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304 lines
13 KiB
C#
304 lines
13 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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#nullable disable
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using System;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Scoring;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Statistics
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{
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public class AccuracyHeatmap : CompositeDrawable
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{
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/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="AccuracyHeatmap"/>.
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/// All other points outside of the inner circle are "miss" points.
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/// </summary>
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private const float inner_portion = 0.8f;
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/// <summary>
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/// Number of rows/columns of points.
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/// ~4px per point @ 128x128 size (the contents of the <see cref="AccuracyHeatmap"/> are always square). 1089 total points.
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/// </summary>
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private const int points_per_dimension = 33;
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private const float rotation = 45;
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private BufferedContainer bufferedGrid;
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private GridContainer pointGrid;
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private readonly ScoreInfo score;
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private readonly IBeatmap playableBeatmap;
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private const float line_thickness = 2;
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/// <summary>
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/// The highest count of any point currently being displayed.
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/// </summary>
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protected float PeakValue { get; private set; }
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public AccuracyHeatmap(ScoreInfo score, IBeatmap playableBeatmap)
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{
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this.score = score;
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this.playableBeatmap = playableBeatmap;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Children = new Drawable[]
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{
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new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(inner_portion),
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Masking = true,
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BorderThickness = line_thickness,
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BorderColour = Color4.White,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#202624")
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}
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(1),
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Child = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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EdgeSmoothness = new Vector2(1),
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = line_thickness / 2,
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Rotation = -rotation,
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Alpha = 0.3f,
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},
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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EdgeSmoothness = new Vector2(1),
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = line_thickness / 2, // adjust for edgesmoothness
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Rotation = rotation
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},
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}
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},
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Width = 10,
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EdgeSmoothness = new Vector2(1),
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Height = line_thickness / 2, // adjust for edgesmoothness
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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EdgeSmoothness = new Vector2(1),
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Width = line_thickness / 2, // adjust for edgesmoothness
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Height = 10,
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}
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}
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},
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bufferedGrid = new BufferedContainer(cachedFrameBuffer: true)
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{
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RelativeSizeAxes = Axes.Both,
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BackgroundColour = Color4Extensions.FromHex("#202624").Opacity(0),
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Child = pointGrid = new GridContainer
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{
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RelativeSizeAxes = Axes.Both
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}
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},
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}
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};
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Vector2 centre = new Vector2(points_per_dimension) / 2;
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float innerRadius = centre.X * inner_portion;
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Drawable[][] points = new Drawable[points_per_dimension][];
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for (int r = 0; r < points_per_dimension; r++)
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{
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points[r] = new Drawable[points_per_dimension];
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for (int c = 0; c < points_per_dimension; c++)
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{
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HitPointType pointType = Vector2.Distance(new Vector2(c, r), centre) <= innerRadius
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? HitPointType.Hit
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: HitPointType.Miss;
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var point = new HitPoint(pointType, this)
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{
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BaseColour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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};
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points[r][c] = point;
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}
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}
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pointGrid.Content = points;
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if (score.HitEvents.Count == 0)
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return;
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// Todo: This should probably not be done like this.
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float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (playableBeatmap.Difficulty.CircleSize - 5) / 5) / 2;
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foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)))
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{
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if (e.LastHitObject == null || e.Position == null)
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continue;
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AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.Position.Value, radius);
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}
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}
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protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
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if (pointGrid.Content.Count == 0)
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return;
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double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
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double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
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double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
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float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
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// Consider two objects placed horizontally, with the start on the left and the end on the right.
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// The above calculated the angle between {end, start}, and the angle between {end, hitPoint}, in the form:
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// +pi | 0
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// O --------- O -----> Note: Math.Atan2 has a range (-pi <= theta <= +pi)
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// -pi | 0
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// E.g. If the hit point was directly above end, it would have an angle pi/2.
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//
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// It also calculated the angle separating hitPoint from the line joining {start, end}, that is anti-clockwise in the form:
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// 0 | pi
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// O --------- O ----->
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// 2pi | pi
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//
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// 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.
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// 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.
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//
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// We also need to apply the anti-clockwise rotation.
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double rotatedAngle = finalAngle - MathUtils.DegreesToRadians(rotation);
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var rotatedCoordinate = -1 * new Vector2((float)Math.Cos(rotatedAngle), (float)Math.Sin(rotatedAngle));
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Vector2 localCentre = new Vector2(points_per_dimension - 1) / 2;
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float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
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Vector2 localPoint = localCentre + localRadius * rotatedCoordinate;
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// Find the most relevant hit point.
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int r = Math.Clamp((int)Math.Round(localPoint.Y), 0, points_per_dimension - 1);
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int c = Math.Clamp((int)Math.Round(localPoint.X), 0, points_per_dimension - 1);
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PeakValue = Math.Max(PeakValue, ((HitPoint)pointGrid.Content[r][c]).Increment());
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bufferedGrid.ForceRedraw();
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}
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private class HitPoint : Circle
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{
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/// <summary>
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/// The base colour which will be lightened/darkened depending on the value of this <see cref="HitPoint"/>.
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/// </summary>
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public Color4 BaseColour;
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private readonly HitPointType pointType;
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private readonly AccuracyHeatmap heatmap;
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public override bool IsPresent => count > 0;
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public HitPoint(HitPointType pointType, AccuracyHeatmap heatmap)
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{
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this.pointType = pointType;
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this.heatmap = heatmap;
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RelativeSizeAxes = Axes.Both;
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Alpha = 1;
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}
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private int count;
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/// <summary>
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/// Increment the value of this point by one.
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/// </summary>
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/// <returns>The value after incrementing.</returns>
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public int Increment()
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{
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return ++count;
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}
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protected override void Update()
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{
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base.Update();
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// the point at which alpha is saturated and we begin to adjust colour lightness.
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const float lighten_cutoff = 0.95f;
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// the amount of lightness to attribute regardless of relative value to peak point.
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const float non_relative_portion = 0.2f;
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float amount = 0;
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// give some amount of alpha regardless of relative count
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amount += non_relative_portion * Math.Min(1, count / 10f);
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// add relative portion
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amount += (1 - non_relative_portion) * (count / heatmap.PeakValue);
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// apply easing
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amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount));
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Debug.Assert(amount <= 1);
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Alpha = Math.Min(amount / lighten_cutoff, 1);
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if (pointType == HitPointType.Hit)
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Colour = BaseColour.Lighten(Math.Max(0, amount - lighten_cutoff));
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}
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}
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private enum HitPointType
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{
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Hit,
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Miss
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}
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}
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}
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