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Fix implicit segments not being constructed correctly
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36a8f61d26
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@ -72,31 +72,6 @@ namespace osu.Game.Rulesets.Objects.Legacy
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{
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double? length = null;
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string[] pointSplit = split[5].Split('|');
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var controlPoints = new List<Memory<PathControlPoint>>();
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int startIndex = 0;
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int endIndex = 0;
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bool first = true;
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while (++endIndex < pointSplit.Length)
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{
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// Keep incrementing endIndex while it's not the start of a new segment (indicated by having a type descriptor of length 1).
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if (pointSplit[endIndex].Length > 1)
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continue;
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// Multi-segmented sliders DON'T contain the end point as part of the current segment as it's assumed to be the start of the next segment.
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// The start of the next segment is the index after the type descriptor.
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string endPoint = endIndex < pointSplit.Length - 1 ? pointSplit[endIndex + 1] : null;
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controlPoints.Add(convertControlPoints(pointSplit.AsSpan().Slice(startIndex, endIndex - startIndex), endPoint, first, pos));
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startIndex = endIndex;
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first = false;
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}
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if (endIndex > startIndex)
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controlPoints.Add(convertControlPoints(pointSplit.AsSpan().Slice(startIndex, endIndex - startIndex), null, first, pos));
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int repeatCount = Parsing.ParseInt(split[6]);
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if (repeatCount > 9000)
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@ -163,7 +138,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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for (int i = 0; i < nodes; i++)
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nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
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result = CreateSlider(pos, combo, comboOffset, mergeControlPoints(controlPoints), length, repeatCount, nodeSamples);
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result = CreateSlider(pos, combo, comboOffset, convertPathString(split[5], pos), length, repeatCount, nodeSamples);
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}
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else if (type.HasFlag(LegacyHitObjectType.Spinner))
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{
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@ -252,19 +227,71 @@ namespace osu.Game.Rulesets.Objects.Legacy
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}
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/// <summary>
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/// Converts a given point list into a set of <see cref="PathControlPoint"/>s.
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/// Converts a given point string into a set of path control points.
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/// </summary>
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/// <param name="pointSpan">The point list.</param>
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/// <param name="endPoint">Any extra endpoint to consider as part of the points. This will NOT be returned.</param>
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/// <param name="first">Whether this is the first point list in the set. If <c>true</c> the returned set will contain a zero point.</param>
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/// <remarks>
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/// A point string takes the form: X|1:1|2:2|2:2|3:3|Y|1:1|2:2.
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/// This has three segments:
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/// <list type="number">
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/// <item>
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/// <description>X: { (1,1), (2,2) } (implicit segment)</description>
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/// </item>
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/// <item>
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/// <description>X: { (2,2), (3,3) } (implicit segment)</description>
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/// </item>
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/// <item>
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/// <description>Y: { (3,3), (1,1), (2, 2) } (explicit segment)</description>
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/// </item>
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/// </list>
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/// </remarks>
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/// <param name="pointString">The point string.</param>
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/// <param name="offset">The positional offset to apply to the control points.</param>
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/// <returns>The set of points contained by <paramref name="pointSpan"/>, prepended by an extra zero point if <paramref name="first"/> is <c>true</c>.</returns>
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private Memory<PathControlPoint> convertControlPoints(ReadOnlySpan<string> pointSpan, string endPoint, bool first, Vector2 offset)
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/// <returns>All control points in the resultant path.</returns>
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private PathControlPoint[] convertPathString(string pointString, Vector2 offset)
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{
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PathType type = convertPathType(pointSpan[0]);
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// This code takes on the responsibility of handling explicit segments of the path ("X" & "Y" from above). Implicit segments are handled by calls to convertPoints().
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string[] pointSplit = pointString.Split('|');
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var controlPoints = new List<Memory<PathControlPoint>>();
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int startIndex = 0;
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int endIndex = 0;
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bool first = true;
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while (++endIndex < pointSplit.Length)
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{
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// Keep incrementing endIndex while it's not the start of a new segment (indicated by having a type descriptor of length 1).
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if (pointSplit[endIndex].Length > 1)
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continue;
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// Multi-segmented sliders DON'T contain the end point as part of the current segment as it's assumed to be the start of the next segment.
