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Rework heatmap for more consistent performance
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@ -26,10 +26,15 @@ namespace osu.Game.Rulesets.Osu.Statistics
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/// </summary>
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private const float inner_portion = 0.8f;
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private const float rotation = 45;
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private const float point_size = 4;
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/// <summary>
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/// Number of rows/columns of points.
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/// 4px per point @ 128x128 size (the contents of the <see cref="Heatmap"/> are always square). 1024 total points.
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/// </summary>
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private const int points_per_dimension = 32;
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private Container<HitPoint> allPoints;
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private const float rotation = 45;
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private GridContainer pointGrid;
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private readonly BeatmapInfo beatmap;
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private readonly IReadOnlyList<HitEvent> hitEvents;
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@ -111,52 +116,39 @@ namespace osu.Game.Rulesets.Osu.Statistics
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}
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}
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},
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allPoints = new Container<HitPoint>
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pointGrid = new GridContainer
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{
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RelativeSizeAxes = Axes.Both
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}
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}
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};
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}
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protected override void Update()
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{
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base.Update();
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validateHitPoints();
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}
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Vector2 centre = new Vector2(points_per_dimension) / 2;
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float innerRadius = centre.X * inner_portion;
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private void validateHitPoints()
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{
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if (sizeLayout.IsValid)
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return;
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Drawable[][] points = new Drawable[points_per_dimension][];
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allPoints.Clear();
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// Since the content is fit, both dimensions should have the same size.
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float size = allPoints.DrawSize.X;
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Vector2 centre = new Vector2(size / 2);
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int rows = (int)Math.Ceiling(size / point_size);
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int cols = (int)Math.Ceiling(size / point_size);
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for (int r = 0; r < rows; r++)
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for (int r = 0; r < points_per_dimension; r++)
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{
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for (int c = 0; c < cols; c++)
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points[r] = new Drawable[points_per_dimension];
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for (int c = 0; c < points_per_dimension; c++)
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{
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Vector2 pos = new Vector2(c * point_size, r * point_size);
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HitPointType pointType = HitPointType.Hit;
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HitPointType pointType = Vector2.Distance(new Vector2(c, r), centre) <= innerRadius
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? HitPointType.Hit
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: HitPointType.Miss;
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if (Vector2.Distance(pos, centre) > size * inner_portion / 2)
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pointType = HitPointType.Miss;
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allPoints.Add(new HitPoint(pos, pointType)
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var point = new HitPoint(pointType)
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{
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Size = new Vector2(point_size),
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Colour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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});
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};
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points[r][c] = point;
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}
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}
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pointGrid.Content = points;
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if (hitEvents.Count > 0)
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{
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// Todo: This should probably not be done like this.
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@ -170,41 +162,39 @@ namespace osu.Game.Rulesets.Osu.Statistics
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AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.CursorPosition.Value, radius);
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}
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}
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sizeLayout.Validate();
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}
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protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
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if (allPoints.Count == 0)
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if (pointGrid.Content.Length == 0)
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return;
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double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
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double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
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double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
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float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
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// Since the content is fit, both dimensions should have the same size.
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float size = allPoints.DrawSize.X;
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// Convert the above into the local search space.
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Vector2 localCentre = new Vector2(points_per_dimension) / 2;
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float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
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double localAngle = finalAngle + 3 * Math.PI / 4; // The angle inside the heatmap on which the closest point lies.
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Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
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// Find the most relevant hit point.
