mirror of https://github.com/ppy/osu
451 lines
20 KiB
C#
451 lines
20 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.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;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Utils
|
|
{
|
|
public static partial class OsuHitObjectGenerationUtils
|
|
{
|
|
/// <summary>
|
|
/// Number of previous hitobjects to be shifted together when an object is being moved.
|
|
/// </summary>
|
|
private const int preceding_hitobjects_to_shift = 10;
|
|
|
|
private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
|
|
|
|
/// <summary>
|
|
/// Generate a list of <see cref="ObjectPositionInfo"/>s containing information for how the given list of
|
|
/// <see cref="OsuHitObject"/>s are positioned.
|
|
/// </summary>
|
|
/// <param name="hitObjects">A list of <see cref="OsuHitObject"/>s to process.</param>
|
|
/// <returns>A list of <see cref="ObjectPositionInfo"/>s describing how each hit object is positioned relative to the previous one.</returns>
|
|
public static List<ObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHitObject> hitObjects)
|
|
{
|
|
var positionInfos = new List<ObjectPositionInfo>();
|
|
Vector2 previousPosition = playfield_centre;
|
|
float previousAngle = 0;
|
|
|
|
foreach (OsuHitObject hitObject in hitObjects)
|
|
{
|
|
Vector2 relativePosition = hitObject.Position - previousPosition;
|
|
float absoluteAngle = MathF.Atan2(relativePosition.Y, relativePosition.X);
|
|
float relativeAngle = absoluteAngle - previousAngle;
|
|
|
|
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;
|
|
}
|
|
|
|
return positionInfos;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reposition the hit objects according to the information in <paramref name="objectPositionInfos"/>.
|
|
/// </summary>
|
|
/// <param name="objectPositionInfos">Position information for each hit object.</param>
|
|
/// <returns>The repositioned hit objects.</returns>
|
|
public static List<OsuHitObject> RepositionHitObjects(IEnumerable<ObjectPositionInfo> objectPositionInfos)
|
|
{
|
|
List<WorkingObject> workingObjects = objectPositionInfos.Select(o => new WorkingObject(o)).ToList();
|
|
WorkingObject? previous = null;
|
|
|
|
for (int i = 0; i < workingObjects.Count; i++)
|
|
{
|
|
var current = workingObjects[i];
|
|
var hitObject = current.HitObject;
|
|
|
|
if (hitObject is Spinner)
|
|
{
|
|
previous = current;
|
|
continue;
|
|
}
|
|
|
|
computeModifiedPosition(current, previous, i > 1 ? workingObjects[i - 2] : null);
|
|
|
|
// Move hit objects back into the playfield if they are outside of it
|
|
Vector2 shift = Vector2.Zero;
|
|
|
|
switch (hitObject)
|
|
{
|
|
case HitCircle:
|
|
shift = clampHitCircleToPlayfield(current);
|
|
break;
|
|
|
|
case Slider:
|
|
shift = clampSliderToPlayfield(current);
|
|
break;
|
|
}
|
|
|
|
if (shift != Vector2.Zero)
|
|
{
|
|
var toBeShifted = new List<OsuHitObject>();
|
|
|
|
for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
|
|
{
|
|
// only shift hit circles
|
|
if (!(workingObjects[j].HitObject is HitCircle)) break;
|
|
|
|
toBeShifted.Add(workingObjects[j].HitObject);
|
|
}
|
|
|
|
if (toBeShifted.Count > 0)
|
|
applyDecreasingShift(toBeShifted, shift);
|
|
}
|
|
|
|
previous = current;
|
|
}
|
|
|
|
return workingObjects.Select(p => p.HitObject).ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compute the modified position of a hit object while attempting to keep it inside the playfield.
|
|
/// </summary>
|
|
/// <param name="current">The <see cref="WorkingObject"/> representing the hit object to have the modified position computed for.</param>
|
|
/// <param name="previous">The <see cref="WorkingObject"/> representing the hit object immediately preceding the current one.</param>
|
|
/// <param name="beforePrevious">The <see cref="WorkingObject"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
|
|
private static void computeModifiedPosition(WorkingObject current, WorkingObject? previous, WorkingObject? beforePrevious)
|
|
{
|
|
float previousAbsoluteAngle = 0f;
|
|
|
|
if (previous != null)
|
|
{
|
|
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 * MathF.Cos(absoluteAngle),
|
|
current.PositionInfo.DistanceFromPrevious * MathF.Sin(absoluteAngle)
|
|
);
|
|
|
|
Vector2 lastEndPosition = previous?.EndPositionModified ?? playfield_centre;
|
|
|
|
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>
|
|
/// Move the modified position of a <see cref="HitCircle"/> so that it fits inside the playfield.
