From 89859b85b7e8523171fe6e7d686bf4e6ecb99d3c Mon Sep 17 00:00:00 2001 From: OliBomby Date: Thu, 7 Dec 2023 00:43:34 +0100 Subject: [PATCH] add controllable leniency --- .../Sliders/SliderPlacementBlueprint.cs | 9 ++++-- .../Edit/FreehandSliderToolboxGroup.cs | 32 +++++++++++++++++++ 2 files changed, 39 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs index f5d0d82c2a..5878c0e11b 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs @@ -95,6 +95,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders bSplineBuilder.CornerThreshold = e.NewValue; Scheduler.AddOnce(updateSliderPathFromBSplineBuilder); }, true); + + freehandToolboxGroup.CircleThreshold.BindValueChanged(e => + { + Scheduler.AddOnce(updateSliderPathFromBSplineBuilder); + }, true); } } @@ -358,7 +363,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders private Vector2[] tryCircleArc(List segment) { - if (segment.Count < 3) return null; + if (segment.Count < 3 || freehandToolboxGroup.CircleThreshold.Value == 0) return null; // Assume the segment creates a reasonable circular arc and then check if it reasonable var points = PathApproximator.BSplineToPiecewiseLinear(segment.ToArray(), bSplineBuilder.Degree); @@ -412,7 +417,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders loss /= points.Count; - return loss > 0.002 || totalWinding > MathHelper.TwoPi ? null : circleArcControlPoints; + return loss > freehandToolboxGroup.CircleThreshold.Value || totalWinding > MathHelper.TwoPi ? null : circleArcControlPoints; } private enum SliderPlacementState diff --git a/osu.Game.Rulesets.Osu/Edit/FreehandSliderToolboxGroup.cs b/osu.Game.Rulesets.Osu/Edit/FreehandSliderToolboxGroup.cs index 7d1eb4e270..c574280267 100644 --- a/osu.Game.Rulesets.Osu/Edit/FreehandSliderToolboxGroup.cs +++ b/osu.Game.Rulesets.Osu/Edit/FreehandSliderToolboxGroup.cs @@ -31,6 +31,13 @@ namespace osu.Game.Rulesets.Osu.Edit Precision = 0.01f }; + public BindableFloat CircleThreshold { get; } = new BindableFloat(0.002f) + { + MinValue = 0f, + MaxValue = 0.005f, + Precision = 0.0001f + }; + // We map internal ranges to a more standard range of values for display to the user. private readonly BindableInt displayTolerance = new BindableInt(100) { @@ -44,8 +51,15 @@ namespace osu.Game.Rulesets.Osu.Edit MaxValue = 100 }; + private readonly BindableInt displayCircleThreshold = new BindableInt(40) + { + MinValue = 0, + MaxValue = 100 + }; + private ExpandableSlider toleranceSlider = null!; private ExpandableSlider cornerThresholdSlider = null!; + private ExpandableSlider circleThresholdSlider = null!; [BackgroundDependencyLoader] private void load() @@ -59,6 +73,10 @@ namespace osu.Game.Rulesets.Osu.Edit cornerThresholdSlider = new ExpandableSlider { Current = displayCornerThreshold + }, + circleThresholdSlider = new ExpandableSlider + { + Current = displayCircleThreshold } }; } @@ -83,18 +101,32 @@ namespace osu.Game.Rulesets.Osu.Edit CornerThreshold.Value = displayToInternalCornerThreshold(threshold.NewValue); }, true); + displayCircleThreshold.BindValueChanged(threshold => + { + circleThresholdSlider.ContractedLabelText = $"P. C. T.: {threshold.NewValue:N0}"; + circleThresholdSlider.ExpandedLabelText = $"Perfect Curve Threshold: {threshold.NewValue:N0}"; + + CircleThreshold.Value = displayToInternalCircleThreshold(threshold.NewValue); + }, true); + Tolerance.BindValueChanged(tolerance => displayTolerance.Value = internalToDisplayTolerance(tolerance.NewValue) ); CornerThreshold.BindValueChanged(threshold => displayCornerThreshold.Value = internalToDisplayCornerThreshold(threshold.NewValue) ); + CircleThreshold.BindValueChanged(threshold => + displayCircleThreshold.Value = internalToDisplayCircleThreshold(threshold.NewValue) + ); float displayToInternalTolerance(float v) => v / 50f; int internalToDisplayTolerance(float v) => (int)Math.Round(v * 50f); float displayToInternalCornerThreshold(float v) => v / 100f; int internalToDisplayCornerThreshold(float v) => (int)Math.Round(v * 100f); + + float displayToInternalCircleThreshold(float v) => v / 20000f; + int internalToDisplayCircleThreshold(float v) => (int)Math.Round(v * 20000f); } } }