osu/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils.cs

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