1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-27 02:32:59 +08:00

Pass sub-controlpoints as span slices

This commit is contained in:
smoogipoo 2018-10-11 17:44:25 +09:00
parent 0c4403ef16
commit 83fd251c7b
18 changed files with 93 additions and 73 deletions

View File

@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Objects;
@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Catch.Tests
beatmap.HitObjects.Add(new JuiceStream
{
X = 0.5f - width / 2,
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(width * CatchPlayfield.BASE_WIDTH, 0)

View File

@ -146,7 +146,7 @@ namespace osu.Game.Rulesets.Catch.Objects
public SliderCurve Curve { get; } = new SliderCurve();
public List<Vector2> ControlPoints
public Vector2[] ControlPoints
{
get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; }

View File

@ -108,7 +108,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{
StartTime = Time.Current + 1000,
Position = new Vector2(239, 176),
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(154, 28),
@ -141,7 +141,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{
StartTime = Time.Current + 1000,
Position = new Vector2(-(distance / 2), 0),
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(distance, 0),
@ -161,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{
StartTime = Time.Current + 1000,
Position = new Vector2(-200, 0),
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(200, 200),
@ -184,7 +184,7 @@ namespace osu.Game.Rulesets.Osu.Tests
CurveType = CurveType.Linear,
StartTime = Time.Current + 1000,
Position = new Vector2(-200, 0),
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(150, 75),
@ -210,7 +210,7 @@ namespace osu.Game.Rulesets.Osu.Tests
CurveType = CurveType.Bezier,
StartTime = Time.Current + 1000,
Position = new Vector2(-200, 0),
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(150, 75),
@ -235,7 +235,7 @@ namespace osu.Game.Rulesets.Osu.Tests
CurveType = CurveType.Linear,
StartTime = Time.Current + 1000,
Position = new Vector2(0, 0),
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(-200, 0),
@ -265,7 +265,7 @@ namespace osu.Game.Rulesets.Osu.Tests
StartTime = Time.Current + 1000,
Position = new Vector2(-100, 0),
CurveType = CurveType.Catmull,
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(50, -50),

View File

@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Rulesets.Mods;
@ -33,8 +32,9 @@ namespace osu.Game.Rulesets.Osu.Mods
slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
slider.NestedHitObjects.OfType<RepeatPoint>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
var newControlPoints = new List<Vector2>();
slider.ControlPoints.ForEach(c => newControlPoints.Add(new Vector2(c.X, -c.Y)));
var newControlPoints = new Vector2[slider.ControlPoints.Length];
for (int i = 0; i < slider.ControlPoints.Length; i++)
newControlPoints[i] = new Vector2(slider.ControlPoints[i].X, -slider.ControlPoints[i].Y);
slider.ControlPoints = newControlPoints;
slider.Curve?.Calculate(); // Recalculate the slider curve

View File

@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Osu.Objects
public SliderCurve Curve { get; } = new SliderCurve();
public List<Vector2> ControlPoints
public Vector2[] ControlPoints
{
get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; }

View File

@ -44,7 +44,7 @@ namespace osu.Game.Tests.Visual
new Slider
{
Position = new Vector2(128, 256),
ControlPoints = new List<Vector2>
ControlPoints = new[]
{
Vector2.Zero,
new Vector2(216, 0),

View File

@ -1,7 +1,7 @@
<!-- Contains required properties for osu!framework projects. -->
<Project>
<PropertyGroup Label="C#">
<LangVersion>7</LangVersion>
<LangVersion>7.2</LangVersion>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>..\app.manifest</ApplicationManifest>

View File

@ -1,25 +1,26 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using OpenTK;
namespace osu.Game.Rulesets.Objects
{
public class BezierApproximator
public readonly ref struct BezierApproximator
{
private readonly int count;
private readonly List<Vector2> controlPoints;
private readonly ReadOnlySpan<Vector2> controlPoints;
private readonly Vector2[] subdivisionBuffer1;
private readonly Vector2[] subdivisionBuffer2;
private const float tolerance = 0.25f;
private const float tolerance_sq = tolerance * tolerance;
public BezierApproximator(List<Vector2> controlPoints)
public BezierApproximator(ReadOnlySpan<Vector2> controlPoints)
{
this.controlPoints = controlPoints;
count = controlPoints.Count;
count = controlPoints.Length;
subdivisionBuffer1 = new Vector2[count];
subdivisionBuffer2 = new Vector2[count * 2 - 1];

