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Merge pull request #20952 from OliBomby/bezier-convert
Add conversion algorithm for lazer slider curves to work with stable
This commit is contained in:
commit
566738494f
190
osu.Game.Tests/Visual/Gameplay/TestSceneBezierConverter.cs
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190
osu.Game.Tests/Visual/Gameplay/TestSceneBezierConverter.cs
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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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneBezierConverter : OsuTestScene
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{
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private readonly SmoothPath drawablePath;
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private readonly SmoothPath controlPointDrawablePath;
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private readonly SmoothPath convertedDrawablePath;
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private readonly SmoothPath convertedControlPointDrawablePath;
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private SliderPath path = null!;
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private SliderPath convertedPath = null!;
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public TestSceneBezierConverter()
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{
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Children = new Drawable[]
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{
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new Container
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{
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Children =
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new Drawable[]
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{
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drawablePath = new SmoothPath(),
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controlPointDrawablePath = new SmoothPath
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{
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Colour = Colour4.Magenta,
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PathRadius = 1f
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}
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},
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Position = new Vector2(100)
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},
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new Container
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{
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Children =
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new Drawable[]
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{
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convertedDrawablePath = new SmoothPath(),
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convertedControlPointDrawablePath = new SmoothPath
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{
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Colour = Colour4.Magenta,
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PathRadius = 1f
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}
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},
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Position = new Vector2(100, 300)
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}
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};
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resetPath();
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}
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[SetUp]
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public void Setup() => Schedule(resetPath);
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private void resetPath()
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{
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path = new SliderPath();
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convertedPath = new SliderPath();
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path.Version.ValueChanged += getConvertedControlPoints;
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}
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private void getConvertedControlPoints(ValueChangedEvent<int> obj)
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{
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convertedPath.ControlPoints.Clear();
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convertedPath.ControlPoints.AddRange(BezierConverter.ConvertToModernBezier(path.ControlPoints));
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}
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protected override void Update()
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{
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base.Update();
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List<Vector2> vertices = new List<Vector2>();
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path.GetPathToProgress(vertices, 0, 1);
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drawablePath.Vertices = vertices;
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controlPointDrawablePath.Vertices = path.ControlPoints.Select(o => o.Position).ToList();
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if (controlPointDrawablePath.Vertices.Count > 0)
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{
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controlPointDrawablePath.Position =
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drawablePath.PositionInBoundingBox(drawablePath.Vertices[0]) - controlPointDrawablePath.PositionInBoundingBox(controlPointDrawablePath.Vertices[0]);
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}
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vertices.Clear();
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convertedPath.GetPathToProgress(vertices, 0, 1);
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convertedDrawablePath.Vertices = vertices;
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convertedControlPointDrawablePath.Vertices = convertedPath.ControlPoints.Select(o => o.Position).ToList();
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if (convertedControlPointDrawablePath.Vertices.Count > 0)
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{
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convertedControlPointDrawablePath.Position = convertedDrawablePath.PositionInBoundingBox(convertedDrawablePath.Vertices[0])
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- convertedControlPointDrawablePath.PositionInBoundingBox(convertedControlPointDrawablePath.Vertices[0]);
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}
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}
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[Test]
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public void TestEmptyPath()
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{
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}
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[TestCase(PathType.Linear)]
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[TestCase(PathType.Bezier)]
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[TestCase(PathType.Catmull)]
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[TestCase(PathType.PerfectCurve)]
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public void TestSingleSegment(PathType type)
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=> AddStep("create path", () => path.ControlPoints.AddRange(createSegment(type, Vector2.Zero, new Vector2(0, 100), new Vector2(100))));
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[TestCase(PathType.Linear)]
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[TestCase(PathType.Bezier)]
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[TestCase(PathType.Catmull)]
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[TestCase(PathType.PerfectCurve)]
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public void TestMultipleSegment(PathType type)
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{
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AddStep("create path", () =>
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{
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path.ControlPoints.AddRange(createSegment(PathType.Linear, Vector2.Zero));
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path.ControlPoints.AddRange(createSegment(type, new Vector2(0, 100), new Vector2(100), Vector2.Zero));
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});
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}
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[Test]
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public void TestComplex()
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{
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AddStep("create path", () =>
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{
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path.ControlPoints.AddRange(createSegment(PathType.Linear, Vector2.Zero, new Vector2(100, 0)));
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path.ControlPoints.AddRange(createSegment(PathType.Bezier, new Vector2(100, 0), new Vector2(150, 30), new Vector2(100, 100)));
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path.ControlPoints.AddRange(createSegment(PathType.PerfectCurve, new Vector2(100, 100), new Vector2(25, 50), Vector2.Zero));
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});
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}
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[TestCase(0, 100)]
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[TestCase(1, 100)]
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[TestCase(5, 100)]
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[TestCase(10, 100)]
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[TestCase(30, 100)]
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[TestCase(50, 100)]
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[TestCase(100, 100)]
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[TestCase(100, 1)]
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public void TestPerfectCurveAngles(float height, float width)
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{
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AddStep("create path", () =>
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{
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path.ControlPoints.AddRange(createSegment(PathType.PerfectCurve, Vector2.Zero, new Vector2(width / 2, height), new Vector2(width, 0)));
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});
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}
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[TestCase(2)]
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[TestCase(4)]
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public void TestPerfectCurveFallbackScenarios(int points)
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{
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AddStep("create path", () =>
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{
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switch (points)
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{
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case 2:
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path.ControlPoints.AddRange(createSegment(PathType.PerfectCurve, Vector2.Zero, new Vector2(0, 100)));
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break;
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case 4:
