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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System ;
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using System.Linq ;
using NUnit.Framework ;
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using osu.Framework.Graphics.Primitives ;
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using osu.Framework.Testing ;
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using osu.Framework.Utils ;
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using osu.Game.Beatmaps ;
using osu.Game.Rulesets.Objects ;
using osu.Game.Rulesets.Objects.Types ;
using osu.Game.Rulesets.Osu.Objects ;
using osu.Game.Rulesets.Osu.UI ;
using osu.Game.Screens.Edit.Compose.Components ;
using osu.Game.Tests.Beatmaps ;
using osuTK ;
using osuTK.Input ;
namespace osu.Game.Rulesets.Osu.Tests.Editor
{
[TestFixture]
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public partial class TestSliderScaling : TestSceneOsuEditor
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{
private OsuPlayfield playfield ;
protected override IBeatmap CreateBeatmap ( RulesetInfo ruleset ) = > new TestBeatmap ( Ruleset . Value , false ) ;
public override void SetUpSteps ( )
{
base . SetUpSteps ( ) ;
AddStep ( "get playfield" , ( ) = > playfield = Editor . ChildrenOfType < OsuPlayfield > ( ) . First ( ) ) ;
AddStep ( "seek to first timing point" , ( ) = > EditorClock . Seek ( Beatmap . Value . Beatmap . ControlPointInfo . TimingPoints . First ( ) . Time ) ) ;
}
[Test]
public void TestScalingLinearSlider ( )
{
Slider slider = null ;
AddStep ( "Add slider" , ( ) = >
{
slider = new Slider { StartTime = EditorClock . CurrentTime , Position = new Vector2 ( 300 ) } ;
PathControlPoint [ ] points =
{
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new PathControlPoint ( new Vector2 ( 0 ) , PathType . LINEAR ) ,
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new PathControlPoint ( new Vector2 ( 100 , 0 ) ) ,
} ;
slider . Path = new SliderPath ( points ) ;
EditorBeatmap . Add ( slider ) ;
} ) ;
AddAssert ( "ensure object placed" , ( ) = > EditorBeatmap . HitObjects . Count = = 1 ) ;
moveMouse ( new Vector2 ( 300 ) ) ;
AddStep ( "select slider" , ( ) = > InputManager . Click ( MouseButton . Left ) ) ;
double distanceBefore = 0 ;
AddStep ( "store distance" , ( ) = > distanceBefore = slider . Path . Distance ) ;
AddStep ( "move mouse to handle" , ( ) = > InputManager . MoveMouseTo ( Editor . ChildrenOfType < SelectionBoxDragHandle > ( ) . Skip ( 1 ) . First ( ) ) ) ;
AddStep ( "begin drag" , ( ) = > InputManager . PressButton ( MouseButton . Left ) ) ;
moveMouse ( new Vector2 ( 300 , 300 ) ) ;
AddStep ( "end drag" , ( ) = > InputManager . ReleaseButton ( MouseButton . Left ) ) ;
AddAssert ( "slider length shrunk" , ( ) = > slider . Path . Distance < distanceBefore ) ;
}
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private void moveMouse ( Vector2 pos ) = >
AddStep ( $"move mouse to {pos}" , ( ) = > InputManager . MoveMouseTo ( playfield . ToScreenSpace ( pos ) ) ) ;
}
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[TestFixture]
public class TestSliderNearLinearScaling
{
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private readonly Random rng = new Random ( 1337 ) ;
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[Test]
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public void TestScalingSliderFlat ( )
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{
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SliderPath sliderPathPerfect = new SliderPath (
[
new PathControlPoint ( new Vector2 ( 0 ) , PathType . PERFECT_CURVE ) ,
new PathControlPoint ( new Vector2 ( 50 , 25 ) ) ,
new PathControlPoint ( new Vector2 ( 25 , 100 ) ) ,
] ) ;
SliderPath sliderPathBezier = new SliderPath (
[
new PathControlPoint ( new Vector2 ( 0 ) , PathType . BEZIER ) ,
new PathControlPoint ( new Vector2 ( 50 , 25 ) ) ,
new PathControlPoint ( new Vector2 ( 25 , 100 ) ) ,
] ) ;
scaleSlider ( sliderPathPerfect , new Vector2 ( 0.000001f , 1 ) ) ;
scaleSlider ( sliderPathBezier , new Vector2 ( 0.000001f , 1 ) ) ;
for ( int i = 0 ; i < 100 ; i + + )
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{
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Assert . True ( Precision . AlmostEquals ( sliderPathPerfect . PositionAt ( i / 100.0f ) , sliderPathBezier . PositionAt ( i / 100.0f ) ) ) ;
}
}
[Test]
public void TestPerfectCurveMatchesTheoretical ( )
{
