Add further abstraction to Sliders/IHasCurve.

This commit is contained in:
smoogipooo 2017-03-15 12:52:25 +09:00
parent 9fdeff3f9e
commit 6a31219781
12 changed files with 364 additions and 81 deletions

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@ -10,6 +10,7 @@ using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Screens.Testing;
using osu.Framework.Timing;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects;
using osu.Game.Modes.Osu.Objects.Drawables;
@ -60,12 +61,15 @@ namespace osu.Desktop.VisualTests.Tests
add(new DrawableSlider(new Slider
{
StartTime = framedClock.CurrentTime + 600,
ControlPoints = new List<Vector2>
CurveObject = new CurvedHitObject
{
new Vector2(-200, 0),
new Vector2(400, 0),
ControlPoints = new List<Vector2>
{
new Vector2(-200, 0),
new Vector2(400, 0),
},
Distance = 400
},
Distance = 400,
Position = new Vector2(-200, 0),
Velocity = 1,
TickDistance = 100,

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@ -34,10 +34,8 @@ namespace osu.Game.Modes.Osu.Beatmaps
private OsuHitObject convertHitObject(HitObject original)
{
IHasCurve curveData = original as IHasCurve;
IHasDistance distanceData = original as IHasDistance;
IHasEndTime endTimeData = original as IHasEndTime;
IHasPosition positionData = original as IHasPosition;
IHasRepeats repeatsData = original as IHasRepeats;
IHasCombo comboData = original as IHasCombo;
if (curveData != null)
@ -47,16 +45,11 @@ namespace osu.Game.Modes.Osu.Beatmaps
StartTime = original.StartTime,
Sample = original.Sample,
CurveType = curveData.CurveType,
ControlPoints = curveData.ControlPoints,
CurveObject = curveData,
Position = positionData?.Position ?? Vector2.Zero,
NewCombo = comboData?.NewCombo ?? false,
Distance = distanceData?.Distance ?? 0,
RepeatCount = repeatsData?.RepeatCount ?? 0
NewCombo = comboData?.NewCombo ?? false
};
}
@ -68,7 +61,7 @@ namespace osu.Game.Modes.Osu.Beatmaps
Sample = original.Sample,
Position = new Vector2(512, 384) / 2,
EndTime = endTimeData.EndTime,
EndTime = endTimeData.EndTime
};
}

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@ -72,7 +72,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
AddNested(initialCircle);
var repeatDuration = s.Curve.Length / s.Velocity;
var repeatDuration = s.Curve.Distance / s.Velocity;
foreach (var tick in s.Ticks)
{
var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
@ -104,7 +104,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
int repeat = slider.RepeatAt(progress);
progress = slider.CurveProgressAt(progress);
progress = slider.ProgressAt(progress);
if (repeat > currentRepeat)
{

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@ -8,40 +8,30 @@ using osu.Game.Beatmaps.Timing;
using osu.Game.Modes.Objects.Types;
using System;
using System.Collections.Generic;
using osu.Game.Modes.Objects;
namespace osu.Game.Modes.Osu.Objects
{
public class Slider : OsuHitObject, IHasEndTime, IHasCurve, IHasDistance, IHasRepeats
public class Slider : OsuHitObject, IHasCurve
{
public double EndTime => StartTime + RepeatCount * Curve.Length / Velocity;
public IHasCurve CurveObject { get; set; }
public SliderCurve Curve => CurveObject.Curve;
public double EndTime => StartTime + RepeatCount * Curve.Distance / Velocity;
public double Duration => EndTime - StartTime;
public override Vector2 EndPosition => PositionAt(1);
/// <summary>
/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the slider)
/// to 1 (end of the slider). This includes repeat logic.
/// </summary>
/// <param name="progress">Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
/// <returns></returns>
public Vector2 PositionAt(double progress) => Curve.PositionAt(CurveProgressAt(progress));
public Vector2 PositionAt(double progress) => CurveObject.PositionAt(progress);
public double ProgressAt(double progress) => CurveObject.ProgressAt(progress);
public int RepeatAt(double progress) => CurveObject.RepeatAt(progress);
/// <summary>
/// Find the current progress along the curve, accounting for repeat logic.
/// </summary>
public double CurveProgressAt(double progress)
{
var p = progress * RepeatCount % 1;
if (RepeatAt(progress) % 2 == 1)
p = 1 - p;
return p;
}
public List<Vector2> ControlPoints => CurveObject.ControlPoints;
public CurveType CurveType => CurveObject.CurveType;
public double Distance => CurveObject.Distance;
/// <summary>
/// Determine which repeat of the slider we are on at a given progress.
/// Range is 0..RepeatCount where 0 is the first run.
/// </summary>
public int RepeatAt(double progress) => (int)(progress * RepeatCount);
public int RepeatCount => CurveObject.RepeatCount;
private int stackHeight;
public override int StackHeight
@ -54,24 +44,6 @@ namespace osu.Game.Modes.Osu.Objects
}
}
public List<Vector2> ControlPoints
{
get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; }
}
public double Distance
{
get { return Curve.Length; }
set { Curve.Length = value; }
}
public CurveType CurveType
{
get { return Curve.CurveType; }
set { Curve.CurveType = value; }
}
public double Velocity;
public double TickDistance;
@ -90,17 +62,13 @@ namespace osu.Game.Modes.Osu.Objects
TickDistance = baseVelocity / baseDifficulty.SliderTickRate;
}
public int RepeatCount { get; set; } = 1;
internal readonly SliderCurve Curve = new SliderCurve();
public IEnumerable<SliderTick> Ticks
{
get
{
if (TickDistance == 0) yield break;
var length = Curve.Length;
var length = Curve.Distance;
var tickDistance = Math.Min(TickDistance, length);
var repeatDuration = length / Velocity;

