mirror of
https://github.com/ppy/osu
synced 2024-12-30 02:42:29 +00:00
232 lines
11 KiB
C#
232 lines
11 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.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 ReflectHorizontallyAlongPlayfield(OsuHitObject osuObject)
|
|
{
|
|
osuObject.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - osuObject.X, osuObject.Position.Y);
|
|
|
|
if (osuObject is not Slider slider)
|
|
return;
|
|
|
|
void reflectNestedObject(OsuHitObject nested) => nested.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - nested.Position.X, nested.Position.Y);
|
|
static void reflectControlPoint(PathControlPoint point) => point.Position = new Vector2(-point.Position.X, point.Position.Y);
|
|
|
|
modifySlider(slider, reflectNestedObject, reflectControlPoint);
|
|
}
|
|
|
|
/// <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 ReflectVerticallyAlongPlayfield(OsuHitObject osuObject)
|
|
{
|
|
osuObject.Position = new Vector2(osuObject.Position.X, OsuPlayfield.BASE_SIZE.Y - osuObject.Y);
|
|
|
|
if (osuObject is not Slider slider)
|
|
return;
|
|
|
|
void reflectNestedObject(OsuHitObject nested) => nested.Position = new Vector2(nested.Position.X, OsuPlayfield.BASE_SIZE.Y - nested.Position.Y);
|
|
static void reflectControlPoint(PathControlPoint point) => point.Position = new Vector2(point.Position.X, -point.Position.Y);
|
|
|
|
modifySlider(slider, reflectNestedObject, reflectControlPoint);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flips the position of the <see cref="Slider"/> around its start position horizontally.
|
|
/// </summary>
|
|
/// <param name="slider">The slider to be flipped.</param>
|
|
public static void FlipSliderInPlaceHorizontally(Slider slider)
|
|
{
|
|
void flipNestedObject(OsuHitObject nested) => nested.Position = new Vector2(slider.X - (nested.X - slider.X), nested.Y);
|
|
static void flipControlPoint(PathControlPoint point) => point.Position = new Vector2(-point.Position.X, point.Position.Y);
|
|
|
|
modifySlider(slider, flipNestedObject, flipControlPoint);
|
|
}
|
|
|
|
/// <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;
|
|
void rotateControlPoint(PathControlPoint point) => point.Position = rotateVector(point.Position, rotation);
|
|
|
|
modifySlider(slider, rotateNestedObject, rotateControlPoint);
|
|
}
|
|
|
|
private static void modifySlider(Slider slider, Action<OsuHitObject> modifyNestedObject, Action<PathControlPoint> modifyControlPoint)
|
|
{
|
|
// 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(modifyNestedObject);
|
|
slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(modifyNestedObject);
|
|
|
|
var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position, p.Type)).ToArray();
|
|
foreach (var point in controlPoints)
|
|
modifyControlPoint(point);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|