osu/osu.Game/Rulesets/Objects/BezierConverter.cs

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// 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.Utils;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
namespace osu.Game.Rulesets.Objects
{
public static class BezierConverter
{
private struct CircleBezierPreset
{
public readonly double ArcLength;
public readonly Vector2d[] ControlPoints;
public CircleBezierPreset(double arcLength, Vector2d[] controlPoints)
{
ArcLength = arcLength;
ControlPoints = controlPoints;
}
}
// Extremely accurate a bezier anchor positions for approximating circles of several arc lengths
private static readonly CircleBezierPreset[] circle_presets =
{
new CircleBezierPreset(0.4993379862754501,
new[] { new Vector2d(1, 0), new Vector2d(1, 0.2549893626632736f), new Vector2d(0.8778997558480327f, 0.47884446188920726f) }),
new CircleBezierPreset(1.7579419829169447,
new[] { new Vector2d(1, 0), new Vector2d(1, 0.6263026f), new Vector2d(0.42931178f, 1.0990661f), new Vector2d(-0.18605515f, 0.9825393f) }),
new CircleBezierPreset(3.1385246920140215,
new[] { new Vector2d(1, 0), new Vector2d(1, 0.87084764f), new Vector2d(0.002304826f, 1.5033062f), new Vector2d(-0.9973236f, 0.8739115f), new Vector2d(-0.9999953f, 0.0030679568f) }),
new CircleBezierPreset(5.69720464620727,
new[] { new Vector2d(1, 0), new Vector2d(1, 1.4137783f), new Vector2d(-1.4305235f, 2.0779421f), new Vector2d(-2.3410065f, -0.94017583f), new Vector2d(0.05132711f, -1.7309346f), new Vector2d(0.8331702f, -0.5530167f) }),
new CircleBezierPreset(2 * Math.PI,
new[] { new Vector2d(1, 0), new Vector2d(1, 1.2447058f), new Vector2d(-0.8526471f, 2.118367f), new Vector2d(-2.6211002f, 7.854936e-06f), new Vector2d(-0.8526448f, -2.118357f), new Vector2d(1, -1.2447058f), new Vector2d(1, 0) })
};
#region CircularArcProperties
//TODO: Get this from osu!framework instead
public readonly struct CircularArcProperties
{
public readonly bool IsValid;
public readonly double ThetaStart;
public readonly double ThetaRange;
public readonly double Direction;
public readonly float Radius;
public readonly Vector2 Centre;
public double ThetaEnd => ThetaStart + ThetaRange * Direction;
public CircularArcProperties(double thetaStart, double thetaRange, double direction, float radius, Vector2 centre)
{
IsValid = true;
ThetaStart = thetaStart;
ThetaRange = thetaRange;
Direction = direction;
Radius = radius;
Centre = centre;
}
}
/// <summary>
/// Computes various properties that can be used to approximate the circular arc.
/// </summary>
/// <param name="controlPoints">Three distinct points on the arc.</param>
private static CircularArcProperties circularArcProperties(ReadOnlySpan<Vector2> controlPoints)
{
Vector2 a = controlPoints[0];
Vector2 b = controlPoints[1];
Vector2 c = controlPoints[2];
// If we have a degenerate triangle where a side-length is almost zero, then give up and fallback to a more numerically stable method.
if (Precision.AlmostEquals(0, (b.Y - a.Y) * (c.X - a.X) - (b.X - a.X) * (c.Y - a.Y)))
return default; // Implicitly sets `IsValid` to false
// See: https://en.wikipedia.org/wiki/Circumscribed_circle#Cartesian_coordinates_2
float d = 2 * (a.X * (b - c).Y + b.X * (c - a).Y + c.X * (a - b).Y);
float aSq = a.LengthSquared;
float bSq = b.LengthSquared;
float cSq = c.LengthSquared;
Vector2 centre = new Vector2(
aSq * (b - c).Y + bSq * (c - a).Y + cSq * (a - b).Y,
aSq * (c - b).X + bSq * (a - c).X + cSq * (b - a).X) / d;
Vector2 dA = a - centre;
Vector2 dC = c - centre;
float r = dA.Length;
double thetaStart = Math.Atan2(dA.Y, dA.X);
double thetaEnd = Math.Atan2(dC.Y, dC.X);
while (thetaEnd < thetaStart)
thetaEnd += 2 * Math.PI;
double dir = 1;
double thetaRange = thetaEnd - thetaStart;
// Decide in which direction to draw the circle, depending on which side of
// AC B lies.
