Merge pull request #17591 from hlysine/random-mod-slider-rotation

Allow object generation algorithm to rotate sliders
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Dean Herbert 2022-05-31 15:57:26 +09:00 committed by GitHub
commit 79a17fc86a
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3 changed files with 125 additions and 12 deletions

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@ -50,7 +50,7 @@ public void ApplyToBeatmap(IBeatmap beatmap)
if (positionInfo == positionInfos.First())
{
positionInfo.DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.X / 2);
positionInfo.DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.Y / 2);
positionInfo.RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
}
else

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@ -116,6 +116,7 @@ public static void ReflectHorizontally(OsuHitObject osuObject)
if (!(osuObject is Slider slider))
return;
// No need to update the head and tail circles, since slider handles that when the new slider path is set
slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
@ -137,6 +138,7 @@ public static void ReflectVertically(OsuHitObject osuObject)
if (!(osuObject is Slider slider))
return;
// No need to update the head and tail circles, since slider handles that when the new slider path is set
slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
@ -146,5 +148,41 @@ public static void ReflectVertically(OsuHitObject osuObject)
slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
}
/// <summary>
/// Rotate a slider about its start position by the specified angle.
/// </summary>
/// <param name="slider">The slider to be rotated.</param>
/// <param name="rotation">The angle, measured in radians, to rotate the slider by.</param>
public static void RotateSlider(Slider slider, float rotation)
{
void rotateNestedObject(OsuHitObject nested) => nested.Position = rotateVector(nested.Position - slider.Position, rotation) + slider.Position;
// No need to update the head and tail circles, since slider handles that when the new slider path is set
slider.NestedHitObjects.OfType<SliderTick>().ForEach(rotateNestedObject);
slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(rotateNestedObject);
var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position, p.Type)).ToArray();
foreach (var point in controlPoints)
point.Position = rotateVector(point.Position, rotation);
slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
}
/// <summary>
/// Rotate a vector by the specified angle.
/// </summary>
/// <param name="vector">The vector to be rotated.</param>
/// <param name="rotation">The angle, measured in radians, to rotate the vector by.</param>
/// <returns>The rotated vector.</returns>
private static Vector2 rotateVector(Vector2 vector, float rotation)
{
float angle = MathF.Atan2(vector.Y, vector.X) + rotation;
float length = vector.Length;
return new Vector2(
length * MathF.Cos(angle),
length * MathF.Sin(angle)
);
}
}
}

