mirror of
https://github.com/osukey/osukey.git
synced 2025-08-05 07:33:55 +09:00
Implement proper rotation algorithm for skin editor
This commit is contained in:
@ -14,6 +14,7 @@ using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
@ -353,6 +354,29 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
#region Helper Methods
|
||||
|
||||
/// <summary>
|
||||
/// Rotate a point around an arbitrary origin.
|
||||
/// </summary>
|
||||
/// <param name="point">The point.</param>
|
||||
/// <param name="origin">The centre origin to rotate around.</param>
|
||||
/// <param name="angle">The angle to rotate (in degrees).</param>
|
||||
protected static Vector2 RotatePointAroundOrigin(Vector2 point, Vector2 origin, float angle)
|
||||
{
|
||||
angle = -angle;
|
||||
|
||||
point.X -= origin.X;
|
||||
point.Y -= origin.Y;
|
||||
|
||||
Vector2 ret;
|
||||
ret.X = point.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Sin(MathUtils.DegreesToRadians(angle));
|
||||
ret.Y = point.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Cos(MathUtils.DegreesToRadians(angle));
|
||||
|
||||
ret.X += origin.X;
|
||||
ret.Y += origin.Y;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a flip direction, a surrounding quad for all selected objects, and a position,
|
||||
/// will return the flipped position in screen space coordinates.
|
||||
|
@ -18,16 +18,42 @@ namespace osu.Game.Skinning.Editor
|
||||
{
|
||||
public class SkinSelectionHandler : SelectionHandler<ISkinnableDrawable>
|
||||
{
|
||||
private Vector2? referenceOrigin;
|
||||
|
||||
[Resolved]
|
||||
private SkinEditor skinEditor { get; set; }
|
||||
|
||||
protected override void OnOperationEnded()
|
||||
{
|
||||
base.OnOperationEnded();
|
||||
referenceOrigin = null;
|
||||
}
|
||||
|
||||
public override bool HandleRotation(float angle)
|
||||
{
|
||||
// TODO: this doesn't correctly account for origin/anchor specs being different in a multi-selection.
|
||||
foreach (var c in SelectedBlueprints)
|
||||
((Drawable)c.Item).Rotation += angle;
|
||||
if (SelectedBlueprints.Count == 1)
|
||||
{
|
||||
// for single items, rotate around the origin rather than the selection centre.
|
||||
((Drawable)SelectedBlueprints.First().Item).Rotation += angle;
|
||||
}
|
||||
else
|
||||
{
|
||||
var selectionQuad = GetSurroundingQuad(SelectedBlueprints.SelectMany(b =>
|
||||
b.Item.ScreenSpaceDrawQuad.GetVertices().ToArray()));
|
||||
|
||||
return base.HandleRotation(angle);
|
||||
referenceOrigin ??= selectionQuad.Centre;
|
||||
|
||||
foreach (var b in SelectedBlueprints)
|
||||
{
|
||||
var drawableItem = (Drawable)b.Item;
|
||||
|
||||
drawableItem.Position = drawableItem.Parent.ToLocalSpace(RotatePointAroundOrigin(b.ScreenSpaceSelectionPoint, referenceOrigin.Value, angle)) - drawableItem.AnchorPosition;
|
||||
drawableItem.Rotation += angle;
|
||||
}
|
||||
}
|
||||
|
||||
// this isn't always the case but let's be lenient for now.
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool HandleScale(Vector2 scale, Anchor anchor)
|
||||
|
Reference in New Issue
Block a user