mirror of
https://github.com/ppy/osu
synced 2024-12-25 16:22:23 +00:00
340 lines
15 KiB
C#
340 lines
15 KiB
C#
// 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.Diagnostics;
|
|
using System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Extensions.Color4Extensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Graphics.Sprites;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Scoring;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Statistics
|
|
{
|
|
public partial class AccuracyHeatmap : CompositeDrawable
|
|
{
|
|
/// <summary>
|
|
/// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="AccuracyHeatmap"/>.
|
|
/// 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="AccuracyHeatmap"/> are always square). 1089 total points.
|
|
/// </summary>
|
|
private const int points_per_dimension = 33;
|
|
|
|
private const float rotation = 45;
|
|
|
|
private BufferedContainer bufferedGrid = null!;
|
|
private GridContainer pointGrid = null!;
|
|
|
|
private readonly ScoreInfo score;
|
|
private readonly IBeatmap playableBeatmap;
|
|
|
|
private const float line_thickness = 2;
|
|
|
|
/// <summary>
|
|
/// The highest count of any point currently being displayed.
|
|
/// </summary>
|
|
protected float PeakValue { get; private set; }
|
|
|
|
public AccuracyHeatmap(ScoreInfo score, IBeatmap playableBeatmap)
|
|
{
|
|
this.score = score;
|
|
this.playableBeatmap = playableBeatmap;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
InternalChild = new Container
|
|
{
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
FillMode = FillMode.Fit,
|
|
Children = new Drawable[]
|
|
{
|
|
new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
new CircularContainer
|
|
{
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
Size = new Vector2(inner_portion),
|
|
Masking = true,
|
|
BorderThickness = line_thickness,
|
|
BorderColour = Color4.White,
|
|
Child = new Box
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Colour = Color4Extensions.FromHex("#202624")
|
|
}
|
|
},
|
|
new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Padding = new MarginPadding(1),
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
Rotation = rotation,
|
|
Child = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
new Box
|
|
{
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
EdgeSmoothness = new Vector2(1),
|
|
RelativeSizeAxes = Axes.Y,
|
|
Width = line_thickness / 2, // adjust for edgesmoothness
|
|
Height = MathF.Sqrt(2),
|
|
Rotation = -rotation * 2,
|
|
Alpha = 0.3f,
|
|
},
|
|
new Box
|
|
{
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
EdgeSmoothness = new Vector2(1),
|
|
RelativeSizeAxes = Axes.Y,
|
|
Width = line_thickness / 2, // adjust for edgesmoothness
|
|
Height = MathF.Sqrt(2),
|
|
},
|
|
new OsuSpriteText
|
|
{
|
|
Text = "Next",
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.BottomRight,
|
|
Padding = new MarginPadding(3),
|
|
RelativePositionAxes = Axes.Both,
|
|
Y = -inner_portion / 2,
|
|
},
|
|
new OsuSpriteText
|
|
{
|
|
Text = "object",
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.BottomLeft,
|
|
Padding = new MarginPadding(3),
|
|
RelativePositionAxes = Axes.Both,
|
|
Y = -inner_portion / 2,
|
|
},
|
|
new OsuSpriteText
|
|
{
|
|
Text = "Last",
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.TopRight,
|
|
Padding = new MarginPadding(3),
|
|
RelativePositionAxes = Axes.Both,
|
|
Y = inner_portion / 2,
|
|
},
|
|
new OsuSpriteText
|
|
{
|
|
Text = "object",
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.TopLeft,
|
|
Padding = new MarginPadding(3),
|
|
RelativePositionAxes = Axes.Both,
|
|
Y = inner_portion / 2,
|
|
},
|
|
}
|
|
},
|
|
},
|
|
new Box
|
|
{
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
Width = 10,
|
|
EdgeSmoothness = new Vector2(1),
|
|
Height = line_thickness / 2, // adjust for edgesmoothness
|
|
},
|
|
new Box
|
|
{
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
EdgeSmoothness = new Vector2(1),
|
|
Width = line_thickness / 2, // adjust for edgesmoothness
|
|
Height = 10,
|
|
}
|
|
}
|
|
},
|
|
bufferedGrid = new BufferedContainer(cachedFrameBuffer: true)
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
BackgroundColour = Color4Extensions.FromHex("#202624").Opacity(0),
|
|
Child = pointGrid = new GridContainer
|
|
{
|
|
RelativeSizeAxes = Axes.Both
|
|
}
|
|
},
|
|
}
|
|
};
|
|
|
|
Vector2 centre = new Vector2(points_per_dimension) / 2;
|
|
float innerRadius = centre.X * inner_portion;
|
|
|
|
Drawable[][] points = new Drawable[points_per_dimension][];
|
|
|
|
for (int r = 0; r < points_per_dimension; r++)
|
|
{
|
|
points[r] = new Drawable[points_per_dimension];
|
|
|
|
for (int c = 0; c < points_per_dimension; c++)
|
|
{
|
|
HitPointType pointType = Vector2.Distance(new Vector2(c, r), centre) <= innerRadius
|
|
? HitPointType.Hit
|
|
: HitPointType.Miss;
|
|
|
|
var point = new HitPoint(pointType, this)
|
|
{
|
|
BaseColour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
|
|
};
|
|
|
|
points[r][c] = point;
|
|
}
|
|
}
|
|
|
|
pointGrid.Content = points;
|
|
|
|
if (score.HitEvents.Count == 0)
|
|
return;
|
|
|
|
// Todo: This should probably not be done like this.
