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Make slider parsing kind of exist.
This commit is contained in:
parent
bd8856611a
commit
4c61a13e71
@ -10,9 +10,11 @@ using osu.Game.Beatmaps.Formats;
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using OpenTK;
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using OpenTK;
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using osu.Framework;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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using OpenTK.Graphics;
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namespace osu.Desktop.VisualTests.Tests
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namespace osu.Desktop.VisualTests.Tests
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{
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{
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@ -41,7 +43,8 @@ namespace osu.Desktop.VisualTests.Tests
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objects.Add(new HitCircle()
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objects.Add(new HitCircle()
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{
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{
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StartTime = time,
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StartTime = time,
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Position = new Vector2(RNG.Next(0, 512), RNG.Next(0, 384)),
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Position = new Vector2(i % 4 == 0 || i % 4 == 2 ? 0 : 512,
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i % 4 < 2 ? 0 : 384),
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NewCombo = i % 4 == 0
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NewCombo = i % 4 == 0
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});
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});
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@ -57,6 +60,12 @@ namespace osu.Desktop.VisualTests.Tests
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decoder.Process(b);
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decoder.Process(b);
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Add(new Box
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{
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RelativeSizeAxes = Framework.Graphics.Axes.Both,
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Colour = Color4.Gray,
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});
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Add(new Player
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Add(new Player
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{
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{
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Beatmap = new WorkingBeatmap(b)
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Beatmap = new WorkingBeatmap(b)
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@ -30,8 +30,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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this.h = h;
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this.h = h;
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Origin = Anchor.Centre;
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Origin = Anchor.Centre;
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RelativePositionAxes = Axes.Both;
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Position = h.Position;
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Position = new Vector2(h.Position.X / 512, h.Position.Y / 384);
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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@ -1,4 +1,9 @@
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using osu.Game.Modes.Objects.Drawables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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{
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@ -6,12 +11,42 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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{
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public DrawableSlider(Slider h) : base(h)
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public DrawableSlider(Slider h) : base(h)
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{
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{
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Origin = Anchor.Centre;
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RelativePositionAxes = Axes.Both;
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Position = new Vector2(h.Position.X / 512, h.Position.Y / 384);
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for (float i = 0; i <= 1; i += 0.1f)
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{
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Add(new CirclePiece
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{
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Colour = h.Colour,
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Hit = Hit,
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Position = h.Curve.PositionAt(i) - h.Position //non-relative?
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});
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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//force application of the state that was set before we loaded.
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UpdateState(State);
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}
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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if (!IsLoaded) return;
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Flush(true); //move to DrawableHitObject
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Alpha = 0;
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Delay(HitObject.StartTime - 200 - Time.Current, true);
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FadeIn(200);
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Delay(200 + HitObject.Duration);
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FadeOut(200);
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}
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}
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}
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}
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}
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}
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@ -1,5 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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@ -25,7 +26,68 @@ namespace osu.Game.Modes.Osu.Objects
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result = new HitCircle();
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result = new HitCircle();
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break;
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break;
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case OsuBaseHit.HitObjectType.Slider:
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case OsuBaseHit.HitObjectType.Slider:
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result = new Slider();
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Slider s = new Slider();
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CurveTypes curveType = CurveTypes.Catmull;
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int repeatCount = 0;
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double length = 0;
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List<Vector2> points = new List<Vector2>();
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points.Add(new Vector2(int.Parse(split[0]), int.Parse(split[1])));
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string[] pointsplit = split[5].Split('|');
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for (int i = 0; i < pointsplit.Length; i++)
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{
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if (pointsplit[i].Length == 1)
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{
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switch (pointsplit[i])
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{
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case @"C":
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curveType = CurveTypes.Catmull;
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break;
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case @"B":
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curveType = CurveTypes.Bezier;
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break;
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case @"L":
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curveType = CurveTypes.Linear;
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break;
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case @"P":
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curveType = CurveTypes.PerfectCurve;
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break;
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}
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continue;
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}
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string[] temp = pointsplit[i].Split(':');
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Vector2 v = new Vector2(
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(int)Convert.ToDouble(temp[0], CultureInfo.InvariantCulture),
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(int)Convert.ToDouble(temp[1], CultureInfo.InvariantCulture)
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);
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points.Add(v);
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}
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repeatCount = Convert.ToInt32(split[6], CultureInfo.InvariantCulture);
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if (repeatCount > 9000)
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{
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throw new ArgumentOutOfRangeException("wacky man");
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}
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if (split.Length > 7)
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length = Convert.ToDouble(split[7], CultureInfo.InvariantCulture);
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s.RepeatCount = repeatCount;
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s.Curve = new SliderCurve
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{
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Path = points,
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Length = length,
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CurveType = curveType
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};
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s.Curve.Calculate();
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result = s;
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break;
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break;
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case OsuBaseHit.HitObjectType.Spinner:
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case OsuBaseHit.HitObjectType.Spinner:
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result = new Spinner();
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result = new Spinner();
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@ -8,8 +8,198 @@ namespace osu.Game.Modes.Osu.Objects
