From 94dd4045f1ff6d9ac1324720725047df6538a9f7 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 31 Oct 2022 15:42:17 +0900 Subject: [PATCH] Remove borrowed framework code --- osu.Game/Rulesets/Objects/BezierConverter.cs | 81 +------------------- 1 file changed, 1 insertion(+), 80 deletions(-) diff --git a/osu.Game/Rulesets/Objects/BezierConverter.cs b/osu.Game/Rulesets/Objects/BezierConverter.cs index 9220993559..9c3ea5cf6e 100644 --- a/osu.Game/Rulesets/Objects/BezierConverter.cs +++ b/osu.Game/Rulesets/Objects/BezierConverter.cs @@ -39,85 +39,6 @@ namespace osu.Game.Rulesets.Objects 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) }) }; - #region CircularArcProperties - - //TODO: Get this from osu!framework instead - public readonly struct CircularArcProperties - { - public readonly bool IsValid; - public readonly double ThetaStart; - public readonly double ThetaRange; - public readonly double Direction; - public readonly float Radius; - public readonly Vector2 Centre; - - public double ThetaEnd => ThetaStart + ThetaRange * Direction; - - public CircularArcProperties(double thetaStart, double thetaRange, double direction, float radius, Vector2 centre) - { - IsValid = true; - ThetaStart = thetaStart; - ThetaRange = thetaRange; - Direction = direction; - Radius = radius; - Centre = centre; - } - } - - /// - /// Computes various properties that can be used to approximate the circular arc. - /// - /// Three distinct points on the arc. - private static CircularArcProperties circularArcProperties(ReadOnlySpan controlPoints) - { - Vector2 a = controlPoints[0]; - Vector2 b = controlPoints[1]; - Vector2 c = controlPoints[2]; - - // If we have a degenerate triangle where a side-length is almost zero, then give up and fallback to a more numerically stable method. - if (Precision.AlmostEquals(0, (b.Y - a.Y) * (c.X - a.X) - (b.X - a.X) * (c.Y - a.Y))) - return default; // Implicitly sets `IsValid` to false - - // See: https://en.wikipedia.org/wiki/Circumscribed_circle#Cartesian_coordinates_2 - float d = 2 * (a.X * (b - c).Y + b.X * (c - a).Y + c.X * (a - b).Y); - float aSq = a.LengthSquared; - float bSq = b.LengthSquared; - float cSq = c.LengthSquared; - - Vector2 centre = new Vector2( - aSq * (b - c).Y + bSq * (c - a).Y + cSq * (a - b).Y, - aSq * (c - b).X + bSq * (a - c).X + cSq * (b - a).X) / d; - - Vector2 dA = a - centre; - Vector2 dC = c - centre; - - float r = dA.Length; - - double thetaStart = Math.Atan2(dA.Y, dA.X); - double thetaEnd = Math.Atan2(dC.Y, dC.X); - - while (thetaEnd < thetaStart) - thetaEnd += 2 * Math.PI; - - double dir = 1; - double thetaRange = thetaEnd - thetaStart; - - // Decide in which direction to draw the circle, depending on which side of - // AC B lies. - Vector2 orthoAtoC = c - a; - orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X); - - if (Vector2.Dot(orthoAtoC, b - a) < 0) - { - dir = -dir; - thetaRange = 2 * Math.PI - thetaRange; - } - - return new CircularArcProperties(thetaStart, thetaRange, dir, r, centre); - } - - #endregion - public static IEnumerable ConvertToLegacyBezier(IList controlPoints, Vector2 position) { Vector2[] vertices = new Vector2[controlPoints.Count]; @@ -248,7 +169,7 @@ namespace osu.Game.Rulesets.Objects if (controlPoints.Length != 3) return controlPoints.ToArray(); - var pr = circularArcProperties(controlPoints); + var pr = new CircularArcProperties(controlPoints); if (!pr.IsValid) return controlPoints.ToArray();