|
|
float radius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (playableBeatmap.Difficulty.CircleSize - 5) / 5) / 2;
|
|
|
|
foreach (var e in score.HitEvents.Where(e => e.HitObject is HitCircle && !(e.HitObject is SliderTailCircle)))
|
|
{
|
|
if (e.LastHitObject == null || e.Position == null)
|
|
continue;
|
|
|
|
AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.Position.Value, radius);
|
|
}
|
|
}
|
|
|
|
protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
|
|
{
|
|
if (pointGrid.Content.Count == 0)
|
|
return;
|
|
|
|
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;
|
|
|
|
// Consider two objects placed horizontally, with the start on the left and the end on the right.
|
|
// The above calculated the angle between {end, start}, and the angle between {end, hitPoint}, in the form:
|
|
// +pi | 0
|
|
// O --------- O -----> Note: Math.Atan2 has a range (-pi <= theta <= +pi)
|
|
// -pi | 0
|
|
// E.g. If the hit point was directly above end, it would have an angle pi/2.
|
|
//
|
|
// It also calculated the angle separating hitPoint from the line joining {start, end}, that is anti-clockwise in the form:
|
|
// 0 | pi
|
|
// O --------- O ----->
|
|
// 2pi | pi
|
|
//
|
|
// However keep in mind that cos(0)=1 and cos(2pi)=1, whereas we actually want these values to appear on the left, so the x-coordinate needs to be inverted.
|
|
// Likewise sin(pi/2)=1 and sin(3pi/2)=-1, whereas we actually want these values to appear on the bottom/top respectively, so the y-coordinate also needs to be inverted.
|
|
//
|
|
// We also need to apply the anti-clockwise rotation.
|
|
double rotatedAngle = finalAngle - MathUtils.DegreesToRadians(rotation);
|
|
var rotatedCoordinate = -1 * new Vector2((float)Math.Cos(rotatedAngle), (float)Math.Sin(rotatedAngle));
|
|
|
|
Vector2 localCentre = new Vector2(points_per_dimension - 1) / 2;
|
|
float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
|
|
Vector2 localPoint = localCentre + localRadius * rotatedCoordinate;
|
|
|
|
// Find the most relevant hit point.
|
|
int r = Math.Clamp((int)Math.Round(localPoint.Y), 0, points_per_dimension - 1);
|
|
int c = Math.Clamp((int)Math.Round(localPoint.X), 0, points_per_dimension - 1);
|
|
|
|
PeakValue = Math.Max(PeakValue, ((HitPoint)pointGrid.Content[r][c]).Increment());
|
|
|
|
bufferedGrid.ForceRedraw();
|
|
}
|
|
|
|
private partial class HitPoint : Circle
|
|
{
|
|
/// <summary>
|
|
/// The base colour which will be lightened/darkened depending on the value of this <see cref="HitPoint"/>.
|
|
/// </summary>
|
|
public Color4 BaseColour;
|
|
|
|
private readonly HitPointType pointType;
|
|
private readonly AccuracyHeatmap heatmap;
|
|
|
|
public override bool IsPresent => count > 0;
|
|
|
|
public HitPoint(HitPointType pointType, AccuracyHeatmap heatmap)
|
|
{
|
|
this.pointType = pointType;
|
|
this.heatmap = heatmap;
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
Alpha = 1;
|
|
}
|
|
|
|
private int count;
|
|
|
|
/// <summary>
|
|
/// Increment the value of this point by one.
|
|
/// </summary>
|
|
/// <returns>The value after incrementing.</returns>
|
|
public int Increment()
|
|
{
|
|
return ++count;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// the point at which alpha is saturated and we begin to adjust colour lightness.
|
|
const float lighten_cutoff = 0.95f;
|
|
|
|
// the amount of lightness to attribute regardless of relative value to peak point.
|
|
const float non_relative_portion = 0.2f;
|
|
|
|
float amount = 0;
|
|
|
|
// give some amount of alpha regardless of relative count
|
|
amount += non_relative_portion * Math.Min(1, count / 10f);
|
|
|
|
// add relative portion
|
|
amount += (1 - non_relative_portion) * (count / heatmap.PeakValue);
|
|
|
|
// apply easing
|
|
amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount));
|
|
|
|
Debug.Assert(amount <= 1);
|
|
|
|
Alpha = Math.Min(amount / lighten_cutoff, 1);
|
|
if (pointType == HitPointType.Hit)
|
|
Colour = BaseColour.Lighten(Math.Max(0, amount - lighten_cutoff));
|
|
}
|
|
}
|
|
|
|
private enum HitPointType
|
|
{
|
|
Hit,
|
|
Miss
|
|
}
|
|
}
|
|
}
|