Vector2 orthoAtoC = c - a;
orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X);
if (Vector2.Dot(orthoAtoC, b - a) < 0)
{
dir = -dir;
thetaRange = 2 * Math.PI - thetaRange;
}
return new CircularArcProperties(thetaStart, thetaRange, dir, r, centre);
}
#endregion
public static IEnumerable<Vector2> ConvertToLegacyBezier(IList<PathControlPoint> controlPoints, Vector2 position)
{
Vector2[] vertices = new Vector2[controlPoints.Count];
for (int i = 0; i < controlPoints.Count; i++)
vertices[i] = controlPoints[i].Position;
var result = new List<Vector2>();
int start = 0;
for (int i = 0; i < controlPoints.Count; i++)
{
if (controlPoints[i].Type == null && i < controlPoints.Count - 1)
continue;
// The current vertex ends the segment
var segmentVertices = vertices.AsSpan().Slice(start, i - start + 1);
var segmentType = controlPoints[start].Type ?? PathType.Linear;
switch (segmentType)
{
case PathType.Catmull:
result.AddRange(from segment in ConvertCatmullToBezierAnchors(segmentVertices) from v in segment select v + position);
break;
case PathType.Linear:
result.AddRange(from segment in ConvertLinearToBezierAnchors(segmentVertices) from v in segment select v + position);
break;
case PathType.PerfectCurve:
result.AddRange(ConvertCircleToBezierAnchors(segmentVertices).Select(v => v + position));
break;
default:
foreach (Vector2 v in segmentVertices)
{
result.Add(v + position);
}
break;
}
// Start the new segment at the current vertex
start = i;
}
return result;
}
public static List<PathControlPoint> ConvertToModernBezier(IList<PathControlPoint> controlPoints)
{
Vector2[] vertices = new Vector2[controlPoints.Count];
for (int i = 0; i < controlPoints.Count; i++)
vertices[i] = controlPoints[i].Position;
var result = new List<PathControlPoint>();
int start = 0;
for (int i = 0; i < controlPoints.Count; i++)
{
if (controlPoints[i].Type == null && i < controlPoints.Count - 1)
continue;
// The current vertex ends the segment
var segmentVertices = vertices.AsSpan().Slice(start, i - start + 1);
var segmentType = controlPoints[start].Type ?? PathType.Linear;
switch (segmentType)
{
case PathType.Catmull:
foreach (var segment in ConvertCatmullToBezierAnchors(segmentVertices))
{
for (int j = 0; j < segment.Length - 1; j++)
{
result.Add(new PathControlPoint(segment[j], j == 0 ? PathType.Bezier : null));
}
}
break;
case PathType.Linear:
foreach (var segment in ConvertLinearToBezierAnchors(segmentVertices))
{
for (int j = 0; j < segment.Length - 1; j++)
{
result.Add(new PathControlPoint(segment[j], j == 0 ? PathType.Bezier : null));
}
}
break;
case PathType.PerfectCurve:
var circleResult = ConvertCircleToBezierAnchors(segmentVertices);
for (int j = 0; j < circleResult.Length - 1; j++)
{
result.Add(new PathControlPoint(circleResult[j], j == 0 ? PathType.Bezier : null));
}
break;
default:
for (int j = 0; j < segmentVertices.Length - 1; j++)
{
result.Add(new PathControlPoint(segmentVertices[j], j == 0 ? PathType.Bezier : null));
}
break;
}
// Start the new segment at the current vertex
start = i;
}
result.Add(new PathControlPoint(controlPoints[^1].Position));
return result;
}
/// <summary>
/// Converts perfect curve anchors to bezier anchors.
/// </summary>
/// <param name="controlPoints">The control point positions to convert.</param>
public static Vector2[] ConvertCircleToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
{
var pr = circularArcProperties(controlPoints);
if (!pr.IsValid)
return controlPoints.ToArray();
CircleBezierPreset preset = circle_presets.Last();
foreach (CircleBezierPreset cbp in circle_presets)
{
if (cbp.ArcLength < pr.ThetaRange) continue;
preset = cbp;
break;
}
double arcLength = preset.ArcLength;
var arc = new Vector2d[preset.ControlPoints.Length];
preset.ControlPoints.CopyTo(arc, 0);
// Converge on arcLength of thetaRange
int n = arc.Length - 1;
double tf = pr.ThetaRange / arcLength;
while (Math.Abs(tf - 1) > 1E-7)
{
for (int j = 0; j < n; j++)
{
for (int i = n; i > j; i--)
{
arc[i] = arc[i] * tf + arc[i - 1] * (1 - tf);
}
}
arcLength = Math.Atan2(arc.Last()[1], arc.Last()[0]);
if (arcLength < 0)
{
arcLength += 2 * Math.PI;
}
tf = pr.ThetaRange / arcLength;
}
// Adjust rotation, radius, and position
var result = new Vector2[arc.Length];
for (int i = 0; i < arc.Length; i++)
{
result[i] = new Vector2(
(float)((Math.Cos(pr.ThetaStart) * arc[i].X + -Math.Sin(pr.ThetaStart) * pr.Direction * arc[i].Y) * pr.Radius + pr.Centre.X),
(float)((Math.Sin(pr.ThetaStart) * arc[i].X + Math.Cos(pr.ThetaStart) * pr.Direction * arc[i].Y) * pr.Radius + pr.Centre.Y));
}
return result;
}
/// <summary>
/// Converts catmull anchors to bezier anchors.
/// </summary>
/// <param name="controlPoints">The control point positions to convert.</param>
public static Vector2[][] ConvertCatmullToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
{
int iLen = controlPoints.Length;
var bezier = new Vector2[iLen - 1][];
for (int i = 0; i < iLen - 1; i++)
{
var v1 = i > 0 ? controlPoints[i - 1] : controlPoints[i];
var v2 = controlPoints[i];
var v3 = i < iLen - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
var v4 = i < iLen - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
bezier[i] = new[]
{
v2,
(-v1 + 6 * v2 + v3) / 6,
(-v4 + 6 * v3 + v2) / 6,
v3
};
}
return bezier;
}
/// <summary>
/// Converts linear anchors to bezier anchors.
/// </summary>
/// <param name="controlPoints">The control point positions to convert.</param>
public static Vector2[][] ConvertLinearToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
{
int iLen = controlPoints.Length;
var bezier = new Vector2[iLen - 1][];
for (int i = 0; i < iLen - 1; i++)
{
bezier[i] = new[]
{
controlPoints[i],
controlPoints[i + 1]
};
}
return bezier;
}
}
}