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https://github.com/ppy/osu.git
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223 lines
8.8 KiB
C#
223 lines
8.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Utils
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{
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public static class GeometryUtils
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{
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/// <summary>
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/// Rotate a point around an arbitrary origin.
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/// </summary>
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/// <param name="point">The point.</param>
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/// <param name="origin">The centre origin to rotate around.</param>
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/// <param name="angle">The angle to rotate (in degrees).</param>
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public static Vector2 RotatePointAroundOrigin(Vector2 point, Vector2 origin, float angle)
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{
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angle = -angle;
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point.X -= origin.X;
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point.Y -= origin.Y;
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Vector2 ret = RotateVector(point, angle);
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ret.X += origin.X;
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ret.Y += origin.Y;
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return ret;
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}
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/// <summary>
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/// Rotate a vector around the origin.
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/// </summary>
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/// <param name="vector">The vector.</param>
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/// <param name="angle">The angle to rotate (in degrees).</param>
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public static Vector2 RotateVector(Vector2 vector, float angle)
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{
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return new Vector2(
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vector.X * MathF.Cos(float.DegreesToRadians(angle)) + vector.Y * MathF.Sin(float.DegreesToRadians(angle)),
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vector.X * -MathF.Sin(float.DegreesToRadians(angle)) + vector.Y * MathF.Cos(float.DegreesToRadians(angle))
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);
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}
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/// <summary>
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/// Given a flip direction, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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/// <param name="direction">The direction to flip towards.</param>
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/// <param name="quad">The quad surrounding all selected objects. The center of this determines the position of the axis.</param>
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/// <param name="position">The position to flip.</param>
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public static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
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{
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var centre = quad.Centre;
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switch (direction)
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{
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case Direction.Horizontal:
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position.X = centre.X - (position.X - centre.X);
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break;
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case Direction.Vertical:
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position.Y = centre.Y - (position.Y - centre.Y);
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break;
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}
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return position;
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}
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/// <summary>
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/// Given a flip axis vector, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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/// <param name="axis">The vector indicating the direction to flip towards. This is perpendicular to the mirroring axis.</param>
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/// <param name="quad">The quad surrounding all selected objects. The center of this determines the position of the axis.</param>
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/// <param name="position">The position to flip.</param>
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public static Vector2 GetFlippedPosition(Vector2 axis, Quad quad, Vector2 position)
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{
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var centre = quad.Centre;
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return position - 2 * Vector2.Dot(position - centre, axis) * axis;
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}
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/// <summary>
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/// Given a scale vector, a surrounding quad for all selected objects, and a position,
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/// will return the scaled position in screen space coordinates.
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/// </summary>
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public static Vector2 GetScaledPosition(Anchor reference, Vector2 scale, Quad selectionQuad, Vector2 position)
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{
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// adjust the direction of scale depending on which side the user is dragging.
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float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
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float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
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// guard against no-ops and NaN.
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if (scale.X != 0 && selectionQuad.Width > 0)
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position.X = selectionQuad.TopLeft.X + xOffset + (position.X - selectionQuad.TopLeft.X) / selectionQuad.Width * (selectionQuad.Width + scale.X);
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if (scale.Y != 0 && selectionQuad.Height > 0)
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position.Y = selectionQuad.TopLeft.Y + yOffset + (position.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height * (selectionQuad.Height + scale.Y);
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return position;
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}
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/// <summary>
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/// Given a scale multiplier, an origin, and a position,
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/// will return the scaled position in screen space coordinates.
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/// </summary>
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public static Vector2 GetScaledPosition(Vector2 scale, Vector2 origin, Vector2 position, float axisRotation = 0)
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{
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return origin + RotateVector(RotateVector(position - origin, axisRotation) * scale, -axisRotation);
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}
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/// <summary>
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/// Returns a quad surrounding the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a quad for.</param>
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public static Quad GetSurroundingQuad(IEnumerable<Vector2> points)
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{
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if (!points.Any())
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return new Quad();
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Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
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Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
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// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
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foreach (var p in points)
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{
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minPosition = Vector2.ComponentMin(minPosition, p);
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maxPosition = Vector2.ComponentMax(maxPosition, p);
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}
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Vector2 size = maxPosition - minPosition;
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return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
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}
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/// <summary>
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/// Returns a gamefield-space quad surrounding the provided hit objects.
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/// </summary>
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/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
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public static Quad GetSurroundingQuad(IEnumerable<IHasPosition> hitObjects) =>
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GetSurroundingQuad(enumerateStartAndEndPositions(hitObjects));
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/// <summary>
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/// Returns the points that make up the convex hull of the provided points.
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/// </summary>
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/// <param name="points">The points to calculate a convex hull.</param>
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public static List<Vector2> GetConvexHull(IEnumerable<Vector2> points)
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{
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var pointsList = points.OrderBy(p => p.X).ThenBy(p => p.Y).ToList();
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if (pointsList.Count < 3)
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return pointsList;
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var convexHullLower = new List<Vector2>
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{
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pointsList[0],
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pointsList[1]
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};
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var convexHullUpper = new List<Vector2>
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{
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pointsList[^1],
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pointsList[^2]
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};
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// Build the lower hull.
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for (int i = 2; i < pointsList.Count; i++)
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{
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Vector2 c = pointsList[i];
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while (convexHullLower.Count > 1 && isClockwise(convexHullLower[^2], convexHullLower[^1], c))
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convexHullLower.RemoveAt(convexHullLower.Count - 1);
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convexHullLower.Add(c);
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}
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// Build the upper hull.
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for (int i = pointsList.Count - 3; i >= 0; i--)
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{
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Vector2 c = pointsList[i];
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while (convexHullUpper.Count > 1 && isClockwise(convexHullUpper[^2], convexHullUpper[^1], c))
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convexHullUpper.RemoveAt(convexHullUpper.Count - 1);
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convexHullUpper.Add(c);
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}
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convexHullLower.RemoveAt(convexHullLower.Count - 1);
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convexHullUpper.RemoveAt(convexHullUpper.Count - 1);
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convexHullLower.AddRange(convexHullUpper);
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return convexHullLower;
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float crossProduct(Vector2 v1, Vector2 v2) => v1.X * v2.Y - v1.Y * v2.X;
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bool isClockwise(Vector2 a, Vector2 b, Vector2 c) => crossProduct(b - a, c - a) >= 0;
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}
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public static List<Vector2> GetConvexHull(IEnumerable<IHasPosition> hitObjects) =>
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GetConvexHull(enumerateStartAndEndPositions(hitObjects));
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private static IEnumerable<Vector2> enumerateStartAndEndPositions(IEnumerable<IHasPosition> hitObjects) =>
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hitObjects.SelectMany(h =>
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{
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if (h is IHasPath path)
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{
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return new[]
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{
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h.Position,
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// can't use EndPosition for reverse slider cases.
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h.Position + path.Path.PositionAt(1)
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};
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}
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return new[] { h.Position };
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});
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}
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}
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