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Rename new path, replace existing one
This commit is contained in:
parent
5e9b739b67
commit
2702edfa55
@ -13,12 +13,12 @@ using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSliderPath2 : OsuTestScene
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public class TestSceneSliderPath : OsuTestScene
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{
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private readonly SmoothPath drawablePath;
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private SliderPath2 path;
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private SliderPath path;
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public TestSceneSliderPath2()
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public TestSceneSliderPath()
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{
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Child = drawablePath = new SmoothPath
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{
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@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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path = new SliderPath2();
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path = new SliderPath();
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});
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protected override void Update()
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@ -1,17 +1,20 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Newtonsoft.Json;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.MathUtils;
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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 struct SliderPath : IEquatable<SliderPath>
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public class SliderPath
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{
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/// <summary>
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/// The user-set distance of the path. If non-null, <see cref="Distance"/> will match this value,
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@ -20,49 +23,47 @@ namespace osu.Game.Rulesets.Objects
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public readonly double? ExpectedDistance;
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/// <summary>
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/// The type of path.
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/// The control points of the path.
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/// </summary>
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public readonly PathType Type;
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public readonly BindableList<PathControlPoint> ControlPoints = new BindableList<PathControlPoint>();
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[JsonProperty]
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private Vector2[] controlPoints;
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public readonly List<int> Test = new List<int>();
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private List<Vector2> calculatedPath;
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private List<double> cumulativeLength;
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private readonly Cached pathCache = new Cached();
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private bool isInitialised;
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private readonly List<Vector2> calculatedPath = new List<Vector2>();
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private readonly List<double> cumulativeLength = new List<double>();
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/// <summary>
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/// Creates a new <see cref="SliderPath"/>.
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/// </summary>
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/// <param name="type">The type of path.</param>
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/// <param name="controlPoints">The control points of the path.</param>
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/// <param name="expectedDistance">A user-set distance of the path that may be shorter or longer than the true distance between all
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/// <paramref name="controlPoints"/>. The path will be shortened/lengthened to match this length.
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/// If null, the path will use the true distance between all <paramref name="controlPoints"/>.</param>
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/// <param name="controlPoints">An optional set of <see cref="PathControlPoint"/>s to initialise the path with.</param>
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/// <param name="expectedDistance">A user-set distance of the path that may be shorter or longer than the true distance between all control points.
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/// The path will be shortened/lengthened to match this length. If null, the path will use the true distance between all control points.</param>
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[JsonConstructor]
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public SliderPath(PathType type, Vector2[] controlPoints, double? expectedDistance = null)
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public SliderPath(PathControlPoint[] controlPoints = null, double? expectedDistance = null)
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{
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this = default;
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this.controlPoints = controlPoints;
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Type = type;
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ExpectedDistance = expectedDistance;
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ensureInitialised();
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}
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/// <summary>
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/// The control points of the path.
