Use OsuHitObjectGenerationUtils

This commit is contained in:
Henry Lin 2021-06-26 11:34:10 +08:00
parent c543080923
commit 3eaa04115f

View File

@ -25,6 +25,7 @@ using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Osu.Utils;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
@ -328,7 +329,7 @@ namespace osu.Game.Rulesets.Osu.Mods
distance * MathF.Sin(direction)
);
// Rotate the new circle away from playfield border
relativePos = getRotatedVector(lastPos, relativePos);
relativePos = OsuHitObjectGenerationUtils.RotateAwayFromEdge(lastPos, relativePos, edge_rotation_multiplier);
direction = MathF.Atan2(relativePos.Y, relativePos.X);
var newPosition = Vector2.Add(lastPos, relativePos);
@ -486,81 +487,6 @@ namespace osu.Game.Rulesets.Osu.Mods
return objectsToCheck.Any(h => Vector2.Distance(h.Position, target.Position) < target.Radius * 2);
}
/// <summary>
/// Determines the position of the current hit object relative to the previous one.
/// </summary>
/// <returns>The position of the current hit object relative to the previous one</returns>
private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
{
var relativeRotationDistance = 0f;
var playfieldMiddle = Vector2.Divide(OsuPlayfield.BASE_SIZE, 2);
if (prevPosChanged.X < playfieldMiddle.X)
{
relativeRotationDistance = Math.Max(
(border_distance_x - prevPosChanged.X) / border_distance_x,
relativeRotationDistance
);
}
else
{
relativeRotationDistance = Math.Max(
(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
relativeRotationDistance
);
}
if (prevPosChanged.Y < playfieldMiddle.Y)
{
relativeRotationDistance = Math.Max(
(border_distance_y - prevPosChanged.Y) / border_distance_y,
relativeRotationDistance
);
}
else
{
relativeRotationDistance = Math.Max(
(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
relativeRotationDistance
);
}
return rotateVectorTowardsVector(
posRelativeToPrev,
Vector2.Subtract(playfieldMiddle, prevPosChanged),
Math.Min(1, relativeRotationDistance * edge_rotation_multiplier)
);
}
/// <summary>
/// Rotates vector "initial" towards vector "destination"
/// </summary>
/// <param name="initial">Vector to rotate to "destination"</param>
/// <param name="destination">Vector "initial" should be rotated to</param>
/// <param name="relativeDistance">
/// The angle the vector should be rotated relative to the difference between the angles of
/// the the two vectors.
/// </param>
/// <returns>Resulting vector</returns>
private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
{
var initialAngleRad = Math.Atan2(initial.Y, initial.X);
var destAngleRad = Math.Atan2(destination.Y, destination.X);
var diff = destAngleRad - initialAngleRad;
while (diff < -Math.PI) diff += 2 * Math.PI;
while (diff > Math.PI) diff -= 2 * Math.PI;
var finalAngleRad = initialAngleRad + relativeDistance * diff;
return new Vector2(
initial.Length * (float)Math.Cos(finalAngleRad),
initial.Length * (float)Math.Sin(finalAngleRad)
);
}
/// <summary>
/// Move the hit object into playfield, taking its radius into account.
/// </summary>