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https://github.com/ppy/osu
synced 2025-01-04 13:22:08 +00:00
Add further abstraction to Sliders/IHasCurve.
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9fdeff3f9e
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@ -10,6 +10,7 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Screens.Testing;
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using osu.Framework.Timing;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.Objects.Drawables;
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@ -60,12 +61,15 @@ namespace osu.Desktop.VisualTests.Tests
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add(new DrawableSlider(new Slider
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{
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StartTime = framedClock.CurrentTime + 600,
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ControlPoints = new List<Vector2>
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CurveObject = new CurvedHitObject
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{
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new Vector2(-200, 0),
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new Vector2(400, 0),
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ControlPoints = new List<Vector2>
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{
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new Vector2(-200, 0),
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new Vector2(400, 0),
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},
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Distance = 400
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},
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Distance = 400,
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Position = new Vector2(-200, 0),
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Velocity = 1,
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TickDistance = 100,
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@ -34,10 +34,8 @@ namespace osu.Game.Modes.Osu.Beatmaps
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private OsuHitObject convertHitObject(HitObject original)
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{
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IHasCurve curveData = original as IHasCurve;
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IHasDistance distanceData = original as IHasDistance;
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IHasEndTime endTimeData = original as IHasEndTime;
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IHasPosition positionData = original as IHasPosition;
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IHasRepeats repeatsData = original as IHasRepeats;
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IHasCombo comboData = original as IHasCombo;
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if (curveData != null)
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@ -47,16 +45,11 @@ namespace osu.Game.Modes.Osu.Beatmaps
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StartTime = original.StartTime,
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Sample = original.Sample,
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CurveType = curveData.CurveType,
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ControlPoints = curveData.ControlPoints,
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CurveObject = curveData,
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Position = positionData?.Position ?? Vector2.Zero,
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NewCombo = comboData?.NewCombo ?? false,
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Distance = distanceData?.Distance ?? 0,
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RepeatCount = repeatsData?.RepeatCount ?? 0
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NewCombo = comboData?.NewCombo ?? false
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};
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}
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@ -68,7 +61,7 @@ namespace osu.Game.Modes.Osu.Beatmaps
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Sample = original.Sample,
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Position = new Vector2(512, 384) / 2,
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EndTime = endTimeData.EndTime,
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EndTime = endTimeData.EndTime
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};
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}
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@ -72,7 +72,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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AddNested(initialCircle);
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var repeatDuration = s.Curve.Length / s.Velocity;
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var repeatDuration = s.Curve.Distance / s.Velocity;
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foreach (var tick in s.Ticks)
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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@ -104,7 +104,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int repeat = slider.RepeatAt(progress);
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progress = slider.CurveProgressAt(progress);
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progress = slider.ProgressAt(progress);
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if (repeat > currentRepeat)
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{
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@ -8,40 +8,30 @@ using osu.Game.Beatmaps.Timing;
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using osu.Game.Modes.Objects.Types;
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using System;
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using System.Collections.Generic;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Osu.Objects
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{
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public class Slider : OsuHitObject, IHasEndTime, IHasCurve, IHasDistance, IHasRepeats
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public class Slider : OsuHitObject, IHasCurve
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{
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public double EndTime => StartTime + RepeatCount * Curve.Length / Velocity;
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public IHasCurve CurveObject { get; set; }
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public SliderCurve Curve => CurveObject.Curve;
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public double EndTime => StartTime + RepeatCount * Curve.Distance / Velocity;
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public double Duration => EndTime - StartTime;
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public override Vector2 EndPosition => PositionAt(1);
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/// <summary>
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/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the slider)
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/// to 1 (end of the slider). This includes repeat logic.