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/// </summary>
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[JsonIgnore]
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public ReadOnlySpan<Vector2> ControlPoints
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{
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get
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ControlPoints.ItemsAdded += items =>
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{
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ensureInitialised();
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return controlPoints.AsSpan();
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}
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foreach (var c in items)
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c.Changed += onControlPointChanged;
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onControlPointChanged();
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};
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ControlPoints.ItemsRemoved += items =>
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{
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foreach (var c in items)
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c.Changed -= onControlPointChanged;
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onControlPointChanged();
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};
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ControlPoints.AddRange(controlPoints);
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void onControlPointChanged() => pathCache.Invalidate();
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}
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/// <summary>
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@ -73,7 +74,7 @@ namespace osu.Game.Rulesets.Objects
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{
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get
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{
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ensureInitialised();
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ensureValid();
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return cumulativeLength.Count == 0 ? 0 : cumulativeLength[cumulativeLength.Count - 1];
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}
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}
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@ -87,7 +88,7 @@ namespace osu.Game.Rulesets.Objects
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/// <param name="p1">End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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public void GetPathToProgress(List<Vector2> path, double p0, double p1)
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{
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ensureInitialised();
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ensureValid();
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double d0 = progressToDistance(p0);
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double d1 = progressToDistance(p1);
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@ -116,82 +117,84 @@ namespace osu.Game.Rulesets.Objects
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/// <returns></returns>
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public Vector2 PositionAt(double progress)
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{
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ensureInitialised();
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ensureValid();
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double d = progressToDistance(progress);
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return interpolateVertices(indexOfDistance(d), d);
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}
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private void ensureInitialised()
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private void ensureValid()
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{
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if (isInitialised)
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if (pathCache.IsValid)
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return;
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isInitialised = true;
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controlPoints ??= Array.Empty<Vector2>();
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calculatedPath = new List<Vector2>();
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cumulativeLength = new List<double>();
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calculatePath();
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calculateCumulativeLength();
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}
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private List<Vector2> calculateSubpath(ReadOnlySpan<Vector2> subControlPoints)
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{
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switch (Type)
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{
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case PathType.Linear:
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return PathApproximator.ApproximateLinear(subControlPoints);
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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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if (ControlPoints.Length != 3 || subControlPoints.Length != 3)
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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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List<Vector2> subpath = PathApproximator.ApproximateCircularArc(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 (subpath.Count == 0)
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break;
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return subpath;
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case PathType.Catmull:
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return PathApproximator.ApproximateCatmull(subControlPoints);
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}
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return PathApproximator.ApproximateBezier(subControlPoints);
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pathCache.Validate();
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}
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private void calculatePath()
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{
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calculatedPath.Clear();
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// Sliders may consist of various subpaths separated by two consecutive vertices
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// with the same position. The following loop parses these subpaths and computes
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// their shape independently, consecutively appending them to calculatedPath.
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if (ControlPoints.Count == 0)
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return;
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if (ControlPoints[0].Type.Value == null)
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throw new InvalidOperationException($"The first control point in a {nameof(SliderPath)} must have a non-null type.");
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Vector2[] vertices = new Vector2[ControlPoints.Count];
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for (int i = 0; i < ControlPoints.Count; i++)
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vertices[i] = ControlPoints[i].Position.Value;
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int start = 0;
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int end = 0;
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for (int i = 0; i < ControlPoints.Length; ++i)
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for (int i = 0; i < ControlPoints.Count; i++)
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{
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end++;
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if (ControlPoints[i].Type.Value == null && i < ControlPoints.Count - 1)
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continue;
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if (i == ControlPoints.Length - 1 || ControlPoints[i] == ControlPoints[i + 1])
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Debug.Assert(ControlPoints[start].Type.Value.HasValue);
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// The current vertex ends the segment
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var segmentVertices = vertices.AsSpan().Slice(start, i - start + 1);
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var segmentType = ControlPoints[start].Type.Value.Value;
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foreach (Vector2 t in computeSubPath(segmentVertices, segmentType))
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{
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ReadOnlySpan<Vector2> cpSpan = ControlPoints.Slice(start, end - start);
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foreach (Vector2 t in calculateSubpath(cpSpan))
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{
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if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
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calculatedPath.Add(t);
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}
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start = end;
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if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
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calculatedPath.Add(t);
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}
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// Start the new segment at the current vertex
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start = i;
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}
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static List<Vector2> computeSubPath(ReadOnlySpan<Vector2> subControlPoints, PathType type)
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{
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switch (type)
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{
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case PathType.Linear:
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return PathApproximator.ApproximateLinear(subControlPoints);
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case PathType.PerfectCurve:
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if (subControlPoints.Length != 3)
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break;
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List<Vector2> subpath = PathApproximator.ApproximateCircularArc(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 (subpath.Count == 0)
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break;
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return subpath;
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case PathType.Catmull:
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return PathApproximator.ApproximateCatmull(subControlPoints);
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}
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return PathApproximator.ApproximateBezier(subControlPoints);
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}
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}
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@ -272,7 +275,5 @@ namespace osu.Game.Rulesets.Objects
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double w = (d - d0) / (d1 - d0);
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return p0 + (p1 - p0) * (float)w;
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}
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public bool Equals(SliderPath other) => ControlPoints.SequenceEqual(other.ControlPoints) && ExpectedDistance == other.ExpectedDistance && Type == other.Type;
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}
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}
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@ -1,274 +0,0 @@
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// 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;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Newtonsoft.Json;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.MathUtils;
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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 class SliderPath2
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{
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/// <summary>
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/// The user-set distance of the path. If non-null, <see cref="Distance"/> will match this value,
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/// and the path will be shortened/lengthened to match this length.
