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Use framework helper functions for path approximation
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parent
d78348f178
commit
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@ -8,9 +8,9 @@ using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components;
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using OpenTK;
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@ -164,10 +164,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks
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{
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case 1:
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case 2:
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result = new LinearApproximator().Approximate(allControlPoints);
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result = PathApproximator.ApproximateLinear(allControlPoints);
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break;
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default:
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result = new BezierApproximator().Approximate(allControlPoints);
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result = PathApproximator.ApproximateBezier(allControlPoints);
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break;
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}
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@ -1,145 +0,0 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public struct BezierApproximator : IApproximator
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{
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private const float tolerance = 0.25f;
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private const float tolerance_sq = tolerance * tolerance;
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private int count;
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private Vector2[] subdivisionBuffer1;
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private Vector2[] subdivisionBuffer2;
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/// <summary>
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/// Creates a piecewise-linear approximation of a bezier curve, by adaptively repeatedly subdividing
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/// the control points until their approximation error vanishes below a given threshold.
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints)
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{
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List<Vector2> output = new List<Vector2>();
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count = controlPoints.Length;
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if (count == 0)
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return output;
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subdivisionBuffer1 = new Vector2[count];
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subdivisionBuffer2 = new Vector2[count * 2 - 1];
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Stack<Vector2[]> toFlatten = new Stack<Vector2[]>();
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Stack<Vector2[]> freeBuffers = new Stack<Vector2[]>();
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// "toFlatten" contains all the curves which are not yet approximated well enough.
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// We use a stack to emulate recursion without the risk of running into a stack overflow.
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// (More specifically, we iteratively and adaptively refine our curve with a
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// <a href="https://en.wikipedia.org/wiki/Depth-first_search">Depth-first search</a>
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// over the tree resulting from the subdivisions we make.)
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toFlatten.Push(controlPoints.ToArray());
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Vector2[] leftChild = subdivisionBuffer2;
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while (toFlatten.Count > 0)
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{
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Vector2[] parent = toFlatten.Pop();
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if (isFlatEnough(parent))
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{
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// If the control points we currently operate on are sufficiently "flat", we use
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// an extension to De Casteljau's algorithm to obtain a piecewise-linear approximation
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// of the bezier curve represented by our control points, consisting of the same amount
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// of points as there are control points.
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approximate(parent, output);
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freeBuffers.Push(parent);
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continue;
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}
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// If we do not yet have a sufficiently "flat" (in other words, detailed) approximation we keep
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// subdividing the curve we are currently operating on.
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Vector2[] rightChild = freeBuffers.Count > 0 ? freeBuffers.Pop() : new Vector2[count];
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subdivide(parent, leftChild, rightChild);
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// We re-use the buffer of the parent for one of the children, so that we save one allocation per iteration.
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for (int i = 0; i < count; ++i)
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parent[i] = leftChild[i];
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toFlatten.Push(rightChild);
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toFlatten.Push(parent);
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}
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output.Add(controlPoints[count - 1]);
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return output;
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}
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/// <summary>
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/// Make sure the 2nd order derivative (approximated using finite elements) is within tolerable bounds.
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/// NOTE: The 2nd order derivative of a 2d curve represents its curvature, so intuitively this function
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/// checks (as the name suggests) whether our approximation is _locally_ "flat". More curvy parts
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/// need to have a denser approximation to be more "flat".
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/// </summary>
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/// <param name="controlPoints">The control points to check for flatness.</param>
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/// <returns>Whether the control points are flat enough.</returns>
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private static bool isFlatEnough(Vector2[] controlPoints)
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{
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for (int i = 1; i < controlPoints.Length - 1; i++)
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if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > tolerance_sq * 4)
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return false;
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return true;
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}
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/// <summary>
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/// Subdivides n control points representing a bezier curve into 2 sets of n control points, each
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/// describing a bezier curve equivalent to a half of the original curve. Effectively this splits
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/// the original curve into 2 curves which result in the original curve when pieced back together.
