mirror of https://github.com/ppy/osu
226 lines
10 KiB
C#
226 lines
10 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Utils
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{
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public static partial class OsuHitObjectGenerationUtils
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{
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
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/// <summary>
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/// Rotate a hit object away from the playfield edge, while keeping a constant distance
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/// from the previous object.
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/// </summary>
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/// <remarks>
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/// The extent of rotation depends on the position of the hit object. Hit objects
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/// closer to the playfield edge will be rotated to a larger extent.
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/// </remarks>
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/// <param name="prevObjectPos">Position of the previous hit object.</param>
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/// <param name="posRelativeToPrev">Position of the hit object to be rotated, relative to the previous hit object.</param>
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/// <param name="rotationRatio">
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/// The extent of rotation.
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/// 0 means the hit object is never rotated.
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/// 1 means the hit object will be fully rotated towards playfield center when it is originally at playfield edge.
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/// </param>
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/// <returns>The new position of the hit object, relative to the previous one.</returns>
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public static Vector2 RotateAwayFromEdge(Vector2 prevObjectPos, Vector2 posRelativeToPrev, float rotationRatio = 0.5f)
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{
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float relativeRotationDistance = 0f;
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if (prevObjectPos.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevObjectPos.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevObjectPos.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevObjectPos.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevObjectPos.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevObjectPos.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return RotateVectorTowardsVector(
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posRelativeToPrev,
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playfield_middle - prevObjectPos,
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Math.Min(1, relativeRotationDistance * rotationRatio)
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);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destination".
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/// </summary>
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/// <param name="initial">The vector to be rotated.</param>
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/// <param name="destination">The vector that "initial" should be rotated towards.</param>
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/// <param name="rotationRatio">How much "initial" should be rotated. 0 means no rotation. 1 means "initial" is fully rotated to equal "destination".</param>
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/// <returns>The rotated vector.</returns>
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public static Vector2 RotateVectorTowardsVector(Vector2 initial, Vector2 destination, float rotationRatio)
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{
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float initialAngleRad = MathF.Atan2(initial.Y, initial.X);
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float destAngleRad = MathF.Atan2(destination.Y, destination.X);
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float diff = destAngleRad - initialAngleRad;
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while (diff < -MathF.PI) diff += 2 * MathF.PI;
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while (diff > MathF.PI) diff -= 2 * MathF.PI;
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float finalAngleRad = initialAngleRad + rotationRatio * diff;
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return new Vector2(
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initial.Length * MathF.Cos(finalAngleRad),
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initial.Length * MathF.Sin(finalAngleRad)
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);
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}
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/// <summary>
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/// Reflects the position of the <see cref="OsuHitObject"/> in the playfield horizontally.
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/// </summary>
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/// <param name="osuObject">The object to reflect.</param>
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public static void ReflectHorizontally(OsuHitObject osuObject)
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{
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osuObject.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - osuObject.X, osuObject.Position.Y);
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if (!(osuObject is Slider slider))
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return;
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// No need to update the head and tail circles, since slider handles that when the new slider path is set
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
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var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position, p.Type)).ToArray();
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foreach (var point in controlPoints)
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point.Position = new Vector2(-point.Position.X, point.Position.Y);
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slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
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}
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/// <summary>
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/// Reflects the position of the <see cref="OsuHitObject"/> in the playfield vertically.
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/// </summary>
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/// <param name="osuObject">The object to reflect.</param>
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public static void ReflectVertically(OsuHitObject osuObject)
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{
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osuObject.Position = new Vector2(osuObject.Position.X, OsuPlayfield.BASE_SIZE.Y - osuObject.Y);
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if (!(osuObject is Slider slider))
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return;
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// No need to update the head and tail circles, since slider handles that when the new slider path is set
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
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var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position, p.Type)).ToArray();
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foreach (var point in controlPoints)
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point.Position = new Vector2(point.Position.X, -point.Position.Y);
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slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
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}
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/// <summary>
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/// Rotate a slider about its start position by the specified angle.
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/// </summary>
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/// <param name="slider">The slider to be rotated.</param>
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/// <param name="rotation">The angle, measured in radians, to rotate the slider by.</param>
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public static void RotateSlider(Slider slider, float rotation)
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{
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void rotateNestedObject(OsuHitObject nested) => nested.Position = rotateVector(nested.Position - slider.Position, rotation) + slider.Position;
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// No need to update the head and tail circles, since slider handles that when the new slider path is set
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(rotateNestedObject);
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(rotateNestedObject);
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var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position, p.Type)).ToArray();
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foreach (var point in controlPoints)
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point.Position = rotateVector(point.Position, rotation);
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slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
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}
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/// <summary>
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/// Rotate a vector by the specified angle.
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/// </summary>
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/// <param name="vector">The vector to be rotated.</param>
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/// <param name="rotation">The angle, measured in radians, to rotate the vector by.</param>
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/// <returns>The rotated vector.</returns>
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private static Vector2 rotateVector(Vector2 vector, float rotation)
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{
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float angle = MathF.Atan2(vector.Y, vector.X) + rotation;
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float length = vector.Length;
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return new Vector2(
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length * MathF.Cos(angle),
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length * MathF.Sin(angle)
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);
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}
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/// <param name="beatmap">The beatmap hitObject is a part of.</param>
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/// <param name="hitObject">The <see cref="OsuHitObject"/> that should be checked.</param>
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/// <param name="downbeatsOnly">If true, this method only returns true if hitObject is on a downbeat.
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/// If false, it returns true if hitObject is on any beat.</param>
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/// <returns>true if hitObject is on a (down-)beat, false otherwise.</returns>
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public static bool IsHitObjectOnBeat(OsuBeatmap beatmap, OsuHitObject hitObject, bool downbeatsOnly = false)
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{
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var timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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double timeSinceTimingPoint = hitObject.StartTime - timingPoint.Time;
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double beatLength = timingPoint.BeatLength;
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if (downbeatsOnly)
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beatLength *= timingPoint.TimeSignature.Numerator;
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// Ensure within 1ms of expected location.
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return Math.Abs(timeSinceTimingPoint + 1) % beatLength < 2;
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}
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/// <summary>
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/// Generates a random number from a normal distribution using the Box-Muller transform.
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/// </summary>
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public static float RandomGaussian(Random rng, float mean = 0, float stdDev = 1)
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{
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// Generate 2 random numbers in the interval (0,1].
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// x1 must not be 0 since log(0) = undefined.
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double x1 = 1 - rng.NextDouble();
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double x2 = 1 - rng.NextDouble();
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double stdNormal = Math.Sqrt(-2 * Math.Log(x1)) * Math.Sin(2 * Math.PI * x2);
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return mean + stdDev * (float)stdNormal;
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}
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}
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}
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