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@ -70,7 +70,6 @@
<Compile Include="Objects\Drawables\Pieces\SliderBody.cs" />
<Compile Include="Objects\HitObjectType.cs" />
<Compile Include="Objects\OsuHitObjectDifficulty.cs" />
<Compile Include="Objects\SliderCurve.cs" />
<Compile Include="Objects\SliderTick.cs" />
<Compile Include="OsuAutoReplay.cs" />
<Compile Include="OsuDifficultyCalculator.cs" />

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@ -0,0 +1,150 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using OpenTK;
namespace osu.Game.Modes.Objects
{
public class BezierApproximator
{
private int count;
private List<Vector2> controlPoints;
private Vector2[] subdivisionBuffer1;
private Vector2[] subdivisionBuffer2;
private const float tolerance = 0.25f;
private const float tolerance_sq = tolerance * tolerance;
public BezierApproximator(List<Vector2> controlPoints)
{
this.controlPoints = controlPoints;
count = controlPoints.Count;
subdivisionBuffer1 = new Vector2[count];
subdivisionBuffer2 = new Vector2[count * 2 - 1];
}
/// <summary>
/// Make sure the 2nd order derivative (approximated using finite elements) is within tolerable bounds.
/// NOTE: The 2nd order derivative of a 2d curve represents its curvature, so intuitively this function
/// checks (as the name suggests) whether our approximation is _locally_ "flat". More curvy parts
/// need to have a denser approximation to be more "flat".
/// </summary>
/// <param name="controlPoints">The control points to check for flatness.</param>
/// <returns>Whether the control points are flat enough.</returns>
private static bool isFlatEnough(Vector2[] controlPoints)
{
for (int i = 1; i < controlPoints.Length - 1; i++)
if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > tolerance_sq * 4)
return false;
return true;
}
/// <summary>
/// Subdivides n control points representing a bezier curve into 2 sets of n control points, each
/// describing a bezier curve equivalent to a half of the original curve. Effectively this splits
/// the original curve into 2 curves which result in the original curve when pieced back together.
/// </summary>
/// <param name="controlPoints">The control points to split.</param>
/// <param name="l">Output: The control points corresponding to the left half of the curve.</param>
/// <param name="r">Output: The control points corresponding to the right half of the curve.</param>
private void subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
{
Vector2[] midpoints = subdivisionBuffer1;
for (int i = 0; i < count; ++i)
midpoints[i] = controlPoints[i];
for (int i = 0; i < count; i++)
{
l[i] = midpoints[0];
r[count - i - 1] = midpoints[count - i - 1];
for (int j = 0; j < count - i - 1; j++)
midpoints[j] = (midpoints[j] + midpoints[j + 1]) / 2;
}
}
/// <summary>
/// This uses <a href="https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm">De Casteljau's algorithm</a> to obtain an optimal
/// piecewise-linear approximation of the bezier curve with the same amount of points as there are control points.
/// </summary>
/// <param name="controlPoints">The control points describing the bezier curve to be approximated.</param>
/// <param name="output">The points representing the resulting piecewise-linear approximation.</param>
private void approximate(Vector2[] controlPoints, List<Vector2> output)
{
Vector2[] l = subdivisionBuffer2;
Vector2[] r = subdivisionBuffer1;
subdivide(controlPoints, l, r);
for (int i = 0; i < count - 1; ++i)
l[count + i] = r[i + 1];
output.Add(controlPoints[0]);
for (int i = 1; i < count - 1; ++i)
{
int index = 2 * i;
Vector2 p = 0.25f * (l[index - 1] + 2 * l[index] + l[index + 1]);
output.Add(p);
}
}
/// <summary>
/// Creates a piecewise-linear approximation of a bezier curve, by adaptively repeatedly subdividing
/// the control points until their approximation error vanishes below a given threshold.
/// </summary>
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
public List<Vector2> CreateBezier()
{
List<Vector2> output = new List<Vector2>();
if (count == 0)
return output;
Stack<Vector2[]> toFlatten = new Stack<Vector2[]>();
Stack<Vector2[]> freeBuffers = new Stack<Vector2[]>();
// "toFlatten" contains all the curves which are not yet approximated well enough.
// We use a stack to emulate recursion without the risk of running into a stack overflow.
// (More specifically, we iteratively and adaptively refine our curve with a
// <a href="https://en.wikipedia.org/wiki/Depth-first_search">Depth-first search</a>
// over the tree resulting from the subdivisions we make.)
toFlatten.Push(controlPoints.ToArray());
Vector2[] leftChild = subdivisionBuffer2;
while (toFlatten.Count > 0)
{
Vector2[] parent = toFlatten.Pop();
if (isFlatEnough(parent))
{
// If the control points we currently operate on are sufficiently "flat", we use
// an extension to De Casteljau's algorithm to obtain a piecewise-linear approximation
// of the bezier curve represented by our control points, consisting of the same amount
// of points as there are control points.
approximate(parent, output);
freeBuffers.Push(parent);
continue;
}
// If we do not yet have a sufficiently "flat" (in other words, detailed) approximation we keep
// subdividing the curve we are currently operating on.
Vector2[] rightChild = freeBuffers.Count > 0 ? freeBuffers.Pop() : new Vector2[count];
subdivide(parent, leftChild, rightChild);
// We re-use the buffer of the parent for one of the children, so that we save one allocation per iteration.
for (int i = 0; i < count; ++i)
parent[i] = leftChild[i];
toFlatten.Push(rightChild);
toFlatten.Push(parent);
}
output.Add(controlPoints[count - 1]);
return output;
}
}
}

