mirror of https://github.com/ppy/osu
347 lines
14 KiB
C#
347 lines
14 KiB
C#
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// 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.Primitives;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
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using osuTK;
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#nullable enable
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namespace osu.Game.Rulesets.Osu.Mods
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{
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/// <summary>
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/// Places hit objects according to information in <see cref="RandomObjects"/> while keeping objects inside the playfield.
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/// </summary>
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public class OsuHitObjectPositionModifier
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{
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/// <summary>
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/// Number of previous hitobjects to be shifted together when an object is being moved.
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/// </summary>
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private const int preceding_hitobjects_to_shift = 10;
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private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
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private readonly List<OsuHitObject> hitObjects;
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private readonly List<RandomObjectInfo> randomObjects = new List<RandomObjectInfo>();
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/// <summary>
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/// Contains information specifying how each hit object should be placed.
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/// <para>The default values correspond to how objects are originally placed in the beatmap.</para>
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/// </summary>
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public IReadOnlyList<IRandomObjectInfo> RandomObjects => randomObjects;
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public OsuHitObjectPositionModifier(List<OsuHitObject> hitObjects)
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{
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this.hitObjects = hitObjects;
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populateHitObjectPositions();
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}
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private void populateHitObjectPositions()
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{
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Vector2 previousPosition = playfield_centre;
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float previousAngle = 0;
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foreach (OsuHitObject hitObject in hitObjects)
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{
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Vector2 relativePosition = hitObject.Position - previousPosition;
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float absoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
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float relativeAngle = absoluteAngle - previousAngle;
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randomObjects.Add(new RandomObjectInfo(hitObject)
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{
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RelativeAngle = relativeAngle,
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DistanceFromPrevious = relativePosition.Length
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});
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previousPosition = hitObject.EndPosition;
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previousAngle = absoluteAngle;
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}
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}
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/// <summary>
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/// Reposition the hit objects according to the information in <see cref="RandomObjects"/>.
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/// </summary>
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public void ApplyRandomisation()
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{
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RandomObjectInfo? previous = null;
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var hitObject = hitObjects[i];
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var current = randomObjects[i];
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if (hitObject is Spinner)
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{
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previous = null;
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continue;
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}
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computeRandomisedPosition(current, previous, i > 1 ? randomObjects[i - 2] : null);
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// Move hit objects back into the playfield if they are outside of it
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Vector2 shift = Vector2.Zero;
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switch (hitObject)
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{
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case HitCircle circle:
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shift = clampHitCircleToPlayfield(circle, current);
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break;
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case Slider slider:
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shift = clampSliderToPlayfield(slider, current);
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break;
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}
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if (shift != Vector2.Zero)
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{
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var toBeShifted = new List<OsuHitObject>();
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for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
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{
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// only shift hit circles
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if (!(hitObjects[j] is HitCircle)) break;
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toBeShifted.Add(hitObjects[j]);
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}
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if (toBeShifted.Count > 0)
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applyDecreasingShift(toBeShifted, shift);
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}
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previous = current;
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}
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}
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/// <summary>
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/// Compute the randomised position of a hit object while attempting to keep it inside the playfield.
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/// </summary>
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/// <param name="current">The <see cref="RandomObjectInfo"/> representing the hit object to have the randomised position computed for.</param>
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/// <param name="previous">The <see cref="RandomObjectInfo"/> representing the hit object immediately preceding the current one.</param>
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/// <param name="beforePrevious">The <see cref="RandomObjectInfo"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
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private void computeRandomisedPosition(RandomObjectInfo current, RandomObjectInfo? previous, RandomObjectInfo? beforePrevious)
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{
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float previousAbsoluteAngle = 0f;
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if (previous != null)
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{
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Vector2 earliestPosition = beforePrevious?.HitObject.EndPosition ?? playfield_centre;
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Vector2 relativePosition = previous.HitObject.Position - earliestPosition;
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previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
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}
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float absoluteAngle = previousAbsoluteAngle + current.RelativeAngle;
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var posRelativeToPrev = new Vector2(
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current.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
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current.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
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);
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Vector2 lastEndPosition = previous?.EndPositionRandomised ?? playfield_centre;
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posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(lastEndPosition, posRelativeToPrev);
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current.PositionRandomised = lastEndPosition + posRelativeToPrev;
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}
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/// <summary>
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/// Move the randomised position of a hit circle so that it fits inside the playfield.