|
|
/// </summary>
|
|
/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
|
|
private static Vector2 clampHitCircleToPlayfield(WorkingObject workingObject)
|
|
{
|
|
var previousPosition = workingObject.PositionModified;
|
|
workingObject.EndPositionModified = workingObject.PositionModified = clampToPlayfieldWithPadding(
|
|
workingObject.PositionModified,
|
|
(float)workingObject.HitObject.Radius
|
|
);
|
|
|
|
workingObject.HitObject.Position = workingObject.PositionModified;
|
|
|
|
return workingObject.PositionModified - previousPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
|
|
/// </summary>
|
|
/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
|
|
private static Vector2 clampSliderToPlayfield(WorkingObject workingObject)
|
|
{
|
|
var slider = (Slider)workingObject.HitObject;
|
|
var possibleMovementBounds = CalculatePossibleMovementBounds(slider);
|
|
|
|
// The slider rotation applied in computeModifiedPosition might make it impossible to fit the slider into the playfield
|
|
// For example, a long horizontal slider will be off-screen when rotated by 90 degrees
|
|
// In this case, limit the rotation to either 0 or 180 degrees
|
|
if (possibleMovementBounds.Width < 0 || possibleMovementBounds.Height < 0)
|
|
{
|
|
float currentRotation = getSliderRotation(slider);
|
|
float diff1 = getAngleDifference(workingObject.RotationOriginal, currentRotation);
|
|
float diff2 = getAngleDifference(workingObject.RotationOriginal + MathF.PI, currentRotation);
|
|
|
|
if (diff1 < diff2)
|
|
{
|
|
RotateSlider(slider, workingObject.RotationOriginal - getSliderRotation(slider));
|
|
}
|
|
else
|
|
{
|
|
RotateSlider(slider, workingObject.RotationOriginal + MathF.PI - getSliderRotation(slider));
|
|
}
|
|
|
|
possibleMovementBounds = CalculatePossibleMovementBounds(slider);
|
|
}
|
|
|
|
var previousPosition = workingObject.PositionModified;
|
|
|
|
// Clamp slider position to the placement area
|
|
// 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
|
|
? Math.Clamp(possibleMovementBounds.Left, 0, OsuPlayfield.BASE_SIZE.X)
|
|
: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
|
|
|
|
float newY = possibleMovementBounds.Height < 0
|
|
? 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);
|
|
workingObject.EndPositionModified = slider.EndPosition;
|
|
|
|
shiftNestedObjects(slider, workingObject.PositionModified - workingObject.PositionOriginal);
|
|
|
|
return workingObject.PositionModified - previousPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
|
|
/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
|
|
/// </summary>
|
|
/// <param name="hitObjects">The list of hit objects to be shifted.</param>
|
|
/// <param name="shift">The amount to be shifted.</param>
|
|
private static void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
|
|
{
|
|
for (int i = 0; i < hitObjects.Count; i++)
|
|
{
|
|
var hitObject = hitObjects[i];
|
|
// The first object is shifted by a vector slightly smaller than shift
|
|
// The last object is shifted by a vector slightly larger than zero
|
|
Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
|
|
|
|
hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates a <see cref="RectangleF"/> which contains all of the possible movements of the slider (in relative X/Y coordinates)
|
|
/// such that the entire slider is inside the playfield.
|
|
/// </summary>
|
|
/// <param name="slider">The <see cref="Slider"/> for which to calculate a movement bounding box.</param>
|
|
/// <returns>A <see cref="RectangleF"/> which contains all of the possible movements of the slider such that the entire slider is inside the playfield.</returns>
|
|
/// <remarks>
|
|
/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
|
|
/// </remarks>
|
|
public static RectangleF CalculatePossibleMovementBounds(Slider slider)
|
|
{
|
|
var pathPositions = new List<Vector2>();
|
|
slider.Path.GetPathToProgress(pathPositions, 0, 1);
|
|
|
|
float minX = float.PositiveInfinity;
|
|
float maxX = float.NegativeInfinity;
|
|
|
|
float minY = float.PositiveInfinity;
|
|
float maxY = float.NegativeInfinity;
|
|
|
|
// Compute the bounding box of the slider.