View File

@ -1,40 +1,40 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using OpenTK;
namespace osu.Game.Rulesets.Objects
{
public class CatmullApproximator
public readonly ref struct CatmullApproximator
{
/// <summary>
/// The amount of pieces to calculate for each controlpoint quadruplet.
/// </summary>
private const int detail = 50;
private readonly List<Vector2> controlPoints;
private readonly ReadOnlySpan<Vector2> controlPoints;
public CatmullApproximator(List<Vector2> controlPoints)
public CatmullApproximator(ReadOnlySpan<Vector2> controlPoints)
{
this.controlPoints = controlPoints;
}
/// <summary>
/// Creates a piecewise-linear approximation of a Catmull-Rom spline.
/// </summary>
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
public List<Vector2> CreateCatmull()
{
var result = new List<Vector2>();
var result = new List<Vector2>((controlPoints.Length - 1) * detail * 2);
for (int i = 0; i < controlPoints.Count - 1; i++)
for (int i = 0; i < controlPoints.Length - 1; i++)
{
var v1 = i > 0 ? controlPoints[i - 1] : controlPoints[i];
var v2 = controlPoints[i];
var v3 = i < controlPoints.Count - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
var v4 = i < controlPoints.Count - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
var v3 = i < controlPoints.Length - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
var v4 = i < controlPoints.Length - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
for (int c = 0; c < detail; c++)
{

View File

@ -8,21 +8,15 @@ using OpenTK;
namespace osu.Game.Rulesets.Objects
{
public class CircularArcApproximator
public readonly ref struct CircularArcApproximator
{
private readonly Vector2 a;
private readonly Vector2 b;
private readonly Vector2 c;
private int amountPoints;
private const float tolerance = 0.1f;
public CircularArcApproximator(Vector2 a, Vector2 b, Vector2 c)
private readonly ReadOnlySpan<Vector2> controlPoints;
public CircularArcApproximator(ReadOnlySpan<Vector2> controlPoints)
{
this.a = a;
this.b = b;
this.c = c;
this.controlPoints = controlPoints;
}
/// <summary>
@ -31,6 +25,10 @@ namespace osu.Game.Rulesets.Objects
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
public List<Vector2> CreateArc()
{
Vector2 a = controlPoints[0];
Vector2 b = controlPoints[1];
Vector2 c = controlPoints[2];
float aSq = (b - c).LengthSquared;
float bSq = (a - c).LengthSquared;
float cSq = (a - b).LengthSquared;
@ -81,7 +79,7 @@ namespace osu.Game.Rulesets.Objects
// is: 2 * Math.Acos(1 - TOLERANCE / r)
// The special case is required for extremely short sliders where the radius is smaller than
// the tolerance. This is a pathological rather than a realistic case.
amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
int amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
List<Vector2> output = new List<Vector2>(amountPoints);

View File

@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
newCombo |= forceNewCombo;
comboOffset += extraComboOffset;

View File

@ -72,10 +72,18 @@ namespace osu.Game.Rulesets.Objects.Legacy
{
CurveType curveType = CurveType.Catmull;
double length = 0;
var points = new List<Vector2> { Vector2.Zero };
string[] pointsplit = split[5].Split('|');
foreach (string t in pointsplit)
string[] pointSplit = split[5].Split('|');
int pointCount = 1;
foreach (var t in pointSplit)
if (t.Length > 1)
pointCount++;
var points = new Vector2[pointCount];
int pointIndex = 1;
foreach (string t in pointSplit)
{
if (t.Length == 1)
{
@ -94,16 +102,18 @@ namespace osu.Game.Rulesets.Objects.Legacy
curveType = CurveType.PerfectCurve;
break;
}
continue;
}
string[] temp = t.Split(':');
points.Add(new Vector2((int)Convert.ToDouble(temp[0], CultureInfo.InvariantCulture), (int)Convert.ToDouble(temp[1], CultureInfo.InvariantCulture)) - pos);
points[pointIndex++] = new Vector2((int)Convert.ToDouble(temp[0], CultureInfo.InvariantCulture), (int)Convert.ToDouble(temp[1], CultureInfo.InvariantCulture)) - pos;
}
// osu-stable special-cased colinear perfect curves to a CurveType.Linear
bool isLinear(List<Vector2> p) => Precision.AlmostEquals(0, (p[1].Y - p[0].Y) * (p[2].X - p[0].X) - (p[1].X - p[0].X) * (p[2].Y - p[0].Y));
if (points.Count == 3 && curveType == CurveType.PerfectCurve && isLinear(points))
bool isLinear(Vector2[] p) => Precision.AlmostEquals(0, (p[1].Y - p[0].Y) * (p[2].X - p[0].X) - (p[1].X - p[0].X) * (p[2].Y - p[0].Y));
if (points.Length == 3 && curveType == CurveType.PerfectCurve && isLinear(points))
curveType = CurveType.Linear;
int repeatCount = Convert.ToInt32(split[6], CultureInfo.InvariantCulture);
@ -262,7 +272,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <param name="repeatCount">The slider repeat count.</param>
/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
/// <returns>The hit object.</returns>
protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
/// <summary>
/// Creates a legacy Spinner-type hit object.