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path.ControlPoints.AddRange(createSegment(PathType.PerfectCurve, Vector2.Zero, new Vector2(0, 100), new Vector2(100), new Vector2(100, 0)));
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break;
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}
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});
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}
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private List<PathControlPoint> createSegment(PathType type, params Vector2[] controlPoints)
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{
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var points = controlPoints.Select(p => new PathControlPoint { Position = p }).ToList();
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points[0].Type = type;
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return points;
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}
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}
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}
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287
osu.Game/Rulesets/Objects/BezierConverter.cs
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287
osu.Game/Rulesets/Objects/BezierConverter.cs
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@ -0,0 +1,287 @@
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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.Linq;
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using osu.Framework.Utils;
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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 static class BezierConverter
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{
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private struct CircleBezierPreset
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{
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public readonly double ArcLength;
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public readonly Vector2d[] ControlPoints;
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public CircleBezierPreset(double arcLength, Vector2d[] controlPoints)
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{
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ArcLength = arcLength;
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ControlPoints = controlPoints;
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}
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}
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// Extremely accurate a bezier anchor positions for approximating circles of several arc lengths
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private static readonly CircleBezierPreset[] circle_presets =
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{
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new CircleBezierPreset(0.4993379862754501,
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new[] { new Vector2d(1, 0), new Vector2d(1, 0.2549893626632736f), new Vector2d(0.8778997558480327f, 0.47884446188920726f) }),
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new CircleBezierPreset(1.7579419829169447,
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new[] { new Vector2d(1, 0), new Vector2d(1, 0.6263026f), new Vector2d(0.42931178f, 1.0990661f), new Vector2d(-0.18605515f, 0.9825393f) }),
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new CircleBezierPreset(3.1385246920140215,
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new[] { new Vector2d(1, 0), new Vector2d(1, 0.87084764f), new Vector2d(0.002304826f, 1.5033062f), new Vector2d(-0.9973236f, 0.8739115f), new Vector2d(-0.9999953f, 0.0030679568f) }),
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new CircleBezierPreset(5.69720464620727,
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new[] { new Vector2d(1, 0), new Vector2d(1, 1.4137783f), new Vector2d(-1.4305235f, 2.0779421f), new Vector2d(-2.3410065f, -0.94017583f), new Vector2d(0.05132711f, -1.7309346f), new Vector2d(0.8331702f, -0.5530167f) }),
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new CircleBezierPreset(2 * Math.PI,
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new[] { new Vector2d(1, 0), new Vector2d(1, 1.2447058f), new Vector2d(-0.8526471f, 2.118367f), new Vector2d(-2.6211002f, 7.854936e-06f), new Vector2d(-0.8526448f, -2.118357f), new Vector2d(1, -1.2447058f), new Vector2d(1, 0) })
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};
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/// <summary>
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/// Converts a slider path to bezier control point positions compatible with the legacy osu! client.
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/// </summary>
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/// <param name="controlPoints">The control points of the path.</param>
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/// <param name="position">The offset for the whole path.</param>
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/// <returns>The list of legacy bezier control point positions.</returns>
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public static List<Vector2> ConvertToLegacyBezier(IList<PathControlPoint> controlPoints, Vector2 position)
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{
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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;
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var result = new List<Vector2>();
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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 == null && i < controlPoints.Count - 1)
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continue;
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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 ?? PathType.Linear;
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switch (segmentType)
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{
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case PathType.Catmull:
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result.AddRange(from segment in ConvertCatmullToBezierAnchors(segmentVertices) from v in segment select v + position);
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break;
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case PathType.Linear:
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result.AddRange(from segment in ConvertLinearToBezierAnchors(segmentVertices) from v in segment select v + position);
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break;
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case PathType.PerfectCurve:
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result.AddRange(ConvertCircleToBezierAnchors(segmentVertices).Select(v => v + position));
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break;
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default:
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foreach (Vector2 v in segmentVertices)
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{
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result.Add(v + position);
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}
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break;
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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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return result;
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}
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/// <summary>
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/// Converts a path of control points to an identical path using only Bezier type 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>The list of bezier control points.</returns>
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public static List<PathControlPoint> ConvertToModernBezier(IList<PathControlPoint> controlPoints)
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{
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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;
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var result = new List<PathControlPoint>();
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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 == null && i < controlPoints.Count - 1)
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continue;
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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 ?? PathType.Linear;
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switch (segmentType)
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{
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case PathType.Catmull:
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foreach (var segment in ConvertCatmullToBezierAnchors(segmentVertices))
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{
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for (int j = 0; j < segment.Length - 1; j++)
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{
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result.Add(new PathControlPoint(segment[j], j == 0 ? PathType.Bezier : null));
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}
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}
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break;
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case PathType.Linear:
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foreach (var segment in ConvertLinearToBezierAnchors(segmentVertices))
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{
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for (int j = 0; j < segment.Length - 1; j++)
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{
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result.Add(new PathControlPoint(segment[j], j == 0 ? PathType.Bezier : null));
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}
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}
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break;
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case PathType.PerfectCurve:
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var circleResult = ConvertCircleToBezierAnchors(segmentVertices);
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for (int j = 0; j < circleResult.Length - 1; j++)
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{
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result.Add(new PathControlPoint(circleResult[j], j == 0 ? PathType.Bezier : null));
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}
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break;
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default:
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for (int j = 0; j < segmentVertices.Length - 1; j++)
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{
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result.Add(new PathControlPoint(segmentVertices[j], j == 0 ? PathType.Bezier : null));
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}
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break;
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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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result.Add(new PathControlPoint(controlPoints[^1].Position));
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return result;
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}
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/// <summary>
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/// Converts perfect curve anchors to bezier anchors.
