osu/osu.Game.Rulesets.Osu/Statistics/Heatmap.cs

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// 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;
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using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Layout;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
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using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Statistics
{
public class Heatmap : CompositeDrawable
{
/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="Heatmap"/>.
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/// All other points outside of the inner circle are "miss" points.
/// </summary>
private const float inner_portion = 0.8f;
/// <summary>
/// Number of rows/columns of points.
/// 4px per point @ 128x128 size (the contents of the <see cref="Heatmap"/> are always square). 1024 total points.
/// </summary>
private const int points_per_dimension = 32;
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private const float rotation = 45;
private GridContainer pointGrid;
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private readonly BeatmapInfo beatmap;
private readonly IReadOnlyList<HitEvent> hitEvents;
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private readonly LayoutValue sizeLayout = new LayoutValue(Invalidation.DrawSize);
public Heatmap(BeatmapInfo beatmap, IReadOnlyList<HitEvent> hitEvents)
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{
this.beatmap = beatmap;
this.hitEvents = hitEvents;
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AddLayout(sizeLayout);
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}
[BackgroundDependencyLoader]
private void load()
{
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InternalChild = new Container
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{
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Children = new Drawable[]
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{
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new CircularContainer
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{
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(inner_portion),
Masking = true,
BorderThickness = 2f,
BorderColour = Color4.White,
Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex("#202624")
}
},
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
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{
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new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = -rotation,
Alpha = 0.3f,
},
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
Width = 1f,
Rotation = rotation
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = 10,
Height = 2f,
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Y = -1,
Width = 2f,
Height = 10,
}
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}
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},
pointGrid = new GridContainer
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{
RelativeSizeAxes = Axes.Both
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}
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}
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};
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Vector2 centre = new Vector2(points_per_dimension) / 2;
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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{
points[r] = new Drawable[points_per_dimension];
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for (int c = 0; c < points_per_dimension; c++)
{
HitPointType pointType = Vector2.Distance(new Vector2(c, r), centre) <= innerRadius
? HitPointType.Hit
: HitPointType.Miss;
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var point = new HitPoint(pointType)
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{
Colour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
};
points[r][c] = point;
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}
}
pointGrid.Content = points;
if (hitEvents.Count > 0)
{
// Todo: This should probably not be done like this.
float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (beatmap.BaseDifficulty.CircleSize - 5) / 5) / 2;
foreach (var e in hitEvents)
{
if (e.LastHitObject == null || e.CursorPosition == null)
continue;
AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.CursorPosition.Value, radius);
}
}
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}
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protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
if (pointGrid.Content.Length == 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.
double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
// Convert the above into the local search space.
Vector2 localCentre = new Vector2(points_per_dimension) / 2;
float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
double localAngle = finalAngle + 3 * Math.PI / 4; // The angle inside the heatmap on which the closest point lies.
Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
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// Find the most relevant hit point.
double minDist = double.PositiveInfinity;
HitPoint point = null;
for (int r = 0; r < points_per_dimension; r++)
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{
for (int c = 0; c < points_per_dimension; c++)
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{
float dist = Vector2.Distance(new Vector2(c, r), localPoint);
if (dist < minDist)
{
minDist = dist;
point = (HitPoint)pointGrid.Content[r][c];
}
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}
}
Debug.Assert(point != null);
point.Increment();
}
private class HitPoint : Circle
{
private readonly HitPointType pointType;
public HitPoint(HitPointType pointType)
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{
this.pointType = pointType;
RelativeSizeAxes = Axes.Both;
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Alpha = 0;
}
public void Increment()
{
if (Alpha < 1)
Alpha += 0.1f;
else if (pointType == HitPointType.Hit)
Colour = ((Color4)Colour).Lighten(0.1f);
}
}
private enum HitPointType
{
Hit,
Miss
}
}
}