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/// </summary>
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public readonly double? ExpectedDistance;
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/// <summary>
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/// The control points of the path.
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/// </summary>
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public readonly BindableList<PathControlPoint> ControlPoints = new BindableList<PathControlPoint>();
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private readonly Cached pathCache = new Cached();
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private readonly List<Vector2> calculatedPath = new List<Vector2>();
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private readonly List<double> cumulativeLength = new List<double>();
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/// <summary>
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/// Creates a new <see cref="SliderPath"/>.
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/// </summary>
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/// <param name="expectedDistance">A user-set distance of the path that may be shorter or longer than the true distance between all control points.
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/// The path will be shortened/lengthened to match this length. If null, the path will use the true distance between all control points.</param>
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[JsonConstructor]
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public SliderPath2(double? expectedDistance = null)
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{
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ExpectedDistance = expectedDistance;
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ControlPoints.ItemsAdded += items =>
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{
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foreach (var c in items)
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c.Changed += onControlPointChanged;
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onControlPointChanged();
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};
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ControlPoints.ItemsRemoved += items =>
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{
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foreach (var c in items)
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c.Changed -= onControlPointChanged;
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onControlPointChanged();
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};
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void onControlPointChanged() => pathCache.Invalidate();
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}
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/// <summary>
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/// The distance of the path after lengthening/shortening to account for <see cref="ExpectedDistance"/>.
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/// </summary>
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[JsonIgnore]
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public double Distance
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{
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get
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{
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ensureValid();
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return cumulativeLength.Count == 0 ? 0 : cumulativeLength[cumulativeLength.Count - 1];
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}
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}
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/// <summary>
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/// Computes the slider path until a given progress that ranges from 0 (beginning of the slider)
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/// to 1 (end of the slider) and stores the generated path in the given list.
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/// </summary>
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/// <param name="path">The list to be filled with the computed path.</param>
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/// <param name="p0">Start progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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/// <param name="p1">End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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public void GetPathToProgress(List<Vector2> path, double p0, double p1)
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{
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ensureValid();
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double d0 = progressToDistance(p0);
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double d1 = progressToDistance(p1);
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path.Clear();
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int i = 0;
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for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i)
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{
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}
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path.Add(interpolateVertices(i, d0));
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for (; i < calculatedPath.Count && cumulativeLength[i] <= d1; ++i)
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path.Add(calculatedPath[i]);
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path.Add(interpolateVertices(i, d1));
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}
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/// <summary>
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/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the path)
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/// to 1 (end of the path).
