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f807a3fd97
This caused issues in rendering the outline of the grid because the outline was getting masked at some resolutions.
166 lines
6.0 KiB
C#
166 lines
6.0 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.Shapes;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public abstract partial class LinedPositionSnapGrid : PositionSnapGrid
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{
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protected void GenerateGridLines(Vector2 step, Vector2 drawSize)
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{
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if (Precision.AlmostEquals(step, Vector2.Zero))
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return;
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int index = 0;
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// Make lines the same width independent of display resolution.
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float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
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float rotation = MathHelper.RadiansToDegrees(MathF.Atan2(step.Y, step.X));
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List<Box> generatedLines = new List<Box>();
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while (true)
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{
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Vector2 currentPosition = StartPosition.Value + index++ * step;
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if (!lineDefinitelyIntersectsBox(currentPosition, step.PerpendicularLeft, drawSize, out var p1, out var p2))
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{
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if (!isMovingTowardsBox(currentPosition, step, drawSize))
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break;
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continue;
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}
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var gridLine = new Box
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{
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Colour = Colour4.White,
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Alpha = 0.1f,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.None,
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Width = lineWidth,
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Height = Vector2.Distance(p1, p2),
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Position = (p1 + p2) / 2,
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Rotation = rotation,
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};
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generatedLines.Add(gridLine);
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}
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if (generatedLines.Count == 0)
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return;
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generatedLines.First().Alpha = 0.2f;
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AddRangeInternal(generatedLines);
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}
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private bool isMovingTowardsBox(Vector2 currentPosition, Vector2 step, Vector2 box)
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{
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return (currentPosition + step).LengthSquared < currentPosition.LengthSquared ||
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(currentPosition + step - box).LengthSquared < (currentPosition - box).LengthSquared;
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}
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/// <summary>
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/// Determines if the line starting at <paramref name="lineStart"/> and going in the direction of <paramref name="lineDir"/>
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/// definitely intersects the box on (0, 0) with the given width and height and returns the intersection points if it does.
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/// </summary>
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/// <param name="lineStart">The start point of the line.</param>
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/// <param name="lineDir">The direction of the line.</param>
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/// <param name="box">The width and height of the box.</param>
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/// <param name="p1">The first intersection point.</param>
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/// <param name="p2">The second intersection point.</param>
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/// <returns>Whether the line definitely intersects the box.</returns>
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private bool lineDefinitelyIntersectsBox(Vector2 lineStart, Vector2 lineDir, Vector2 box, out Vector2 p1, out Vector2 p2)
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{
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p1 = Vector2.Zero;
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p2 = Vector2.Zero;
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if (Precision.AlmostEquals(lineDir.X, 0))
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{
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// If the line is vertical, we only need to check if the X coordinate of the line is within the box.
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if (!Precision.DefinitelyBigger(lineStart.X, 0) || !Precision.DefinitelyBigger(box.X, lineStart.X))
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return false;
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p1 = new Vector2(lineStart.X, 0);
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p2 = new Vector2(lineStart.X, box.Y);
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return true;
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}
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if (Precision.AlmostEquals(lineDir.Y, 0))
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{
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// If the line is horizontal, we only need to check if the Y coordinate of the line is within the box.
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if (!Precision.DefinitelyBigger(lineStart.Y, 0) || !Precision.DefinitelyBigger(box.Y, lineStart.Y))
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return false;
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p1 = new Vector2(0, lineStart.Y);
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p2 = new Vector2(box.X, lineStart.Y);
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return true;
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}
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float m = lineDir.Y / lineDir.X;
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float mInv = lineDir.X / lineDir.Y; // Use this to improve numerical stability if X is close to zero.
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float b = lineStart.Y - m * lineStart.X;
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// Calculate intersection points with the sides of the box.
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var p = new List<Vector2>(4);
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if (0 <= b && b <= box.Y)
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p.Add(new Vector2(0, b));
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if (0 <= (box.Y - b) * mInv && (box.Y - b) * mInv <= box.X)
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p.Add(new Vector2((box.Y - b) * mInv, box.Y));
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if (0 <= m * box.X + b && m * box.X + b <= box.Y)
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p.Add(new Vector2(box.X, m * box.X + b));
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if (0 <= -b * mInv && -b * mInv <= box.X)
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p.Add(new Vector2(-b * mInv, 0));
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switch (p.Count)
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{
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case 4:
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// If there are 4 intersection points, the line is a diagonal of the box.
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if (m > 0)
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{
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p1 = Vector2.Zero;
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p2 = box;
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}
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else
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{
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p1 = new Vector2(0, box.Y);
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p2 = new Vector2(box.X, 0);
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}
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break;
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case 3:
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// If there are 3 intersection points, the line goes through a corner of the box.
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if (p[0] == p[1])
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{
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p1 = p[0];
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p2 = p[2];
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}
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else
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{
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p1 = p[0];
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p2 = p[1];
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}
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break;
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case 2:
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p1 = p[0];
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p2 = p[1];
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break;
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}
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return !Precision.AlmostEquals(p1, p2);
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}
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}
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}
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