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@ -5,6 +5,7 @@
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
@ -37,15 +38,23 @@ public static List<ObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHitO
foreach (OsuHitObject hitObject in hitObjects)
{
Vector2 relativePosition = hitObject.Position - previousPosition;
float absoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
float absoluteAngle = MathF.Atan2(relativePosition.Y, relativePosition.X);
float relativeAngle = absoluteAngle - previousAngle;
positionInfos.Add(new ObjectPositionInfo(hitObject)
ObjectPositionInfo positionInfo;
positionInfos.Add(positionInfo = new ObjectPositionInfo(hitObject)
{
RelativeAngle = relativeAngle,
DistanceFromPrevious = relativePosition.Length
});
if (hitObject is Slider slider)
{
float absoluteRotation = getSliderRotation(slider);
positionInfo.Rotation = absoluteRotation - absoluteAngle;
absoluteAngle = absoluteRotation;
}
previousPosition = hitObject.EndPosition;
previousAngle = absoluteAngle;
}
@ -70,7 +79,7 @@ public static List<OsuHitObject> RepositionHitObjects(IEnumerable<ObjectPosition
if (hitObject is Spinner)
{
previous = null;
previous = current;
continue;
}
@ -124,16 +133,23 @@ private static void computeModifiedPosition(WorkingObject current, WorkingObject
if (previous != null)
{
Vector2 earliestPosition = beforePrevious?.HitObject.EndPosition ?? playfield_centre;
Vector2 relativePosition = previous.HitObject.Position - earliestPosition;
previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
if (previous.HitObject is Slider s)
{
previousAbsoluteAngle = getSliderRotation(s);
}
else
{
Vector2 earliestPosition = beforePrevious?.HitObject.EndPosition ?? playfield_centre;
Vector2 relativePosition = previous.HitObject.Position - earliestPosition;
previousAbsoluteAngle = MathF.Atan2(relativePosition.Y, relativePosition.X);
}
}
float absoluteAngle = previousAbsoluteAngle + current.PositionInfo.RelativeAngle;
var posRelativeToPrev = new Vector2(
current.PositionInfo.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
current.PositionInfo.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
current.PositionInfo.DistanceFromPrevious * MathF.Cos(absoluteAngle),
current.PositionInfo.DistanceFromPrevious * MathF.Sin(absoluteAngle)
);
Vector2 lastEndPosition = previous?.EndPositionModified ?? playfield_centre;
@ -141,6 +157,19 @@ private static void computeModifiedPosition(WorkingObject current, WorkingObject
posRelativeToPrev = RotateAwayFromEdge(lastEndPosition, posRelativeToPrev);
current.PositionModified = lastEndPosition + posRelativeToPrev;
if (!(current.HitObject is Slider slider))
return;
absoluteAngle = MathF.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
Vector2 centreOfMassOriginal = calculateCentreOfMass(slider);
Vector2 centreOfMassModified = rotateVector(centreOfMassOriginal, current.PositionInfo.Rotation + absoluteAngle - getSliderRotation(slider));
centreOfMassModified = RotateAwayFromEdge(current.PositionModified, centreOfMassModified);
float relativeRotation = MathF.Atan2(centreOfMassModified.Y, centreOfMassModified.X) - MathF.Atan2(centreOfMassOriginal.Y, centreOfMassOriginal.X);
if (!Precision.AlmostEquals(relativeRotation, 0))
RotateSlider(slider, relativeRotation);
}
/// <summary>
@ -172,13 +201,13 @@ private static Vector2 clampSliderToPlayfield(WorkingObject workingObject)
var previousPosition = workingObject.PositionModified;
// Clamp slider position to the placement area
// If the slider is larger than the playfield, force it to stay at the original position
// If the slider is larger than the playfield, at least make sure that the head circle is inside the playfield
float newX = possibleMovementBounds.Width < 0
? workingObject.PositionOriginal.X
? Math.Clamp(possibleMovementBounds.Left, 0, OsuPlayfield.BASE_SIZE.X)
: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
float newY = possibleMovementBounds.Height < 0
? workingObject.PositionOriginal.Y
? Math.Clamp(possibleMovementBounds.Top, 0, OsuPlayfield.BASE_SIZE.Y)
: Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
slider.Position = workingObject.PositionModified = new Vector2(newX, newY);
@ -287,6 +316,45 @@ private static Vector2 clampToPlayfieldWithPadding(Vector2 position, float paddi
);
}
/// <summary>
/// Estimate the centre of mass of a slider relative to its start position.
/// </summary>
/// <param name="slider">The slider to process.</param>
/// <returns>The centre of mass of the slider.</returns>
private static Vector2 calculateCentreOfMass(Slider slider)
{
const double sample_step = 50;
// just sample the start and end positions if the slider is too short
if (slider.Distance <= sample_step)
{
return Vector2.Divide(slider.Path.PositionAt(1), 2);
}
int count = 0;
Vector2 sum = Vector2.Zero;
double pathDistance = slider.Distance;
for (double i = 0; i < pathDistance; i += sample_step)
{
sum += slider.Path.PositionAt(i / pathDistance);
count++;
}
return sum / count;
}
/// <summary>
/// Get the absolute rotation of a slider, defined as the angle from its start position to the end of its path.
/// </summary>
/// <param name="slider">The slider to process.</param>
/// <returns>The angle in radians.</returns>
private static float getSliderRotation(Slider slider)
{
var endPositionVector = slider.Path.PositionAt(1);
return MathF.Atan2(endPositionVector.Y, endPositionVector.X);
}
public class ObjectPositionInfo
{
/// <summary>
@ -309,6 +377,13 @@ public class ObjectPositionInfo
/// </remarks>
public float DistanceFromPrevious { get; set; }
/// <summary>
/// The rotation of the hit object, relative to its jump angle.
/// For sliders, this is defined as the angle from the slider's start position to the end of its path, relative to its jump angle.
/// For hit circles and spinners, this property is ignored.
/// </summary>
public float Rotation { get; set; }
/// <summary>
/// The hit object associated with this <see cref="ObjectPositionInfo"/>.
/// </summary>