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/// </summary>
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/// <param name="progress">Ranges from 0 (beginning of the path) to 1 (end of the path).</param>
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/// <returns></returns>
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public Vector2 PositionAt(double progress)
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{
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ensureValid();
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double d = progressToDistance(progress);
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return interpolateVertices(indexOfDistance(d), d);
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}
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private void ensureValid()
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{
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if (pathCache.IsValid)
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return;
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calculatePath();
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calculateCumulativeLength();
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pathCache.Validate();
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}
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private void calculatePath()
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{
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calculatedPath.Clear();
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if (ControlPoints.Count == 0)
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return;
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if (ControlPoints[0].Type.Value == null)
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throw new InvalidOperationException($"The first control point in a {nameof(SliderPath2)} must have a non-null type.");
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Vector2[] vertices = new Vector2[ControlPoints.Count];
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for (int i = 0; i < ControlPoints.Count; i++)
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vertices[i] = ControlPoints[i].Position.Value;
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int start = 0;
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for (int i = 0; i < ControlPoints.Count; i++)
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{
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if (ControlPoints[i].Type.Value == null && i < ControlPoints.Count - 1)
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continue;
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Debug.Assert(ControlPoints[start].Type.Value.HasValue);
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// The current vertex ends the segment
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var segmentVertices = vertices.AsSpan().Slice(start, i - start + 1);
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var segmentType = ControlPoints[start].Type.Value.Value;
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foreach (Vector2 t in computeSubPath(segmentVertices, segmentType))
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{
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if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
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calculatedPath.Add(t);
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}
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// Start the new segment at the current vertex
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start = i;
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}
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static List<Vector2> computeSubPath(ReadOnlySpan<Vector2> subControlPoints, PathType type)
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{
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switch (type)
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{
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case PathType.Linear:
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return PathApproximator.ApproximateLinear(subControlPoints);
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case PathType.PerfectCurve:
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if (subControlPoints.Length != 3)
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break;
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List<Vector2> subpath = PathApproximator.ApproximateCircularArc(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 (subpath.Count == 0)
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break;
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return subpath;
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case PathType.Catmull:
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return PathApproximator.ApproximateCatmull(subControlPoints);
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}
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return PathApproximator.ApproximateBezier(subControlPoints);
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}
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}
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private void calculateCumulativeLength()
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{
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double l = 0;
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cumulativeLength.Clear();
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cumulativeLength.Add(l);
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for (int i = 0; i < calculatedPath.Count - 1; ++i)
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{
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Vector2 diff = calculatedPath[i + 1] - calculatedPath[i];
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double d = diff.Length;
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// Shorted slider paths that are too long compared to the expected distance
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if (ExpectedDistance.HasValue && ExpectedDistance - l < d)
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{
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calculatedPath[i + 1] = calculatedPath[i] + diff * (float)((ExpectedDistance - l) / d);
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calculatedPath.RemoveRange(i + 2, calculatedPath.Count - 2 - i);
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l = ExpectedDistance.Value;
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cumulativeLength.Add(l);
|
||||
break;
|
||||
}
|
||||
|
||||
l += d;
|
||||
cumulativeLength.Add(l);
|
||||
}
|
||||
|
||||
// Lengthen slider paths that are too short compared to the expected distance
|
||||
if (ExpectedDistance.HasValue && l < ExpectedDistance && calculatedPath.Count > 1)
|
||||
{
|
||||
Vector2 diff = calculatedPath[calculatedPath.Count - 1] - calculatedPath[calculatedPath.Count - 2];
|
||||
double d = diff.Length;
|
||||
|
||||
if (d <= 0)
|
||||
return;
|
||||
|
||||
calculatedPath[calculatedPath.Count - 1] += diff * (float)((ExpectedDistance - l) / d);
|
||||
cumulativeLength[calculatedPath.Count - 1] = ExpectedDistance.Value;
|
||||
}
|
||||
}
|
||||
|
||||
private int indexOfDistance(double d)
|
||||
{
|
||||
int i = cumulativeLength.BinarySearch(d);
|
||||
if (i < 0) i = ~i;
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
private double progressToDistance(double progress)
|
||||
{
|
||||
return Math.Clamp(progress, 0, 1) * Distance;
|
||||
}
|
||||
|
||||
private Vector2 interpolateVertices(int i, double d)
|
||||
{
|
||||
if (calculatedPath.Count == 0)
|
||||
return Vector2.Zero;
|
||||
|
||||
if (i <= 0)
|
||||
return calculatedPath.First();
|
||||
if (i >= calculatedPath.Count)
|
||||
return calculatedPath.Last();
|
||||
|
||||
Vector2 p0 = calculatedPath[i - 1];
|
||||
Vector2 p1 = calculatedPath[i];
|
||||
|
||||
double d0 = cumulativeLength[i - 1];
|
||||
double d1 = cumulativeLength[i];
|
||||
|
||||
// Avoid division by and almost-zero number in case two points are extremely close to each other.
|
||||
if (Precision.AlmostEquals(d0, d1))
|
||||
return p0;
|
||||
|
||||
double w = (d - d0) / (d1 - d0);
|
||||
return p0 + (p1 - p0) * (float)w;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user