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Add path type update logic

Only attempts to change points to bezier if points in the slider are modified.
This commit is contained in:
Naxess 2021-03-22 15:57:57 +01:00
parent 7a2cb526e4
commit c82218627f

View File

@ -54,13 +54,19 @@ namespace osu.Game.Rulesets.Objects
{
case NotifyCollectionChangedAction.Add:
foreach (var c in args.NewItems.Cast<PathControlPoint>())
{
c.Changed += invalidate;
c.Changed += updatePathTypes;
}
break;
case NotifyCollectionChangedAction.Reset:
case NotifyCollectionChangedAction.Remove:
foreach (var c in args.OldItems.Cast<PathControlPoint>())
{
c.Changed -= invalidate;
c.Changed -= updatePathTypes;
}
break;
}
@ -188,6 +194,53 @@ namespace osu.Game.Rulesets.Objects
return pointsInCurrentSegment;
}
private void updatePathTypes()
{
// Updates each segment of the slider once
foreach (PathControlPoint controlPoint in ControlPoints.Where(p => p.Type.Value is PathType))
updatePathType(controlPoint);
}
private void updatePathType(PathControlPoint controlPoint)
{
List<PathControlPoint> pointsInSegment = PointsInSegment(controlPoint);
PathType? pathType = pointsInSegment[0].Type.Value;
// An almost linear arrangement of points results in radius approaching infinity,
// we should prevent that to avoid memory exhaustion when drawing / approximating
if (pathType == PathType.PerfectCurve)
{
Vector2[] points = pointsInSegment.Select(point => point.Position.Value).ToArray();
if (points.Length < 3)
return;
Vector2 a = points[0];
Vector2 b = points[1];
Vector2 c = points[2];
float maxLength = points.Max(p => p.Length);
Vector2 normA = new Vector2(a.X / maxLength, a.Y / maxLength);
Vector2 normB = new Vector2(b.X / maxLength, b.Y / maxLength);
Vector2 normC = new Vector2(c.X / maxLength, c.Y / maxLength);
float det = (normA.X - normB.X) * (normB.Y - normC.Y) - (normB.X - normC.X) * (normA.Y - normB.Y);
float acSq = (a - c).LengthSquared;
float abSq = (a - b).LengthSquared;
float bcSq = (b - c).LengthSquared;
// Exterior = curve wraps around the long way between end-points
// Exterior bottleneck is drawing-related, interior bottleneck is approximation-related,
// where the latter is much faster, hence differing thresholds
bool exterior = abSq > acSq || bcSq > acSq;
float threshold = exterior ? 0.05f : 0.001f;
if (Math.Abs(det) < threshold)
pointsInSegment[0].Type.Value = PathType.Bezier;
}
}
private void invalidate()
{
pathCache.Invalidate();