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double minDist = double.PositiveInfinity;
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HitPoint point = null;
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foreach (var p in allPoints)
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for (int r = 0; r < points_per_dimension; r++)
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{
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Vector2 localCentre = new Vector2(size / 2);
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float localRadius = localCentre.X * inner_portion * normalisedDistance;
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double localAngle = finalAngle + 3 * Math.PI / 4;
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Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
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float dist = Vector2.Distance(p.DrawPosition + p.DrawSize / 2, localPoint);
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if (dist < minDist)
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for (int c = 0; c < points_per_dimension; c++)
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{
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minDist = dist;
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point = p;
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float dist = Vector2.Distance(new Vector2(c, r), localPoint);
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if (dist < minDist)
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{
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minDist = dist;
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point = (HitPoint)pointGrid.Content[r][c];
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}
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}
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}
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@ -216,11 +206,11 @@ namespace osu.Game.Rulesets.Osu.Statistics
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{
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private readonly HitPointType pointType;
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public HitPoint(Vector2 position, HitPointType pointType)
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public HitPoint(HitPointType pointType)
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{
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this.pointType = pointType;
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Position = position;
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RelativeSizeAxes = Axes.Both;
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Alpha = 0;
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}
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@ -2,11 +2,13 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu;
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@ -20,13 +22,18 @@ namespace osu.Game.Tests.Visual.Ranking
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{
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public class TestSceneAccuracyHeatmap : OsuManualInputManagerTestScene
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{
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private readonly Box background;
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private readonly Drawable object1;
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private readonly Drawable object2;
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private readonly TestHeatmap heatmap;
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private Box background;
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private Drawable object1;
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private Drawable object2;
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private TestHeatmap heatmap;
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private ScheduledDelegate automaticAdditionDelegate;
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public TestSceneAccuracyHeatmap()
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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automaticAdditionDelegate?.Cancel();
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automaticAdditionDelegate = null;
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Children = new[]
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{
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background = new Box
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@ -41,7 +48,7 @@ namespace osu.Game.Tests.Visual.Ranking
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},
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object2 = new BorderCircle
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{
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Position = new Vector2(500, 300),
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Position = new Vector2(100, 300),
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},
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heatmap = new TestHeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo, new List<HitEvent>())
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{
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@ -50,22 +57,32 @@ namespace osu.Game.Tests.Visual.Ranking
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Size = new Vector2(130)
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}
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};
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});
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[Test]
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public void TestManyHitPointsAutomatic()
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{
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AddStep("add scheduled delegate", () =>
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{
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automaticAdditionDelegate = Scheduler.AddDelayed(() =>
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{
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var randomPos = new Vector2(
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RNG.NextSingle(object1.DrawPosition.X - object1.DrawSize.X / 2, object1.DrawPosition.X + object1.DrawSize.X / 2),
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RNG.NextSingle(object1.DrawPosition.Y - object1.DrawSize.Y / 2, object1.DrawPosition.Y + object1.DrawSize.Y / 2));
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// The background is used for ToLocalSpace() since we need to go _inside_ the DrawSizePreservingContainer (Content of TestScene).
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heatmap.AddPoint(object2.Position, object1.Position, randomPos, RNG.NextSingle(10, 500));
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InputManager.MoveMouseTo(background.ToScreenSpace(randomPos));
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}, 1, true);
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});
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AddWaitStep("wait for some hit points", 10);
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}
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protected override void LoadComplete()
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[Test]
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public void TestManualPlacement()
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{
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base.LoadComplete();
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Scheduler.AddDelayed(() =>
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{
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var randomPos = new Vector2(
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RNG.NextSingle(object1.DrawPosition.X - object1.DrawSize.X / 2, object1.DrawPosition.X + object1.DrawSize.X / 2),
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RNG.NextSingle(object1.DrawPosition.Y - object1.DrawSize.Y / 2, object1.DrawPosition.Y + object1.DrawSize.Y / 2));
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// The background is used for ToLocalSpace() since we need to go _inside_ the DrawSizePreservingContainer (Content of TestScene).
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heatmap.AddPoint(object2.Position, object1.Position, randomPos, RNG.NextSingle(10, 500));
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InputManager.MoveMouseTo(background.ToScreenSpace(randomPos));
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}, 1, true);
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AddStep("return user input", () => InputManager.UseParentInput = true);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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