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Limit distance snap between two adjacent hit objects (#6740)
Limit distance snap between two adjacent hit objects
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@ -12,8 +12,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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public abstract class CircularDistanceSnapGrid : DistanceSnapGrid
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{
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protected CircularDistanceSnapGrid(HitObject hitObject, Vector2 centrePosition)
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: base(hitObject, centrePosition)
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protected CircularDistanceSnapGrid(HitObject hitObject, HitObject nextHitObject, Vector2 centrePosition)
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: base(hitObject, nextHitObject, centrePosition)
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{
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}
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@ -45,7 +45,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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float dx = Math.Max(centrePosition.X, DrawWidth - centrePosition.X);
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float dy = Math.Max(centrePosition.Y, DrawHeight - centrePosition.Y);
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float maxDistance = new Vector2(dx, dy).Length;
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int requiredCircles = (int)(maxDistance / DistanceSpacing);
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int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceSpacing));
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for (int i = 0; i < requiredCircles; i++)
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{
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@ -65,15 +65,17 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 position)
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{
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Vector2 direction = position - CentrePosition;
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if (MaxIntervals == 0)
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return (CentrePosition, StartTime);
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Vector2 direction = position - CentrePosition;
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if (direction == Vector2.Zero)
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direction = new Vector2(0.001f, 0.001f);
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float distance = direction.Length;
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float radius = DistanceSpacing;
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int radialCount = Math.Max(1, (int)Math.Round(distance / radius));
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int radialCount = MathHelper.Clamp((int)Math.Round(distance / radius), 1, MaxIntervals);
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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Vector2 snappedPosition = CentrePosition + normalisedDirection * radialCount * radius;
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@ -1,6 +1,7 @@
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// 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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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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@ -29,6 +30,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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protected double StartTime { get; private set; }
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/// <summary>
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/// The maximum number of distance snapping intervals allowed.
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/// </summary>
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protected int MaxIntervals { get; private set; }
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/// <summary>
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/// The position which the grid is centred on.
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/// The first beat snapping tick is located at <see cref="CentrePosition"/> + <see cref="DistanceSpacing"/> in the desired direction.
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@ -49,12 +55,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private readonly Cached gridCache = new Cached();
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private readonly HitObject hitObject;
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private readonly HitObject nextHitObject;
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protected DistanceSnapGrid(HitObject hitObject, Vector2 centrePosition)
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protected DistanceSnapGrid(HitObject hitObject, [CanBeNull] HitObject nextHitObject, Vector2 centrePosition)
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{
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this.hitObject = hitObject;
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this.nextHitObject = nextHitObject;
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CentrePosition = centrePosition;
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RelativeSizeAxes = Axes.Both;
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}
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@ -74,6 +83,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updateSpacing()
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{
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DistanceSpacing = SnapProvider.GetBeatSnapDistanceAt(StartTime);
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if (nextHitObject == null)
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MaxIntervals = int.MaxValue;
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else
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{
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// +1 is added since a snapped hitobject may have its start time slightly less than the snapped time due to floating point errors
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double maxDuration = nextHitObject.StartTime - StartTime + 1;
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MaxIntervals = (int)(maxDuration / SnapProvider.DistanceToDuration(StartTime, DistanceSpacing));
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}
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gridCache.Invalidate();
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}
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