +09:00

211 lines
8.1 KiB
C#

// 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.
using System;
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.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). 1024 total points.
/// </summary>
private const int points_per_dimension = 32;
private const float rotation = 45;
private GridContainer pointGrid;
private readonly ScoreInfo score;
public AccuracyHeatmap(ScoreInfo score)
{
this.score = score;
}
[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 = 2f,
BorderColour = Color4.White,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex("#202624")
}
},
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
{
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = -rotation,
Alpha = 0.3f,
},
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = rotation
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = 10,
Height = 2f,
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Y = -1,
Width = 2f,
Height = 10,
}
}
},
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)
{
Colour = 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 == null || score.HitEvents.Count == 0)
return;
// Todo: This should probably not be done like this.
float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (score.Beatmap.BaseDifficulty.CircleSize - 5) / 5) / 2;
foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle))
{
if (e.LastHitObject == null || e.PositionOffset == null)
continue;
AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.PositionOffset.Value, radius);
}
}
protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
{
if (pointGrid.Content.Length == 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;
// Convert the above into the local search space.
Vector2 localCentre = new Vector2(points_per_dimension) / 2;
float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
double localAngle = finalAngle + Math.PI - MathUtils.DegreesToRadians(rotation); // The angle inside the heatmap on which the closest point lies.
Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
// 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);
((HitPoint)pointGrid.Content[r][c]).Increment();
}
private class HitPoint : Circle
{
private readonly HitPointType pointType;
public HitPoint(HitPointType pointType)
{
this.pointType = pointType;
RelativeSizeAxes = Axes.Both;
Alpha = 0;
}
public void Increment()
{
if (Alpha < 1)
Alpha += 0.1f;
else if (pointType == HitPointType.Hit)
Colour = ((Color4)Colour).Lighten(0.1f);
}
}
private enum HitPointType
{
Hit,
Miss
}
}
}