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/// </summary>
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/// <param name="progress">Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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/// <returns></returns>
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public Vector2 PositionAt(double progress) => Curve.PositionAt(CurveProgressAt(progress));
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public Vector2 PositionAt(double progress) => CurveObject.PositionAt(progress);
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public double ProgressAt(double progress) => CurveObject.ProgressAt(progress);
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public int RepeatAt(double progress) => CurveObject.RepeatAt(progress);
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/// <summary>
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/// Find the current progress along the curve, accounting for repeat logic.
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/// </summary>
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public double CurveProgressAt(double progress)
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{
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var p = progress * RepeatCount % 1;
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if (RepeatAt(progress) % 2 == 1)
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p = 1 - p;
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return p;
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}
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public List<Vector2> ControlPoints => CurveObject.ControlPoints;
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public CurveType CurveType => CurveObject.CurveType;
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public double Distance => CurveObject.Distance;
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/// <summary>
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/// Determine which repeat of the slider we are on at a given progress.
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/// Range is 0..RepeatCount where 0 is the first run.
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/// </summary>
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public int RepeatAt(double progress) => (int)(progress * RepeatCount);
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public int RepeatCount => CurveObject.RepeatCount;
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private int stackHeight;
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public override int StackHeight
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@ -54,24 +44,6 @@ namespace osu.Game.Modes.Osu.Objects
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}
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}
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public List<Vector2> ControlPoints
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{
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get { return Curve.ControlPoints; }
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set { Curve.ControlPoints = value; }
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}
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public double Distance
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{
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get { return Curve.Length; }
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set { Curve.Length = value; }
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}
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public CurveType CurveType
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{
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get { return Curve.CurveType; }
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set { Curve.CurveType = value; }
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}
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public double Velocity;
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public double TickDistance;
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@ -90,17 +62,13 @@ namespace osu.Game.Modes.Osu.Objects
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TickDistance = baseVelocity / baseDifficulty.SliderTickRate;
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}
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public int RepeatCount { get; set; } = 1;
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internal readonly SliderCurve Curve = new SliderCurve();
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public IEnumerable<SliderTick> Ticks
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{
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get
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{
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if (TickDistance == 0) yield break;
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var length = Curve.Length;
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var length = Curve.Distance;
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var tickDistance = Math.Min(TickDistance, length);
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var repeatDuration = length / Velocity;
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@ -70,7 +70,6 @@
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<Compile Include="Objects\Drawables\Pieces\SliderBody.cs" />
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<Compile Include="Objects\HitObjectType.cs" />
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<Compile Include="Objects\OsuHitObjectDifficulty.cs" />
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<Compile Include="Objects\SliderCurve.cs" />
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<Compile Include="Objects\SliderTick.cs" />
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<Compile Include="OsuAutoReplay.cs" />
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<Compile Include="OsuDifficultyCalculator.cs" />
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150
osu.Game/Modes/Objects/BezierApproximator.cs
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150
osu.Game/Modes/Objects/BezierApproximator.cs
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@ -0,0 +1,150 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using OpenTK;
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namespace osu.Game.Modes.Objects
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{
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public class BezierApproximator
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{
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private int count;
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private List<Vector2> controlPoints;
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private Vector2[] subdivisionBuffer1;
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private Vector2[] subdivisionBuffer2;
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private const float tolerance = 0.25f;
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private const float tolerance_sq = tolerance * tolerance;
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public BezierApproximator(List<Vector2> controlPoints)
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{
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this.controlPoints = controlPoints;
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count = controlPoints.Count;
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subdivisionBuffer1 = new Vector2[count];
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subdivisionBuffer2 = new Vector2[count * 2 - 1];
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}
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/// <summary>
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/// Make sure the 2nd order derivative (approximated using finite elements) is within tolerable bounds.
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/// NOTE: The 2nd order derivative of a 2d curve represents its curvature, so intuitively this function
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/// checks (as the name suggests) whether our approximation is _locally_ "flat". More curvy parts
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/// need to have a denser approximation to be more "flat".