View File

@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects.
/// </summary>
public SliderCurve Curve { get; } = null;
public List<Vector2> ControlPoints { get; set; }
public Vector2[] ControlPoints { get; set; }
public CurveType CurveType { get; set; }
public double Distance { get; set; }

View File

@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{

View File

@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
newCombo |= forceNewCombo;
comboOffset += extraComboOffset;

View File

@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
return new ConvertHit();
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{

View File

@ -1,6 +1,7 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.MathUtils;
@ -13,7 +14,7 @@ namespace osu.Game.Rulesets.Objects
{
public double Distance;
public List<Vector2> ControlPoints;
public Vector2[] ControlPoints;
public CurveType CurveType = CurveType.PerfectCurve;
@ -22,19 +23,17 @@ namespace osu.Game.Rulesets.Objects
private readonly List<Vector2> calculatedPath = new List<Vector2>();
private readonly List<double> cumulativeLength = new List<double>();
private List<Vector2> calculateSubpath(List<Vector2> subControlPoints)
private List<Vector2> calculateSubpath(ReadOnlySpan<Vector2> subControlPoints)
{
switch (CurveType)
{
case CurveType.Linear:
return subControlPoints;
case CurveType.PerfectCurve:
//we can only use CircularArc iff we have exactly three control points and no dissection.
if (ControlPoints.Count != 3 || subControlPoints.Count != 3)
if (ControlPoints.Length != 3 || subControlPoints.Length != 3)
break;
// Here we have exactly 3 control points. Attempt to fit a circular arc.
List<Vector2> subpath = new CircularArcApproximator(subControlPoints[0], subControlPoints[1], subControlPoints[2]).CreateArc();
List<Vector2> subpath = new CircularArcApproximator(subControlPoints).CreateArc();
// If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation.
if (subpath.Count == 0)
@ -55,18 +54,32 @@ namespace osu.Game.Rulesets.Objects
// Sliders may consist of various subpaths separated by two consecutive vertices
// with the same position. The following loop parses these subpaths and computes
// their shape independently, consecutively appending them to calculatedPath.
List<Vector2> subControlPoints = new List<Vector2>();
for (int i = 0; i < ControlPoints.Count; ++i)
{
subControlPoints.Add(ControlPoints[i]);
if (i == ControlPoints.Count - 1 || ControlPoints[i] == ControlPoints[i + 1])
{
List<Vector2> subpath = calculateSubpath(subControlPoints);
foreach (Vector2 t in subpath)
if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
calculatedPath.Add(t);
subControlPoints.Clear();
int start = 0;
int end = 0;
for (int i = 0; i < ControlPoints.Length; ++i)
{
end++;
if (i == ControlPoints.Length - 1 || ControlPoints[i] == ControlPoints[i + 1])
{
ReadOnlySpan<Vector2> cpSpan = ControlPoints.AsSpan().Slice(start, end - start);
if (CurveType == CurveType.Linear)
{
foreach (var t in cpSpan)
if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
calculatedPath.Add(t);
}
else
{
foreach (Vector2 t in calculateSubpath(cpSpan))
if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
calculatedPath.Add(t);
}
start = end;
}
}
}
@ -166,7 +179,7 @@ namespace osu.Game.Rulesets.Objects
/// <param name="p1">End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
public void GetPathToProgress(List<Vector2> path, double p0, double p1)
{
if (calculatedPath.Count == 0 && ControlPoints.Count > 0)
if (calculatedPath.Count == 0 && ControlPoints.Length > 0)
Calculate();
double d0 = progressToDistance(p0);
@ -193,7 +206,7 @@ namespace osu.Game.Rulesets.Objects
/// <returns></returns>
public Vector2 PositionAt(double progress)
{
if (calculatedPath.Count == 0 && ControlPoints.Count > 0)
if (calculatedPath.Count == 0 && ControlPoints.Length > 0)
Calculate();
double d = progressToDistance(progress);

View File

@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using OpenTK;
namespace osu.Game.Rulesets.Objects.Types
@ -19,7 +18,7 @@ namespace osu.Game.Rulesets.Objects.Types
/// <summary>
/// The control points that shape the curve.
/// </summary>
List<Vector2> ControlPoints { get; }
Vector2[] ControlPoints { get; }
/// <summary>
/// The type of curve.