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{
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{
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public class Slider : OsuBaseHit
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public class Slider : OsuBaseHit
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{
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{
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public List<Vector2> Path;
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public override double EndTime => StartTime + (RepeatCount + 1) * Curve.Length;
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public int RepeatCount;
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public int RepeatCount;
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public SliderCurve Curve;
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}
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}
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public class SliderCurve
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{
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public double Length;
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public List<Vector2> Path;
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public CurveTypes CurveType;
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private List<Vector2> calculatedPath;
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public void Calculate()
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{
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switch (CurveType)
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{
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case CurveTypes.Linear:
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calculatedPath = Path;
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break;
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default:
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var bezier = new BezierApproximator(Path);
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calculatedPath = bezier.CreateBezier();
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break;
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}
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}
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public Vector2 PositionAt(double progress)
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{
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int index = (int)(progress * (calculatedPath.Count - 1));
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Vector2 pos = calculatedPath[index];
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if (index != progress)
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pos += (calculatedPath[index + 1] - pos) * (float)(progress - index);
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return pos;
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}
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}
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public class BezierApproximator
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{
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private int count;
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private List<Vector2> controlPoints;
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private Vector2[] subdivisionBuffer1;
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private Vector2[] subdivisionBuffer2;
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private const float TOLERANCE = 0.5f;
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private const float TOLERANCE_SQ = TOLERANCE * TOLERANCE;
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public BezierApproximator(List<Vector2> controlPoints)
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{
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this.controlPoints = controlPoints;
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count = controlPoints.Count;
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subdivisionBuffer1 = new Vector2[count];
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subdivisionBuffer2 = new Vector2[count * 2 - 1];
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}
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/// <summary>
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/// Make sure the 2nd order derivative (approximated using finite elements) is within tolerable bounds.
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/// NOTE: The 2nd order derivative of a 2d curve represents its curvature, so intuitively this function
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/// checks (as the name suggests) whether our approximation is _locally_ "flat". More curvy parts
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/// need to have a denser approximation to be more "flat".
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/// </summary>
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/// <param name="controlPoints">The control points to check for flatness.</param>
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/// <returns>Whether the control points are flat enough.</returns>
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private static bool IsFlatEnough(Vector2[] controlPoints)
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{
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for (int i = 1; i < controlPoints.Length - 1; i++)
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if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > TOLERANCE_SQ)
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return false;
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return true;
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}
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/// <summary>
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/// Subdivides n control points representing a bezier curve into 2 sets of n control points, each
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/// describing a bezier curve equivalent to a half of the original curve. Effectively this splits
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/// the original curve into 2 curves which result in the original curve when pieced back together.
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/// </summary>
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/// <param name="controlPoints">The control points to split.</param>
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/// <param name="l">Output: The control points corresponding to the left half of the curve.</param>
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/// <param name="r">Output: The control points corresponding to the right half of the curve.</param>
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private void Subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
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{
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Vector2[] midpoints = subdivisionBuffer1;
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for (int i = 0; i < count; ++i)
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midpoints[i] = controlPoints[i];
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for (int i = 0; i < count; i++)
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{
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l[i] = midpoints[0];
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r[count - i - 1] = midpoints[count - i - 1];
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for (int j = 0; j < count - i - 1; j++)
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midpoints[j] = (midpoints[j] + midpoints[j + 1]) / 2;
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}
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}
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/// <summary>
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/// This uses <a href="https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm">De Casteljau's algorithm</a> to obtain an optimal
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/// piecewise-linear approximation of the bezier curve with the same amount of points as there are control points.
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/// </summary>
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/// <param name="controlPoints">The control points describing the bezier curve to be approximated.</param>
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/// <param name="output">The points representing the resulting piecewise-linear approximation.</param>
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private void Approximate(Vector2[] controlPoints, List<Vector2> output)
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{
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Vector2[] l = subdivisionBuffer2;
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Vector2[] r = subdivisionBuffer1;
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Subdivide(controlPoints, l, r);
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for (int i = 0; i < count - 1; ++i)
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l[count + i] = r[i + 1];
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output.Add(controlPoints[0]);
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for (int i = 1; i < count - 1; ++i)
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{
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int index = 2 * i;
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Vector2 p = 0.25f * (l[index - 1] + 2 * l[index] + l[index + 1]);
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output.Add(p);
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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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/// <param name="controlPoints">The control points describing the curve.</param>
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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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public enum CurveTypes
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{
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Catmull,
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Bezier,
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Linear,
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PerfectCurve
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};
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}
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}
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@ -18,6 +18,13 @@ namespace osu.Game.Modes.Osu.UI
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protected override Playfield CreatePlayfield() => new OsuPlayfield();
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protected override Playfield CreatePlayfield() => new OsuPlayfield();
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protected override DrawableHitObject GetVisualRepresentation(OsuBaseHit h)
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protected override DrawableHitObject GetVisualRepresentation(OsuBaseHit h)
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=> h is HitCircle ? new DrawableHitCircle(h as HitCircle) : null;
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{
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||||||
|
if (h is HitCircle)
|
||||||
|
return new DrawableHitCircle(h as HitCircle);
|
||||||
|
if (h is Slider)
|
||||||
|
return new DrawableSlider(h as Slider);
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user