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/// </summary>
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/// <param name="controlPoints">The control points to check for flatness.</param>
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/// <returns>Whether the control points are flat enough.</returns>
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private static bool isFlatEnough(Vector2[] controlPoints)
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{
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for (int i = 1; i < controlPoints.Length - 1; i++)
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if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > tolerance_sq * 4)
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return false;
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return true;
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}
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/// <summary>
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/// Subdivides n control points representing a bezier curve into 2 sets of n control points, each
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/// describing a bezier curve equivalent to a half of the original curve. Effectively this splits
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/// the original curve into 2 curves which result in the original curve when pieced back together.
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/// </summary>
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/// <param name="controlPoints">The control points to split.</param>
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/// <param name="l">Output: The control points corresponding to the left half of the curve.</param>
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/// <param name="r">Output: The control points corresponding to the right half of the curve.</param>
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private void subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
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{
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Vector2[] midpoints = subdivisionBuffer1;
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for (int i = 0; i < count; ++i)
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midpoints[i] = controlPoints[i];
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for (int i = 0; i < count; i++)
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{
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l[i] = midpoints[0];
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r[count - i - 1] = midpoints[count - i - 1];
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for (int j = 0; j < count - i - 1; j++)
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midpoints[j] = (midpoints[j] + midpoints[j + 1]) / 2;
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}
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}
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/// <summary>
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/// This uses <a href="https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm">De Casteljau's algorithm</a> to obtain an optimal
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/// piecewise-linear approximation of the bezier curve with the same amount of points as there are control points.
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/// </summary>
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/// <param name="controlPoints">The control points describing the bezier curve to be approximated.</param>
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/// <param name="output">The points representing the resulting piecewise-linear approximation.</param>
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private void approximate(Vector2[] controlPoints, List<Vector2> output)
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{
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Vector2[] l = subdivisionBuffer2;
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Vector2[] r = subdivisionBuffer1;
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subdivide(controlPoints, l, r);
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for (int i = 0; i < count - 1; ++i)
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l[count + i] = r[i + 1];
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output.Add(controlPoints[0]);
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for (int i = 1; i < count - 1; ++i)
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{
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int index = 2 * i;
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Vector2 p = 0.25f * (l[index - 1] + 2 * l[index] + l[index + 1]);
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output.Add(p);
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}
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}
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/// <summary>
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/// Creates a piecewise-linear approximation of a bezier curve, by adaptively repeatedly subdividing
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/// the control points until their approximation error vanishes below a given threshold.
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> CreateBezier()
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{
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List<Vector2> output = new List<Vector2>();
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if (count == 0)
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return output;
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Stack<Vector2[]> toFlatten = new Stack<Vector2[]>();
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Stack<Vector2[]> freeBuffers = new Stack<Vector2[]>();
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// "toFlatten" contains all the curves which are not yet approximated well enough.
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// We use a stack to emulate recursion without the risk of running into a stack overflow.
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// (More specifically, we iteratively and adaptively refine our curve with a
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// <a href="https://en.wikipedia.org/wiki/Depth-first_search">Depth-first search</a>
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// over the tree resulting from the subdivisions we make.)
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toFlatten.Push(controlPoints.ToArray());
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Vector2[] leftChild = subdivisionBuffer2;
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while (toFlatten.Count > 0)
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{
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Vector2[] parent = toFlatten.Pop();
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if (isFlatEnough(parent))
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{
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// If the control points we currently operate on are sufficiently "flat", we use
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// an extension to De Casteljau's algorithm to obtain a piecewise-linear approximation
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// of the bezier curve represented by our control points, consisting of the same amount
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// of points as there are control points.
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approximate(parent, output);
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freeBuffers.Push(parent);
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continue;
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}
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// If we do not yet have a sufficiently "flat" (in other words, detailed) approximation we keep
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// subdividing the curve we are currently operating on.
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Vector2[] rightChild = freeBuffers.Count > 0 ? freeBuffers.Pop() : new Vector2[count];
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subdivide(parent, leftChild, rightChild);
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// We re-use the buffer of the parent for one of the children, so that we save one allocation per iteration.