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/// </summary>
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/// <param name="controlPoints">The control point positions to convert.</param>
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public static Vector2[] ConvertCircleToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
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{
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if (controlPoints.Length != 3)
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return controlPoints.ToArray();
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var pr = new CircularArcProperties(controlPoints);
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if (!pr.IsValid)
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return controlPoints.ToArray();
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CircleBezierPreset preset = circle_presets.Last();
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foreach (CircleBezierPreset cbp in circle_presets)
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{
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if (cbp.ArcLength < pr.ThetaRange) continue;
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preset = cbp;
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break;
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}
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double arcLength = preset.ArcLength;
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var arc = new Vector2d[preset.ControlPoints.Length];
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preset.ControlPoints.CopyTo(arc, 0);
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// Converge on arcLength of thetaRange
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int n = arc.Length - 1;
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double tf = pr.ThetaRange / arcLength;
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|
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while (Math.Abs(tf - 1) > 1E-7)
|
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{
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for (int j = 0; j < n; j++)
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{
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for (int i = n; i > j; i--)
|
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{
|
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arc[i] = arc[i] * tf + arc[i - 1] * (1 - tf);
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}
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}
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arcLength = Math.Atan2(arc.Last()[1], arc.Last()[0]);
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||||
|
||||
if (arcLength < 0)
|
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{
|
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arcLength += 2 * Math.PI;
|
||||
}
|
||||
|
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tf = pr.ThetaRange / arcLength;
|
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}
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// Adjust rotation, radius, and position
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var result = new Vector2[arc.Length];
|
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for (int i = 0; i < arc.Length; i++)
|
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{
|
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result[i] = new Vector2(
|
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(float)((Math.Cos(pr.ThetaStart) * arc[i].X + -Math.Sin(pr.ThetaStart) * pr.Direction * arc[i].Y) * pr.Radius + pr.Centre.X),
|
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(float)((Math.Sin(pr.ThetaStart) * arc[i].X + Math.Cos(pr.ThetaStart) * pr.Direction * arc[i].Y) * pr.Radius + pr.Centre.Y));
|
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}
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return result;
|
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}
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/// <summary>
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/// Converts catmull anchors to bezier anchors.
|
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/// </summary>
|
||||
/// <param name="controlPoints">The control point positions to convert.</param>
|
||||
public static Vector2[][] ConvertCatmullToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
|
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{
|
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int iLen = controlPoints.Length;
|
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var bezier = new Vector2[iLen - 1][];
|
||||
|
||||
for (int i = 0; i < iLen - 1; i++)
|
||||
{
|
||||
var v1 = i > 0 ? controlPoints[i - 1] : controlPoints[i];
|
||||
var v2 = controlPoints[i];
|
||||
var v3 = i < iLen - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
|
||||
var v4 = i < iLen - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
|
||||
|
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bezier[i] = new[]
|
||||
{
|
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v2,
|
||||
(-v1 + 6 * v2 + v3) / 6,
|
||||
(-v4 + 6 * v3 + v2) / 6,
|
||||
v3
|
||||
};
|
||||
}
|
||||
|
||||
return bezier;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts linear anchors to bezier anchors.
|
||||
/// </summary>
|
||||
/// <param name="controlPoints">The control point positions to convert.</param>
|
||||
public static Vector2[][] ConvertLinearToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
|
||||
{
|
||||
int iLen = controlPoints.Length;
|
||||
var bezier = new Vector2[iLen - 1][];
|
||||
|
||||
for (int i = 0; i < iLen - 1; i++)
|
||||
{
|
||||
bezier[i] = new[]
|
||||
{
|
||||
controlPoints[i],
|
||||
controlPoints[i + 1]
|
||||
};
|
||||
}
|
||||
|
||||
return bezier;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user