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// The start of the next segment is the index after the type descriptor.
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string endPoint = endIndex < pointSplit.Length - 1 ? pointSplit[endIndex + 1] : null;
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controlPoints.AddRange(convertPoints(pointSplit.AsMemory().Slice(startIndex, endIndex - startIndex), endPoint, first, offset));
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startIndex = endIndex;
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first = false;
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}
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if (endIndex > startIndex)
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controlPoints.AddRange(convertPoints(pointSplit.AsMemory().Slice(startIndex, endIndex - startIndex), null, first, offset));
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return mergePointsLists(controlPoints);
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}
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/// <summary>
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/// Converts a given point list into a set of path segments.
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/// </summary>
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/// <param name="points">The point list.</param>
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/// <param name="endPoint">Any extra endpoint to consider as part of the points. This will NOT be returned.</param>
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/// <param name="first">Whether this is the first segment in the set. If <c>true</c> the first of the returned segments will contain a zero point.</param>
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/// <param name="offset">The positional offset to apply to the control points.</param>
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/// <returns>The set of points contained by <paramref name="points"/> as one or more segments of the path, prepended by an extra zero point if <paramref name="first"/> is <c>true</c>.</returns>
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private IEnumerable<Memory<PathControlPoint>> convertPoints(ReadOnlyMemory<string> points, string endPoint, bool first, Vector2 offset)
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{
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PathType type = convertPathType(points.Span[0]);
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int readOffset = first ? 1 : 0; // First control point is zero for the first segment.
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int readablePoints = pointSpan.Length - 1; // Total points readable from the base point span.
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int readablePoints = points.Length - 1; // Total points readable from the base point span.
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int endPointLength = endPoint != null ? 1 : 0; // Extra length if an endpoint is given that lies outside the base point span.
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var vertices = new PathControlPoint[readOffset + readablePoints + endPointLength];
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@ -274,8 +301,8 @@ namespace osu.Game.Rulesets.Objects.Legacy
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vertices[i] = new PathControlPoint();
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// Parse into control points.
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for (int i = 1; i < pointSpan.Length; i++)
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readPoint(pointSpan[i], offset, out vertices[readOffset + i - 1]);
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for (int i = 1; i < points.Length; i++)
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readPoint(points.Span[i], offset, out vertices[readOffset + i - 1]);
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// If an endpoint is given, add it now.
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if (endPoint != null)
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@ -297,13 +324,25 @@ namespace osu.Game.Rulesets.Objects.Legacy
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vertices[0].Type.Value = type;
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// A path can have multiple segments of the same type if there are two sequential control points with the same position.
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for (int i = 1; i < vertices.Length; i++)
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// To handle such cases, this code may return multiple path segments with the final control point in each segment having a non-null type.
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int startIndex = 0;
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int endIndex = 0;
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while (++endIndex < vertices.Length - endPointLength)
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{
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if (vertices[i] == vertices[i - 1])
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vertices[i].Type.Value = type;
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if (vertices[endIndex].Position.Value != vertices[endIndex - 1].Position.Value)
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continue;
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// Force a type on the last point, and return the current control point set as a segment.
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vertices[endIndex - 1].Type.Value = type;
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yield return vertices.AsMemory().Slice(startIndex, endIndex - startIndex);
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// Skip the current control point - as it's the same as the one that's just been returned.
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startIndex = endIndex + 1;
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}
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return vertices.AsMemory().Slice(0, vertices.Length - endPointLength);
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if (endIndex > startIndex)
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yield return vertices.AsMemory().Slice(startIndex, endIndex - startIndex);
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static void readPoint(string value, Vector2 startPos, out PathControlPoint point)
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{
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@ -317,7 +356,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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- (p[1].Position.Value.X - p[0].Position.Value.X) * (p[2].Position.Value.Y - p[0].Position.Value.Y));
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}
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private PathControlPoint[] mergeControlPoints(List<Memory<PathControlPoint>> controlPointList)
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private PathControlPoint[] mergePointsLists(List<Memory<PathControlPoint>> controlPointList)
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{
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int totalCount = 0;
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