mirror of https://github.com/ppy/osu
152 lines
6.7 KiB
C#
152 lines
6.7 KiB
C#
// Copyright (c) 2007-2018 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 OpenTK;
|
|
|
|
namespace osu.Game.Rulesets.Objects
|
|
{
|
|
public readonly ref struct BezierApproximator
|
|
{
|
|
private readonly int count;
|
|
private readonly ReadOnlySpan<Vector2> controlPoints;
|
|
private readonly Vector2[] subdivisionBuffer1;
|
|
private readonly Vector2[] subdivisionBuffer2;
|
|
|
|
private const float tolerance = 0.25f;
|
|
private const float tolerance_sq = tolerance * tolerance;
|
|
|
|
public BezierApproximator(ReadOnlySpan<Vector2> controlPoints)
|
|
{
|
|
this.controlPoints = controlPoints;
|
|
count = controlPoints.Length;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|