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/// </summary>
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/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
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private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
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{
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var previousPosition = objectInfo.PositionRandomised;
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objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
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objectInfo.PositionRandomised,
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(float)circle.Radius
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);
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circle.Position = objectInfo.PositionRandomised;
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return objectInfo.PositionRandomised - previousPosition;
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}
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/// <summary>
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/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
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/// </summary>
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/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
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private Vector2 clampSliderToPlayfield(Slider slider, RandomObjectInfo objectInfo)
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{
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var possibleMovementBounds = calculatePossibleMovementBounds(slider);
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var previousPosition = objectInfo.PositionRandomised;
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// Clamp slider position to the placement area
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// If the slider is larger than the playfield, force it to stay at the original position
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float newX = possibleMovementBounds.Width < 0
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? objectInfo.PositionOriginal.X
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: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
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float newY = possibleMovementBounds.Height < 0
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? objectInfo.PositionOriginal.Y
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: Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
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slider.Position = objectInfo.PositionRandomised = new Vector2(newX, newY);
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objectInfo.EndPositionRandomised = slider.EndPosition;
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shiftNestedObjects(slider, objectInfo.PositionRandomised - objectInfo.PositionOriginal);
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return objectInfo.PositionRandomised - previousPosition;
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}
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/// <summary>
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/// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
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/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
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/// </summary>
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/// <param name="hitObjects">The list of hit objects to be shifted.</param>
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/// <param name="shift">The amount to be shifted.</param>
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private void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
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{
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var hitObject = hitObjects[i];
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// The first object is shifted by a vector slightly smaller than shift
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// The last object is shifted by a vector slightly larger than zero
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Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
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hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
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}
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}
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/// <summary>
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/// Calculates a <see cref="RectangleF"/> which contains all of the possible movements of the slider (in relative X/Y coordinates)
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/// such that the entire slider is inside the playfield.
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/// </summary>
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/// <remarks>
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/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
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/// </remarks>
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private RectangleF calculatePossibleMovementBounds(Slider slider)
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{
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var pathPositions = new List<Vector2>();
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slider.Path.GetPathToProgress(pathPositions, 0, 1);
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float minX = float.PositiveInfinity;
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float maxX = float.NegativeInfinity;
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float minY = float.PositiveInfinity;
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float maxY = float.NegativeInfinity;
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// Compute the bounding box of the slider.
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foreach (var pos in pathPositions)
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{
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minX = MathF.Min(minX, pos.X);
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maxX = MathF.Max(maxX, pos.X);
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minY = MathF.Min(minY, pos.Y);
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maxY = MathF.Max(maxY, pos.Y);
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}
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// Take the circle radius into account.
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float radius = (float)slider.Radius;
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minX -= radius;
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minY -= radius;
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maxX += radius;
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maxY += radius;
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// Given the bounding box of the slider (via min/max X/Y),
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// the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
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// and the amount that it can move to the right is WIDTH - maxX.
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// Same calculation applies for the Y axis.
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float left = -minX;
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float right = OsuPlayfield.BASE_SIZE.X - maxX;
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float top = -minY;
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float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
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return new RectangleF(left, top, right - left, bottom - top);
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}
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/// <summary>
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/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
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/// </summary>
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/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
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/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
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private void shiftNestedObjects(Slider slider, Vector2 shift)
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{
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foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
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{
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if (!(hitObject is OsuHitObject osuHitObject))
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continue;
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osuHitObject.Position += shift;
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}
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}
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/// <summary>
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/// Clamp a position to playfield, keeping a specified distance from the edges.
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/// </summary>
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/// <param name="position">The position to be clamped.</param>
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/// <param name="padding">The minimum distance allowed from playfield edges.</param>
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/// <returns>The clamped position.</returns>
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private Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
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{
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return new Vector2(
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Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
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Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
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);
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}
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public interface IRandomObjectInfo
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{
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/// <summary>
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/// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle.
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/// </summary>
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/// <remarks>
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/// <see cref="RelativeAngle"/> of the first hit object in a beatmap represents the absolute angle from playfield center to the object.
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/// </remarks>
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/// <example>
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/// If <see cref="RelativeAngle"/> is 0, the player's cursor doesn't need to change its direction of movement when passing
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/// the previous object to reach this one.
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/// </example>
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float RelativeAngle { get; set; }
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/// <summary>
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/// The jump distance from the previous hit object to this one.
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/// </summary>
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/// <remarks>
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/// <see cref="DistanceFromPrevious"/> of the first hit object in a beatmap is relative to the playfield center.
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/// </remarks>
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float DistanceFromPrevious { get; set; }
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/// <summary>
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/// The hit object associated with this <see cref="IRandomObjectInfo"/>.
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/// </summary>
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OsuHitObject HitObject { get; }
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}
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private class RandomObjectInfo : IRandomObjectInfo
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{
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public float RelativeAngle { get; set; }
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public float DistanceFromPrevious { get; set; }
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public Vector2 PositionOriginal { get; }
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public Vector2 PositionRandomised { get; set; }
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public Vector2 EndPositionOriginal { get; }
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public Vector2 EndPositionRandomised { get; set; }
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public OsuHitObject HitObject { get; }
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public RandomObjectInfo(OsuHitObject hitObject)
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{
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PositionRandomised = PositionOriginal = hitObject.Position;
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EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
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HitObject = hitObject;
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}
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}
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}
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}
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