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/// </summary>
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/// <param name="controlPoints">The control points to split.</param>
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/// <param name="l">Output: The control points corresponding to the left half of the curve.</param>
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/// <param name="r">Output: The control points corresponding to the right half of the curve.</param>
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private void subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
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{
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Vector2[] midpoints = subdivisionBuffer1;
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for (int i = 0; i < count; ++i)
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midpoints[i] = controlPoints[i];
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for (int i = 0; i < count; i++)
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{
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l[i] = midpoints[0];
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r[count - i - 1] = midpoints[count - i - 1];
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for (int j = 0; j < count - i - 1; j++)
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midpoints[j] = (midpoints[j] + midpoints[j + 1]) / 2;
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}
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}
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/// <summary>
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/// This uses <a href="https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm">De Casteljau's algorithm</a> to obtain an optimal
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/// piecewise-linear approximation of the bezier curve with the same amount of points as there are control points.
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/// </summary>
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/// <param name="controlPoints">The control points describing the bezier curve to be approximated.</param>
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/// <param name="output">The points representing the resulting piecewise-linear approximation.</param>
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private void approximate(Vector2[] controlPoints, List<Vector2> output)
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{
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Vector2[] l = subdivisionBuffer2;
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Vector2[] r = subdivisionBuffer1;
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subdivide(controlPoints, l, r);
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for (int i = 0; i < count - 1; ++i)
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l[count + i] = r[i + 1];
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output.Add(controlPoints[0]);
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for (int i = 1; i < count - 1; ++i)
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{
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int index = 2 * i;
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Vector2 p = 0.25f * (l[index - 1] + 2 * l[index] + l[index + 1]);
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output.Add(p);
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}
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}
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}
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}
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@ -1,63 +0,0 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public readonly struct CatmullApproximator : IApproximator
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{
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/// <summary>
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/// The amount of pieces to calculate for each controlpoint quadruplet.
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/// </summary>
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private const int detail = 50;
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/// <summary>
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/// Creates a piecewise-linear approximation of a Catmull-Rom spline.
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints)
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{
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var result = new List<Vector2>((controlPoints.Length - 1) * detail * 2);
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for (int i = 0; i < controlPoints.Length - 1; i++)
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{
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var v1 = i > 0 ? controlPoints[i - 1] : controlPoints[i];
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var v2 = controlPoints[i];
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var v3 = i < controlPoints.Length - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
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var v4 = i < controlPoints.Length - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
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for (int c = 0; c < detail; c++)
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{
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result.Add(findPoint(ref v1, ref v2, ref v3, ref v4, (float)c / detail));
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result.Add(findPoint(ref v1, ref v2, ref v3, ref v4, (float)(c + 1) / detail));
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}
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}
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return result;
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}
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/// <summary>
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/// Finds a point on the spline at the position of a parameter.
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/// </summary>
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/// <param name="vec1">The first vector.</param>
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/// <param name="vec2">The second vector.</param>
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/// <param name="vec3">The third vector.</param>
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/// <param name="vec4">The fourth vector.</param>
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/// <param name="t">The parameter at which to find the point on the spline, in the range [0, 1].</param>
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/// <returns>The point on the spline at <paramref name="t"/>.</returns>
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private Vector2 findPoint(ref Vector2 vec1, ref Vector2 vec2, ref Vector2 vec3, ref Vector2 vec4, float t)
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{
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float t2 = t * t;
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float t3 = t * t2;
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Vector2 result;
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result.X = 0.5f * (2f * vec2.X + (-vec1.X + vec3.X) * t + (2f * vec1.X - 5f * vec2.X + 4f * vec3.X - vec4.X) * t2 + (-vec1.X + 3f * vec2.X - 3f * vec3.X + vec4.X) * t3);
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result.Y = 0.5f * (2f * vec2.Y + (-vec1.Y + vec3.Y) * t + (2f * vec1.Y - 5f * vec2.Y + 4f * vec3.Y - vec4.Y) * t2 + (-vec1.Y + 3f * vec2.Y - 3f * vec3.Y + vec4.Y) * t3);
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return result;
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}
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}
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}
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@ -1,90 +0,0 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.MathUtils;
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using OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public readonly struct CircularArcApproximator : IApproximator
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{
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private const float tolerance = 0.1f;
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/// <summary>
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/// Creates a piecewise-linear approximation of a circular arc curve.
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints)
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{
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Vector2 a = controlPoints[0];
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Vector2 b = controlPoints[1];
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Vector2 c = controlPoints[2];
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float aSq = (b - c).LengthSquared;
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float bSq = (a - c).LengthSquared;
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float cSq = (a - b).LengthSquared;
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// If we have a degenerate triangle where a side-length is almost zero, then give up and fall
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// back to a more numerically stable method.