|
|
foreach (var pos in pathPositions)
|
|
{
|
|
minX = MathF.Min(minX, pos.X);
|
|
maxX = MathF.Max(maxX, pos.X);
|
|
|
|
minY = MathF.Min(minY, pos.Y);
|
|
maxY = MathF.Max(maxY, pos.Y);
|
|
}
|
|
|
|
// Take the circle radius into account.
|
|
float radius = (float)slider.Radius;
|
|
|
|
minX -= radius;
|
|
minY -= radius;
|
|
|
|
maxX += radius;
|
|
maxY += radius;
|
|
|
|
// Given the bounding box of the slider (via min/max X/Y),
|
|
// the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
|
|
// and the amount that it can move to the right is WIDTH - maxX.
|
|
// Same calculation applies for the Y axis.
|
|
float left = -minX;
|
|
float right = OsuPlayfield.BASE_SIZE.X - maxX;
|
|
float top = -minY;
|
|
float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
|
|
|
|
return new RectangleF(left, top, right - left, bottom - top);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
|
|
/// </summary>
|
|
/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
|
|
/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
|
|
private static void shiftNestedObjects(Slider slider, Vector2 shift)
|
|
{
|
|
foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
|
|
{
|
|
if (!(hitObject is OsuHitObject osuHitObject))
|
|
continue;
|
|
|
|
osuHitObject.Position += shift;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clamp a position to playfield, keeping a specified distance from the edges.
|
|
/// </summary>
|
|
/// <param name="position">The position to be clamped.</param>
|
|
/// <param name="padding">The minimum distance allowed from playfield edges.</param>
|
|
/// <returns>The clamped position.</returns>
|
|
private static Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
|
|
{
|
|
return new Vector2(
|
|
Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
|
|
Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
|
|
);
|
|
}
|
|
|
|
/// <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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the absolute difference between 2 angles measured in Radians.
|
|
/// </summary>
|
|
/// <param name="angle1">The first angle</param>
|
|
/// <param name="angle2">The second angle</param>
|
|
/// <returns>The absolute difference with interval <c>[0, MathF.PI)</c></returns>
|
|
private static float getAngleDifference(float angle1, float angle2)
|
|
{
|
|
float diff = MathF.Abs(angle1 - angle2) % (MathF.PI * 2);
|
|
return MathF.Min(diff, MathF.PI * 2 - diff);
|
|
}
|
|
|
|
public class ObjectPositionInfo
|
|
{
|
|
/// <summary>
|
|
/// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <see cref="RelativeAngle"/> of the first hit object in a beatmap represents the absolute angle from playfield center to the object.
|
|
/// </remarks>
|
|
/// <example>
|
|
/// If <see cref="RelativeAngle"/> is 0, the player's cursor doesn't need to change its direction of movement when passing
|
|
/// the previous object to reach this one.
|
|
/// </example>
|
|
public float RelativeAngle { get; set; }
|
|
|
|
/// <summary>
|
|
/// The jump distance from the previous hit object to this one.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <see cref="DistanceFromPrevious"/> of the first hit object in a beatmap is relative to the playfield center.
|
|
/// </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>
|
|
public OsuHitObject HitObject { get; }
|
|
|
|
public ObjectPositionInfo(OsuHitObject hitObject)
|
|
{
|
|
HitObject = hitObject;
|
|
}
|
|
}
|
|
|
|
private class WorkingObject
|
|
{
|
|
public float RotationOriginal { get; }
|
|
public Vector2 PositionOriginal { get; }
|
|
public Vector2 PositionModified { get; set; }
|
|
public Vector2 EndPositionModified { get; set; }
|
|
|
|
public ObjectPositionInfo PositionInfo { get; }
|
|
public OsuHitObject HitObject => PositionInfo.HitObject;
|
|
|
|
public WorkingObject(ObjectPositionInfo positionInfo)
|
|
{
|
|
PositionInfo = positionInfo;
|
|
RotationOriginal = HitObject is Slider slider ? getSliderRotation(slider) : 0;
|
|
PositionModified = PositionOriginal = HitObject.Position;
|
|
EndPositionModified = HitObject.EndPosition;
|
|
}
|
|
}
|
|
}
|
|
}
|