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Test for accuracy of perfect curves
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@ -3,8 +3,10 @@
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#nullable disable
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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@ -72,48 +74,119 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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private void moveMouse(Vector2 pos) =>
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AddStep($"move mouse to {pos}", () => InputManager.MoveMouseTo(playfield.ToScreenSpace(pos)));
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}
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[TestFixture]
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public class TestSliderNearLinearScaling
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{
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private readonly Random rng = new Random(1337);
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[Test]
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public void TestScalingSliderFlat()
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{
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Slider sliderPerfect = new Slider
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{
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Position = new Vector2(300),
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Path = new SliderPath(
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[
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new PathControlPoint(new Vector2(0), PathType.PERFECT_CURVE),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(25, 100)),
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])
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};
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SliderPath sliderPathPerfect = new SliderPath(
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[
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new PathControlPoint(new Vector2(0), PathType.PERFECT_CURVE),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(25, 100)),
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]);
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Slider sliderBezier = new Slider
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{
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Position = new Vector2(300),
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Path = new SliderPath(
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[
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new PathControlPoint(new Vector2(0), PathType.BEZIER),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(25, 100)),
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])
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};
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SliderPath sliderPathBezier = new SliderPath(
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[
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new PathControlPoint(new Vector2(0), PathType.BEZIER),
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new PathControlPoint(new Vector2(50, 25)),
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new PathControlPoint(new Vector2(25, 100)),
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]);
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scaleSlider(sliderPerfect, new Vector2(0.000001f, 1));
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scaleSlider(sliderBezier, new Vector2(0.000001f, 1));
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scaleSlider(sliderPathPerfect, new Vector2(0.000001f, 1));
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scaleSlider(sliderPathBezier, new Vector2(0.000001f, 1));
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for (int i = 0; i < 100; i++)
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{
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Assert.True(Precision.AlmostEquals(sliderPerfect.Path.PositionAt(i / 100.0f), sliderBezier.Path.PositionAt(i / 100.0f)));
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Assert.True(Precision.AlmostEquals(sliderPathPerfect.PositionAt(i / 100.0f), sliderPathBezier.PositionAt(i / 100.0f)));
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}
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}
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private void scaleSlider(Slider slider, Vector2 scale)
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[Test]
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public void TestPerfectCurveMatchesTheoretical()
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{
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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for (int i = 0; i < 20000; i++)
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{
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slider.Path.ControlPoints[i].Position *= scale;
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//Only test points that are in the screen's bounds
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float p1X = 640.0f * (float)rng.NextDouble();
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float p2X = 640.0f * (float)rng.NextDouble();
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float p1Y = 480.0f * (float)rng.NextDouble();
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float p2Y = 480.0f * (float)rng.NextDouble();
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SliderPath sliderPathPerfect = new SliderPath(
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[
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new PathControlPoint(new Vector2(0, 0), PathType.PERFECT_CURVE),
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new PathControlPoint(new Vector2(p1X, p1Y)),
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new PathControlPoint(new Vector2(p2X, p2Y)),
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]);
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assertMatchesPerfectCircle(sliderPathPerfect);
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scaleSlider(sliderPathPerfect, new Vector2(0.00001f, 1));
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assertMatchesPerfectCircle(sliderPathPerfect);
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}
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}
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private void assertMatchesPerfectCircle(SliderPath path)
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{
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if (path.ControlPoints.Count != 3)
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return;
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//Replication of PathApproximator.CircularArcToPiecewiseLinear
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CircularArcProperties circularArcProperties = new CircularArcProperties(path.ControlPoints.Select(x => x.Position).ToArray());
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if (!circularArcProperties.IsValid)
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return;
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//Addresses cases where circularArcProperties.ThetaRange>0.5
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//Occurs in code in PathControlPointVisualiser.ensureValidPathType
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RectangleF boundingBox = PathApproximator.CircularArcBoundingBox(path.ControlPoints.Select(x => x.Position).ToArray());
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if (boundingBox.Width >= 640 || boundingBox.Height >= 480)
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return;
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int subpoints = (2f * circularArcProperties.Radius <= 0.1f) ? 2 : Math.Max(2, (int)Math.Ceiling(circularArcProperties.ThetaRange / (2.0 * Math.Acos(1f - 0.1f / circularArcProperties.Radius))));
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//ignore cases where subpoints is int.MaxValue, result will be garbage
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//as well, having this many subpoints will cause an out of memory error, so can't happen during normal useage
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if (subpoints == int.MaxValue)
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return;
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for (int i = 0; i < Math.Min(subpoints, 100); i++)
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{
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float progress = (float)rng.NextDouble();
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//To avoid errors from interpolating points, ensure we check only positions that would be subpoints.
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progress = (float)Math.Ceiling(progress * (subpoints - 1)) / (subpoints - 1);
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//Special case - if few subpoints, ensure checking every single one rather than randomly
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if (subpoints < 100)
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progress = i / (float)(subpoints - 1);
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//edge points cause issue with interpolation, so ignore the last two points and first
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if (progress == 0.0f || progress >= (subpoints - 2) / (float)(subpoints - 1))
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continue;
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double theta = circularArcProperties.ThetaStart + circularArcProperties.Direction * progress * circularArcProperties.ThetaRange;
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Vector2 vector = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * circularArcProperties.Radius;
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Assert.True(Precision.AlmostEquals(circularArcProperties.Centre + vector, path.PositionAt(progress), 0.01f),
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"A perfect circle with points " + string.Join(", ", path.ControlPoints.Select(x => x.Position)) + " and radius" + circularArcProperties.Radius + "from SliderPath does not almost equal a theoretical perfect circle with " + subpoints + " subpoints"
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+ ": " + (circularArcProperties.Centre + vector) + " - " + path.PositionAt(progress)
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+ " = " + (circularArcProperties.Centre + vector - path.PositionAt(progress))
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);
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}
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}
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private void scaleSlider(SliderPath path, Vector2 scale)
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{
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for (int i = 0; i < path.ControlPoints.Count; i++)
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{
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path.ControlPoints[i].Position *= scale;
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}
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}
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}
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