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@ -0,0 +1,99 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.MathUtils;
using OpenTK;
namespace osu.Game.Modes.Objects
{
public class CircularArcApproximator
{
private Vector2 a;
private Vector2 b;
private Vector2 c;
private int amountPoints;
private const float tolerance = 0.1f;
public CircularArcApproximator(Vector2 a, Vector2 b, Vector2 c)
{
this.a = a;
this.b = b;
this.c = c;
}
/// <summary>
/// Creates a piecewise-linear approximation of a circular arc curve.
/// </summary>
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
public List<Vector2> CreateArc()
{
float aSq = (b - c).LengthSquared;
float bSq = (a - c).LengthSquared;
float cSq = (a - b).LengthSquared;
// If we have a degenerate triangle where a side-length is almost zero, then give up and fall
// back to a more numerically stable method.
if (Precision.AlmostEquals(aSq, 0) || Precision.AlmostEquals(bSq, 0) || Precision.AlmostEquals(cSq, 0))
return new List<Vector2>();
float s = aSq * (bSq + cSq - aSq);
float t = bSq * (aSq + cSq - bSq);
float u = cSq * (aSq + bSq - cSq);
float sum = s + t + u;
// If we have a degenerate triangle with an almost-zero size, then give up and fall
// back to a more numerically stable method.
if (Precision.AlmostEquals(sum, 0))
return new List<Vector2>();
Vector2 centre = (s * a + t * b + u * c) / sum;
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;
}
// We select the amount of points for the approximation by requiring the discrete curvature
// to be smaller than the provided tolerance. The exact angle required to meet the tolerance
// is: 2 * Math.Acos(1 - TOLERANCE / r)
// The special case is required for extremely short sliders where the radius is smaller than
// the tolerance. This is a pathological rather than a realistic case.
amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
List<Vector2> output = new List<Vector2>(amountPoints);
for (int i = 0; i < amountPoints; ++i)
{
double fract = (double)i / (amountPoints - 1);
double theta = thetaStart + dir * fract * thetaRange;
Vector2 o = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * r;
output.Add(centre + o);
}
return output;
}
}
}

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@ -0,0 +1,46 @@
using osu.Game.Modes.Objects.Types;
using System.Collections.Generic;
using OpenTK;
namespace osu.Game.Modes.Objects
{
public class CurvedHitObject : HitObject, IHasCurve
{
public SliderCurve Curve { get; } = new SliderCurve();
public int RepeatCount { get; set; } = 1;
public double EndTime => 0;
public double Duration => 0;
public List<Vector2> ControlPoints
{
get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; }
}
public CurveType CurveType
{
get { return Curve.CurveType; }
set { Curve.CurveType = value; }
}
public double Distance
{
get { return Curve.Distance; }
set { Curve.Distance = value; }
}
public Vector2 PositionAt(double progress) => Curve.PositionAt(ProgressAt(progress));
public double ProgressAt(double progress)
{
var p = progress * RepeatCount % 1;
if (RepeatAt(progress) % 2 == 1)
p = 1 - p;
return p;
}
public int RepeatAt(double progress) => (int)(progress * RepeatCount);
}
}

