diff --git a/osu.Game/Screens/Edit/Compose/Components/RectangularPositionSnapGrid.cs b/osu.Game/Screens/Edit/Compose/Components/RectangularPositionSnapGrid.cs index 160e7e026b..ea9eaf41bb 100644 --- a/osu.Game/Screens/Edit/Compose/Components/RectangularPositionSnapGrid.cs +++ b/osu.Game/Screens/Edit/Compose/Components/RectangularPositionSnapGrid.cs @@ -9,6 +9,7 @@ using osu.Framework.Graphics.Shapes; using osu.Framework.Layout; using osu.Framework.Utils; +using osu.Game.Utils; using osuTK; namespace osu.Game.Screens.Edit.Compose.Components @@ -215,11 +216,11 @@ private void generateOutline(Vector2 drawSize) public Vector2 GetSnappedPosition(Vector2 original) { - Vector2 relativeToStart = original - StartPosition; + Vector2 relativeToStart = GeometryUtils.RotateVector(original - StartPosition, GridLineRotation); Vector2 offset = Vector2.Divide(relativeToStart, Spacing); Vector2 roundedOffset = new Vector2(MathF.Round(offset.X), MathF.Round(offset.Y)); - return StartPosition + Vector2.Multiply(roundedOffset, Spacing); + return StartPosition + GeometryUtils.RotateVector(Vector2.Multiply(roundedOffset, Spacing), -GridLineRotation); } } } diff --git a/osu.Game/Utils/GeometryUtils.cs b/osu.Game/Utils/GeometryUtils.cs index 725e93d098..fcc6b8ae2a 100644 --- a/osu.Game/Utils/GeometryUtils.cs +++ b/osu.Game/Utils/GeometryUtils.cs @@ -27,9 +27,8 @@ public static Vector2 RotatePointAroundOrigin(Vector2 point, Vector2 origin, flo point.X -= origin.X; point.Y -= origin.Y; - Vector2 ret; - ret.X = point.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Sin(MathUtils.DegreesToRadians(angle)); - ret.Y = point.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Cos(MathUtils.DegreesToRadians(angle)); + Vector2 ret = RotateVector(point, angle); + Matrix2 ret.X += origin.X; ret.Y += origin.Y; @@ -37,6 +36,19 @@ public static Vector2 RotatePointAroundOrigin(Vector2 point, Vector2 origin, flo return ret; } + /// + /// Rotate a vector around the origin. + /// + /// The vector. + /// The angle to rotate (in degrees). + public static Vector2 RotateVector(Vector2 vector, float angle) + { + return new Vector2( + vector.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + vector.Y * MathF.Sin(MathUtils.DegreesToRadians(angle)), + vector.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + vector.Y * MathF.Cos(MathUtils.DegreesToRadians(angle)) + ); + } + /// /// Given a flip direction, a surrounding quad for all selected objects, and a position, /// will return the flipped position in screen space coordinates.