mirror of
https://github.com/ppy/osu
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103 lines
4.4 KiB
C#
103 lines
4.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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 System.Linq;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Rulesets.Objects
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{
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public static class SliderPathExtensions
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{
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/// <summary>
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/// Snaps the provided <paramref name="hitObject"/>'s duration using the <paramref name="snapProvider"/>.
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/// </summary>
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public static void SnapTo<THitObject>(this THitObject hitObject, IDistanceSnapProvider? snapProvider)
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where THitObject : HitObject, IHasPath
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{
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hitObject.Path.ExpectedDistance.Value = snapProvider?.FindSnappedDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
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}
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/// <summary>
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/// Reverse the direction of this path.
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/// </summary>
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/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
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/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
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public static void Reverse(this SliderPath sliderPath, out Vector2 positionalOffset)
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{
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var controlPoints = sliderPath.ControlPoints;
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var inheritedLinearPoints = controlPoints.Where(p => sliderPath.PointsInSegment(p)[0].Type == PathType.LINEAR && p.Type is null).ToList();
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// Inherited points after a linear point, as well as the first control point if it inherited,
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// should be treated as linear points, so their types are temporarily changed to linear.
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inheritedLinearPoints.ForEach(p => p.Type = PathType.LINEAR);
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double[] segmentEnds = sliderPath.GetSegmentEnds().ToArray();
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// Remove segments after the end of the slider.
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for (int numSegmentsToRemove = segmentEnds.Count(se => se >= 1) - 1; numSegmentsToRemove > 0 && controlPoints.Count > 0;)
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{
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if (controlPoints.Last().Type is not null)
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{
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numSegmentsToRemove--;
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segmentEnds = segmentEnds[..^1];
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}
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controlPoints.RemoveAt(controlPoints.Count - 1);
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}
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// Restore original control point types.
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inheritedLinearPoints.ForEach(p => p.Type = null);
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// Recalculate middle perfect curve control points at the end of the slider path.
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if (controlPoints.Count >= 3 && controlPoints[^3].Type == PathType.PERFECT_CURVE && controlPoints[^2].Type is null && segmentEnds.Any())
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{
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double lastSegmentStart = segmentEnds.Length > 1 ? segmentEnds[^2] : 0;
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double lastSegmentEnd = segmentEnds[^1];
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var circleArcPath = new List<Vector2>();
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sliderPath.GetPathToProgress(circleArcPath, lastSegmentStart / lastSegmentEnd, 1);
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controlPoints[^2].Position = circleArcPath[circleArcPath.Count / 2];
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}
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sliderPath.reverseControlPoints(out positionalOffset);
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}
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/// <summary>
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/// Reverses the order of the provided <see cref="SliderPath"/>'s <see cref="PathControlPoint"/>s.
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/// </summary>
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/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
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/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
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private static void reverseControlPoints(this SliderPath sliderPath, out Vector2 positionalOffset)
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{
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var points = sliderPath.ControlPoints.ToArray();
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positionalOffset = sliderPath.PositionAt(1);
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sliderPath.ControlPoints.Clear();
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PathType? lastType = null;
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for (int i = 0; i < points.Length; i++)
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{
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var p = points[i];
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p.Position -= positionalOffset;
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// propagate types forwards to last null type
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if (i == points.Length - 1)
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{
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p.Type = lastType;
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p.Position = Vector2.Zero;
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}
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else if (p.Type != null)
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(p.Type, lastType) = (lastType, p.Type);
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sliderPath.ControlPoints.Insert(0, p);
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}
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}
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}
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}
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