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for (int i = 0; i < count; ++i)
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parent[i] = leftChild[i];
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toFlatten.Push(rightChild);
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toFlatten.Push(parent);
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}
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output.Add(controlPoints[count - 1]);
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return output;
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}
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}
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}
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99
osu.Game/Modes/Objects/CircularArcApproximator.cs
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99
osu.Game/Modes/Objects/CircularArcApproximator.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.MathUtils;
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using OpenTK;
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namespace osu.Game.Modes.Objects
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{
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public class CircularArcApproximator
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{
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private Vector2 a;
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private Vector2 b;
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private Vector2 c;
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private int amountPoints;
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private const float tolerance = 0.1f;
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public CircularArcApproximator(Vector2 a, Vector2 b, Vector2 c)
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{
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this.a = a;
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this.b = b;
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this.c = c;
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}
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/// <summary>
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/// Creates a piecewise-linear approximation of a circular arc curve.
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> CreateArc()
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{
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float aSq = (b - c).LengthSquared;
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float bSq = (a - c).LengthSquared;
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float cSq = (a - b).LengthSquared;
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// If we have a degenerate triangle where a side-length is almost zero, then give up and fall
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// back to a more numerically stable method.
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if (Precision.AlmostEquals(aSq, 0) || Precision.AlmostEquals(bSq, 0) || Precision.AlmostEquals(cSq, 0))
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return new List<Vector2>();
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float s = aSq * (bSq + cSq - aSq);
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float t = bSq * (aSq + cSq - bSq);
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float u = cSq * (aSq + bSq - cSq);
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float sum = s + t + u;
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// If we have a degenerate triangle with an almost-zero size, then give up and fall
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// back to a more numerically stable method.
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if (Precision.AlmostEquals(sum, 0))
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return new List<Vector2>();
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Vector2 centre = (s * a + t * b + u * c) / sum;
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Vector2 dA = a - centre;
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Vector2 dC = c - centre;
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float r = dA.Length;
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double thetaStart = Math.Atan2(dA.Y, dA.X);
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double thetaEnd = Math.Atan2(dC.Y, dC.X);
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while (thetaEnd < thetaStart)
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thetaEnd += 2 * Math.PI;
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double dir = 1;
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double thetaRange = thetaEnd - thetaStart;
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// Decide in which direction to draw the circle, depending on which side of
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// AC B lies.
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Vector2 orthoAtoC = c - a;
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orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X);
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if (Vector2.Dot(orthoAtoC, b - a) < 0)
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{
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dir = -dir;
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thetaRange = 2 * Math.PI - thetaRange;
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}
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// We select the amount of points for the approximation by requiring the discrete curvature
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// to be smaller than the provided tolerance. The exact angle required to meet the tolerance
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// is: 2 * Math.Acos(1 - TOLERANCE / r)
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// The special case is required for extremely short sliders where the radius is smaller than
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// the tolerance. This is a pathological rather than a realistic case.
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amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
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List<Vector2> output = new List<Vector2>(amountPoints);
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for (int i = 0; i < amountPoints; ++i)
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{
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double fract = (double)i / (amountPoints - 1);
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double theta = thetaStart + dir * fract * thetaRange;
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Vector2 o = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * r;
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output.Add(centre + o);
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}
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return output;
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}
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}
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}
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46
osu.Game/Modes/Objects/CurvedHitObject.cs
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46
osu.Game/Modes/Objects/CurvedHitObject.cs
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using osu.Game.Modes.Objects.Types;
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using System.Collections.Generic;
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using OpenTK;
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namespace osu.Game.Modes.Objects
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{
|
||||
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);
|
||||
}
|
||||
}
|
@ -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; }
|
||||
}
|
||||
}
|
||||
|
@ -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)
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
@ -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" />
|
||||
|
Loading…
Reference in New Issue
Block a user