//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using OpenTK; namespace osu.Game.Modes.Osu.Objects { public class Slider : OsuHitObject { public override double EndTime => StartTime + (RepeatCount + 1) * Curve.Length; public int RepeatCount; public SliderCurve Curve; } public class SliderCurve { public double Length; public List Path; public CurveTypes CurveType; private List calculatedPath; public void Calculate() { switch (CurveType) { case CurveTypes.Linear: calculatedPath = Path; break; default: var bezier = new BezierApproximator(Path); calculatedPath = bezier.CreateBezier(); break; } } public Vector2 PositionAt(double progress) { int index = (int)(progress * (calculatedPath.Count - 1)); Vector2 pos = calculatedPath[index]; if (index != progress) pos += (calculatedPath[index + 1] - pos) * (float)(progress - index); return pos; } } public class BezierApproximator { private int count; private List controlPoints; private Vector2[] subdivisionBuffer1; private Vector2[] subdivisionBuffer2; private const float TOLERANCE = 0.5f; private const float TOLERANCE_SQ = TOLERANCE * TOLERANCE; public BezierApproximator(List controlPoints) { this.controlPoints = controlPoints; count = controlPoints.Count; subdivisionBuffer1 = new Vector2[count]; subdivisionBuffer2 = new Vector2[count * 2 - 1]; } /// /// 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". /// /// The control points to check for flatness. /// Whether the control points are flat enough. 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) return false; return true; } /// /// 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. /// /// The control points to split. /// Output: The control points corresponding to the left half of the curve. /// Output: The control points corresponding to the right half of the curve. 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; } } /// /// This uses De Casteljau's algorithm to obtain an optimal /// piecewise-linear approximation of the bezier curve with the same amount of points as there are control points. /// /// The control points describing the bezier curve to be approximated. /// The points representing the resulting piecewise-linear approximation. private void Approximate(Vector2[] controlPoints, List 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); } } /// /// 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. /// /// The control points describing the curve. /// A list of vectors representing the piecewise-linear approximation. public List CreateBezier() { List output = new List(); if (count == 0) return output; Stack toFlatten = new Stack(); Stack freeBuffers = new Stack(); // "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 // Depth-first search // 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; } } public enum CurveTypes { Catmull, Bezier, Linear, PerfectCurve } }