for ( int i = 0 ; i < 20000 ; i + + )
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{
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//Only test points that are in the screen's bounds
float p1X = 640.0f * ( float ) rng . NextDouble ( ) ;
float p2X = 640.0f * ( float ) rng . NextDouble ( ) ;
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float p1Y = 480.0f * ( float ) rng . NextDouble ( ) ;
float p2Y = 480.0f * ( float ) rng . NextDouble ( ) ;
SliderPath sliderPathPerfect = new SliderPath (
[
new PathControlPoint ( new Vector2 ( 0 , 0 ) , PathType . PERFECT_CURVE ) ,
new PathControlPoint ( new Vector2 ( p1X , p1Y ) ) ,
new PathControlPoint ( new Vector2 ( p2X , p2Y ) ) ,
] ) ;
assertMatchesPerfectCircle ( sliderPathPerfect ) ;
scaleSlider ( sliderPathPerfect , new Vector2 ( 0.00001f , 1 ) ) ;
assertMatchesPerfectCircle ( sliderPathPerfect ) ;
}
}
private void assertMatchesPerfectCircle ( SliderPath path )
{
if ( path . ControlPoints . Count ! = 3 )
return ;
//Replication of PathApproximator.CircularArcToPiecewiseLinear
CircularArcProperties circularArcProperties = new CircularArcProperties ( path . ControlPoints . Select ( x = > x . Position ) . ToArray ( ) ) ;
if ( ! circularArcProperties . IsValid )
return ;
//Addresses cases where circularArcProperties.ThetaRange>0.5
//Occurs in code in PathControlPointVisualiser.ensureValidPathType
RectangleF boundingBox = PathApproximator . CircularArcBoundingBox ( path . ControlPoints . Select ( x = > x . Position ) . ToArray ( ) ) ;
if ( boundingBox . Width > = 640 | | boundingBox . Height > = 480 )
return ;
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int subpoints = ( 2f * circularArcProperties . Radius < = 0.1f ) ? 2 : Math . Max ( 2 , ( int ) Math . Ceiling ( circularArcProperties . ThetaRange / ( 2.0 * Math . Acos ( 1f - ( 0.1f / circularArcProperties . Radius ) ) ) ) ) ;
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//ignore cases where subpoints is int.MaxValue, result will be garbage
//as well, having this many subpoints will cause an out of memory error, so can't happen during normal useage
if ( subpoints = = int . MaxValue )
return ;
for ( int i = 0 ; i < Math . Min ( subpoints , 100 ) ; i + + )
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{
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float progress = ( float ) rng . NextDouble ( ) ;
//To avoid errors from interpolating points, ensure we check only positions that would be subpoints.
progress = ( float ) Math . Ceiling ( progress * ( subpoints - 1 ) ) / ( subpoints - 1 ) ;
//Special case - if few subpoints, ensure checking every single one rather than randomly
if ( subpoints < 100 )
progress = i / ( float ) ( subpoints - 1 ) ;
//edge points cause issue with interpolation, so ignore the last two points and first
if ( progress = = 0.0f | | progress > = ( subpoints - 2 ) / ( float ) ( subpoints - 1 ) )
continue ;
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double theta = circularArcProperties . ThetaStart + ( circularArcProperties . Direction * progress * circularArcProperties . ThetaRange ) ;
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Vector2 vector = new Vector2 ( ( float ) Math . Cos ( theta ) , ( float ) Math . Sin ( theta ) ) * circularArcProperties . Radius ;
Assert . True ( Precision . AlmostEquals ( circularArcProperties . Centre + vector , path . PositionAt ( progress ) , 0.01f ) ,
"A perfect circle with points " + string . Join ( ", " , path . ControlPoints . Select ( x = > x . Position ) ) + " and radius" + circularArcProperties . Radius + "from SliderPath does not almost equal a theoretical perfect circle with " + subpoints + " subpoints"
+ ": " + ( circularArcProperties . Centre + vector ) + " - " + path . PositionAt ( progress )
+ " = " + ( circularArcProperties . Centre + vector - path . PositionAt ( progress ) )
) ;
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}
}
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private void scaleSlider ( SliderPath path , Vector2 scale )
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{
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for ( int i = 0 ; i < path . ControlPoints . Count ; i + + )
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{
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path . ControlPoints [ i ] . Position * = scale ;
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}
}
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}
}