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Modes.Objects.Types;
using OpenTK;
@ -10,17 +9,10 @@ namespace osu.Game.Modes.Objects.Legacy
/// <summary>
/// Legacy Slider-type, used for parsing Beatmaps.
/// </summary>
public sealed class LegacySlider : HitObject, IHasCurve, IHasPosition, IHasDistance, IHasRepeats, IHasCombo
public sealed class LegacySlider : CurvedHitObject, IHasPosition, IHasCombo
{
public List<Vector2> ControlPoints { get; set; }
public CurveType CurveType { get; set; }
public Vector2 Position { get; set; }
public double Distance { get; set; }
public int RepeatCount { get; set; }
public bool NewCombo { get; set; }
}
}

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@ -2,16 +2,16 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using OpenTK;
using System.Linq;
using osu.Framework.MathUtils;
using osu.Game.Modes.Objects.Types;
using OpenTK;
namespace osu.Game.Modes.Osu.Objects
namespace osu.Game.Modes.Objects
{
public class SliderCurve
{
public double Length;
public double Distance;
public List<Vector2> ControlPoints;
@ -83,12 +83,12 @@ namespace osu.Game.Modes.Osu.Objects
// Shorten slider curves that are too long compared to what's
// in the .osu file.
if (Length - l < d)
if (Distance - l < d)
{
calculatedPath[i + 1] = calculatedPath[i] + diff * (float)((Length - l) / d);
calculatedPath[i + 1] = calculatedPath[i] + diff * (float)((Distance - l) / d);
calculatedPath.RemoveRange(i + 2, calculatedPath.Count - 2 - i);
l = Length;
l = Distance;
cumulativeLength.Add(l);
break;
}
@ -130,7 +130,7 @@ namespace osu.Game.Modes.Osu.Objects
private double progressToDistance(double progress)
{
return MathHelper.Clamp(progress, 0, 1) * Length;
return MathHelper.Clamp(progress, 0, 1) * Distance;
}
private Vector2 interpolateVertices(int i, double d)

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@ -9,8 +9,13 @@ namespace osu.Game.Modes.Objects.Types
/// <summary>
/// A HitObject that has a curve.
/// </summary>
public interface IHasCurve : IHasDistance
public interface IHasCurve : IHasDistance, IHasRepeats
{
/// <summary>
/// The curve.
/// </summary>
SliderCurve Curve { get; }
/// <summary>
/// The control points that shape the curve.
/// </summary>
@ -20,5 +25,28 @@ namespace osu.Game.Modes.Objects.Types
/// The type of curve.
/// </summary>
CurveType CurveType { get; }
/// <summary>
/// Computes the position on the curve at a given progress, accounting for repeat logic.
/// <para>
/// Ranges from [0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.
/// </para>
/// </summary>
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
Vector2 PositionAt(double progress);
/// <summary>
/// Finds the progress along the curve, accounting for repeat logic.
/// </summary>
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
/// <returns>[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</returns>
double ProgressAt(double progress);
/// <summary>
/// Determines which repeat of the curve the progress point is on.
/// </summary>
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
/// <returns>[0, RepeatCount] where 0 is the first run.</returns>
int RepeatAt(double progress);
}
}

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@ -94,11 +94,15 @@
<Compile Include="Modes\LegacyReplay.cs" />
<Compile Include="Modes\Mods\IApplicableMod.cs" />
<Compile Include="Modes\Mods\ModType.cs" />
<Compile Include="Modes\Objects\BezierApproximator.cs" />
<Compile Include="Modes\Objects\CircularArcApproximator.cs" />
<Compile Include="Modes\Objects\CurvedHitObject.cs" />
<Compile Include="Modes\Objects\Legacy\LegacyHit.cs" />
<Compile Include="Modes\Objects\LegacyHitObjectParser.cs" />
<Compile Include="Modes\Objects\Legacy\LegacyHold.cs" />
<Compile Include="Modes\Objects\Legacy\LegacySlider.cs" />
<Compile Include="Modes\Objects\Legacy\LegacySpinner.cs" />
<Compile Include="Modes\Objects\SliderCurve.cs" />
<Compile Include="Modes\Objects\Types\CurveType.cs" />
<Compile Include="Modes\Objects\Drawables\IDrawableHitObjectWithProxiedApproach.cs" />
<Compile Include="Modes\Objects\HitObjectParser.cs" />