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Make approximators share an interface
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c1304eca1b
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@ -163,10 +163,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks
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{
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{
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case 1:
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case 1:
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case 2:
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case 2:
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result = new LinearApproximator(allControlPoints).CreateLinear();
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result = new LinearApproximator().Approximate(allControlPoints);
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break;
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break;
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default:
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default:
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result = new BezierApproximator(allControlPoints).CreateBezier();
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result = new BezierApproximator().Approximate(allControlPoints);
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break;
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break;
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}
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}
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@ -7,23 +7,72 @@ using OpenTK;
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namespace osu.Game.Rulesets.Objects
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namespace osu.Game.Rulesets.Objects
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{
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{
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public readonly ref struct BezierApproximator
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public struct BezierApproximator : IApproximator
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{
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{
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private readonly int count;
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private readonly ReadOnlySpan<Vector2> controlPoints;
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private readonly Vector2[] subdivisionBuffer1;
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private readonly Vector2[] subdivisionBuffer2;
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private const float tolerance = 0.25f;
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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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private const float tolerance_sq = tolerance * tolerance;
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public BezierApproximator(ReadOnlySpan<Vector2> controlPoints)
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private int count;
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private Vector2[] subdivisionBuffer1;
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private Vector2[] subdivisionBuffer2;
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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> Approximate(ReadOnlySpan<Vector2> controlPoints)
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{
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{
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this.controlPoints = controlPoints;
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List<Vector2> output = new List<Vector2>();
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count = controlPoints.Length;
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count = controlPoints.Length;
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if (count == 0)
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return output;
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subdivisionBuffer1 = new Vector2[count];
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subdivisionBuffer1 = new Vector2[count];
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subdivisionBuffer2 = new Vector2[count * 2 - 1];
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subdivisionBuffer2 = new Vector2[count * 2 - 1];
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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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/// <summary>
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/// <summary>
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@ -92,60 +141,5 @@ namespace osu.Game.Rulesets.Objects
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output.Add(p);
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output.Add(p);
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}
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}
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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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}
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}
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@ -7,25 +7,18 @@ using OpenTK;
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namespace osu.Game.Rulesets.Objects
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namespace osu.Game.Rulesets.Objects
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{
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{
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public readonly ref struct CatmullApproximator
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public readonly struct CatmullApproximator : IApproximator
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{
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{
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/// <summary>
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/// <summary>
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/// The amount of pieces to calculate for each controlpoint quadruplet.
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/// The amount of pieces to calculate for each controlpoint quadruplet.
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/// </summary>
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/// </summary>
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private const int detail = 50;
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private const int detail = 50;
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private readonly ReadOnlySpan<Vector2> controlPoints;
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public CatmullApproximator(ReadOnlySpan<Vector2> controlPoints)
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{
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this.controlPoints = controlPoints;
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}
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/// <summary>
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/// <summary>
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/// Creates a piecewise-linear approximation of a Catmull-Rom spline.
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/// Creates a piecewise-linear approximation of a Catmull-Rom spline.
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/// </summary>
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> CreateCatmull()
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public List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints)
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{
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{
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var result = new List<Vector2>((controlPoints.Length - 1) * detail * 2);
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var result = new List<Vector2>((controlPoints.Length - 1) * detail * 2);
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@ -8,22 +8,15 @@ using OpenTK;
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namespace osu.Game.Rulesets.Objects
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namespace osu.Game.Rulesets.Objects
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{
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{
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public readonly ref struct CircularArcApproximator
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public readonly struct CircularArcApproximator : IApproximator
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{
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{
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private const float tolerance = 0.1f;
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private const float tolerance = 0.1f;
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private readonly ReadOnlySpan<Vector2> controlPoints;
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public CircularArcApproximator(ReadOnlySpan<Vector2> controlPoints)
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{
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this.controlPoints = controlPoints;
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}
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/// <summary>
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/// <summary>
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/// Creates a piecewise-linear approximation of a circular arc curve.
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/// Creates a piecewise-linear approximation of a circular arc curve.
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/// </summary>
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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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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public List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints)
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{
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{
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Vector2 a = controlPoints[0];
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Vector2 a = controlPoints[0];
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Vector2 b = controlPoints[1];
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Vector2 b = controlPoints[1];
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19
osu.Game/Rulesets/Objects/IApproximator.cs
Normal file
19
osu.Game/Rulesets/Objects/IApproximator.cs
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@ -0,0 +1,19 @@
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// Copyright (c) 2007-2018 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 OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public interface IApproximator
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{
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/// <summary>
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/// Approximates a path by interpolating a sequence of control points.
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/// </summary>
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/// <param name="controlPoints">The control points of the path.</param>
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/// <returns>A set of points that lie on the path.</returns>
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List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints);
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}
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}
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namespace osu.Game.Rulesets.Objects
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namespace osu.Game.Rulesets.Objects
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{
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{
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public readonly ref struct LinearApproximator
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public readonly struct LinearApproximator : IApproximator
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{
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{
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private readonly ReadOnlySpan<Vector2> controlPoints;
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public List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints)
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public LinearApproximator(ReadOnlySpan<Vector2> controlPoints)
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{
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this.controlPoints = controlPoints;
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}
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public List<Vector2> CreateLinear()
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{
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{
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var result = new List<Vector2>(controlPoints.Length);
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var result = new List<Vector2>(controlPoints.Length);
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@ -28,14 +28,14 @@ namespace osu.Game.Rulesets.Objects
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switch (PathType)
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switch (PathType)
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{
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{
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case PathType.Linear:
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case PathType.Linear:
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return new LinearApproximator(subControlPoints).CreateLinear();
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return new LinearApproximator().Approximate(subControlPoints);
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case PathType.PerfectCurve:
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case PathType.PerfectCurve:
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//we can only use CircularArc iff we have exactly three control points and no dissection.
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//we can only use CircularArc iff we have exactly three control points and no dissection.
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if (ControlPoints.Length != 3 || subControlPoints.Length != 3)
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if (ControlPoints.Length != 3 || subControlPoints.Length != 3)
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break;
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break;
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// Here we have exactly 3 control points. Attempt to fit a circular arc.
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// Here we have exactly 3 control points. Attempt to fit a circular arc.
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List<Vector2> subpath = new CircularArcApproximator(subControlPoints).CreateArc();
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List<Vector2> subpath = new CircularArcApproximator().Approximate(subControlPoints);
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// If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation.
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// If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation.
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if (subpath.Count == 0)
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if (subpath.Count == 0)
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@ -43,10 +43,10 @@ namespace osu.Game.Rulesets.Objects
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return subpath;
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return subpath;
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case PathType.Catmull:
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case PathType.Catmull:
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return new CatmullApproximator(subControlPoints).CreateCatmull();
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return new CatmullApproximator().Approximate(subControlPoints);
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}
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}
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return new BezierApproximator(subControlPoints).CreateBezier();
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return new BezierApproximator().Approximate(subControlPoints);
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}
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}
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private void calculatePath()
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private void calculatePath()
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Reference in New Issue
Block a user