1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 23:47:25 +08:00
osu-lazer/osu.Game/Screens/Edit/Compose/Components/LinedPositionSnapGrid.cs
2024-01-01 15:13:11 +01:00

82 lines
3.1 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.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
{
public abstract partial class LinedPositionSnapGrid : PositionSnapGrid
{
protected void GenerateGridLines(Vector2 step, Vector2 drawSize)
{
int index = 0;
var currentPosition = StartPosition.Value;
// Make lines the same width independent of display resolution.
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
float lineLength = drawSize.Length * 2;
List<Box> generatedLines = new List<Box>();
while (lineDefinitelyIntersectsBox(currentPosition, step.PerpendicularLeft, drawSize) ||
isMovingTowardsBox(currentPosition, step, drawSize))
{
var gridLine = new Box
{
Colour = Colour4.White,
Alpha = 0.1f,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.None,
Width = lineWidth,
Height = lineLength,
Position = currentPosition,
Rotation = MathHelper.RadiansToDegrees(MathF.Atan2(step.Y, step.X)),
};
generatedLines.Add(gridLine);
index += 1;
currentPosition = StartPosition.Value + index * step;
}
if (generatedLines.Count == 0)
return;
generatedLines.First().Alpha = 0.2f;
AddRangeInternal(generatedLines);
}
private bool isMovingTowardsBox(Vector2 currentPosition, Vector2 step, Vector2 box)
{
return (currentPosition + step).LengthSquared < currentPosition.LengthSquared ||
(currentPosition + step - box).LengthSquared < (currentPosition - box).LengthSquared;
}
private bool lineDefinitelyIntersectsBox(Vector2 lineStart, Vector2 lineDir, Vector2 box)
{
var p2 = lineStart + lineDir;
double d1 = det(Vector2.Zero);
double d2 = det(new Vector2(box.X, 0));
double d3 = det(new Vector2(0, box.Y));
double d4 = det(box);
return definitelyDifferentSign(d1, d2) || definitelyDifferentSign(d3, d4) ||
definitelyDifferentSign(d1, d3) || definitelyDifferentSign(d2, d4);
double det(Vector2 p) => (p.X - lineStart.X) * (p2.Y - lineStart.Y) - (p.Y - lineStart.Y) * (p2.X - lineStart.X);
bool definitelyDifferentSign(double a, double b) => !Precision.AlmostEquals(a, 0) &&
!Precision.AlmostEquals(b, 0) &&
Math.Sign(a) != Math.Sign(b);
}
}
}