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if (Precision.AlmostEquals(aSq, 0) || Precision.AlmostEquals(bSq, 0) || Precision.AlmostEquals(cSq, 0))
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return new List<Vector2>();
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float s = aSq * (bSq + cSq - aSq);
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float t = bSq * (aSq + cSq - bSq);
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float u = cSq * (aSq + bSq - cSq);
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float sum = s + t + u;
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// If we have a degenerate triangle with an almost-zero size, then give up and fall
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// back to a more numerically stable method.
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if (Precision.AlmostEquals(sum, 0))
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return new List<Vector2>();
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Vector2 centre = (s * a + t * b + u * c) / sum;
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Vector2 dA = a - centre;
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Vector2 dC = c - centre;
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float r = dA.Length;
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double thetaStart = Math.Atan2(dA.Y, dA.X);
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double thetaEnd = Math.Atan2(dC.Y, dC.X);
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while (thetaEnd < thetaStart)
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thetaEnd += 2 * Math.PI;
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double dir = 1;
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double thetaRange = thetaEnd - thetaStart;
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// Decide in which direction to draw the circle, depending on which side of
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// AC B lies.
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Vector2 orthoAtoC = c - a;
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orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X);
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if (Vector2.Dot(orthoAtoC, b - a) < 0)
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{
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dir = -dir;
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thetaRange = 2 * Math.PI - thetaRange;
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}
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// We select the amount of points for the approximation by requiring the discrete curvature
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// to be smaller than the provided tolerance. The exact angle required to meet the tolerance
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// is: 2 * Math.Acos(1 - TOLERANCE / r)
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// The special case is required for extremely short sliders where the radius is smaller than
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// the tolerance. This is a pathological rather than a realistic case.
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int amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
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List<Vector2> output = new List<Vector2>(amountPoints);
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for (int i = 0; i < amountPoints; ++i)
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{
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double fract = (double)i / (amountPoints - 1);
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double theta = thetaStart + dir * fract * thetaRange;
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Vector2 o = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * r;
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output.Add(centre + o);
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}
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return output;
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}
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}
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}
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@ -1,19 +0,0 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public interface IApproximator
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{
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/// <summary>
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/// Approximates a path by interpolating a sequence of control points.
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/// </summary>
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/// <param name="controlPoints">The control points of the path.</param>
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/// <returns>A set of points that lie on the path.</returns>
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List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints);
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public readonly struct LinearApproximator : IApproximator
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{
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public List<Vector2> Approximate(ReadOnlySpan<Vector2> controlPoints)
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{
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var result = new List<Vector2>(controlPoints.Length);
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foreach (var c in controlPoints)
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result.Add(c);
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return result;
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}
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}
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}
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@ -28,14 +28,14 @@ namespace osu.Game.Rulesets.Objects
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switch (PathType)
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{
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case PathType.Linear:
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return new LinearApproximator().Approximate(subControlPoints);
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return PathApproximator.ApproximateLinear(subControlPoints);
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case PathType.PerfectCurve:
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//we can only use CircularArc iff we have exactly three control points and no dissection.
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if (ControlPoints.Length != 3 || subControlPoints.Length != 3)
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break;
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// Here we have exactly 3 control points. Attempt to fit a circular arc.
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List<Vector2> subpath = new CircularArcApproximator().Approximate(subControlPoints);
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List<Vector2> subpath = PathApproximator.ApproximateCircularArc(subControlPoints);
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// If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation.
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if (subpath.Count == 0)
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@ -43,10 +43,10 @@ namespace osu.Game.Rulesets.Objects
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return subpath;
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case PathType.Catmull:
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return new CatmullApproximator().Approximate(subControlPoints);
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return PathApproximator.ApproximateCatmull(subControlPoints);
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}
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return new BezierApproximator().Approximate(subControlPoints);
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return PathApproximator.ApproximateBezier(subControlPoints);
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}
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private void calculatePath()
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<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />
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<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.1.4" />
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<PackageReference Include="Newtonsoft.Json" Version="11.0.2" />
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<PackageReference Include="ppy.osu.Framework" Version="2018.1030.0" />
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<PackageReference Include="ppy.osu.Framework" Version="2018.1102.0" />
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<PackageReference Include="SharpCompress" Version="0.22.0" />
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<PackageReference Include="NUnit" Version="3.11.0" />
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<PackageReference Include="SharpRaven" Version="2.4.0" />
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