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mirror of https://github.com/ppy/osu.git synced 2024-11-12 10:17:32 +08:00

Merge https://github.com/ppy/osu into auto-restart-mod-perfect

This commit is contained in:
Paul Teng 2018-10-17 07:04:11 -04:00
commit ec33e63a4f
34 changed files with 144 additions and 117 deletions

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@ -10,8 +10,8 @@ before_build:
- cmd: nuget restore -verbosity quiet - cmd: nuget restore -verbosity quiet
build_script: build_script:
- ps: iex ((New-Object Net.WebClient).DownloadString('https://raw.githubusercontent.com/appveyor/secure-file/master/install.ps1')) - ps: iex ((New-Object Net.WebClient).DownloadString('https://raw.githubusercontent.com/appveyor/secure-file/master/install.ps1'))
- appveyor DownloadFile https://puu.sh/BCrS8/7faccf7876.enc # signing certificate - appveyor DownloadFile https://www.dropbox.com/s/f7hv069mr5tqi2j/deanherbert.pfx.enc?dl=1 # signing certificate
- cmd: appveyor-tools\secure-file -decrypt 7faccf7876.enc -secret %decode_secret% -out %HOMEPATH%\deanherbert.pfx - cmd: appveyor-tools\secure-file -decrypt deanherbert.pfx.enc -secret %decode_secret% -out %HOMEPATH%\deanherbert.pfx
- appveyor DownloadFile https://puu.sh/A6g75/fdc6f19b04.enc # deploy configuration - appveyor DownloadFile https://puu.sh/A6g75/fdc6f19b04.enc # deploy configuration
- cd osu-deploy - cd osu-deploy
- nuget restore -verbosity quiet - nuget restore -verbosity quiet

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@ -27,7 +27,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup Label="Package References"> <ItemGroup Label="Package References">
<PackageReference Include="System.IO.Packaging" Version="4.5.0" /> <PackageReference Include="System.IO.Packaging" Version="4.5.0" />
<PackageReference Include="ppy.squirrel.windows" Version="1.8.0.8" /> <PackageReference Include="ppy.squirrel.windows" Version="1.9.0.1" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" /> <PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Design" Version="2.1.4" /> <PackageReference Include="Microsoft.EntityFrameworkCore.Design" Version="2.1.4" />
</ItemGroup> </ItemGroup>

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.Objects;
@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Catch.Tests
beatmap.HitObjects.Add(new JuiceStream beatmap.HitObjects.Add(new JuiceStream
{ {
X = 0.5f - width / 2, X = 0.5f - width / 2,
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(width * CatchPlayfield.BASE_WIDTH, 0) new Vector2(width * CatchPlayfield.BASE_WIDTH, 0)

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@ -146,7 +146,7 @@ namespace osu.Game.Rulesets.Catch.Objects
public SliderCurve Curve { get; } = new SliderCurve(); public SliderCurve Curve { get; } = new SliderCurve();
public List<Vector2> ControlPoints public Vector2[] ControlPoints
{ {
get { return Curve.ControlPoints; } get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; } set { Curve.ControlPoints = value; }

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@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
TargetColumns = (int)Math.Max(1, roundedCircleSize); TargetColumns = (int)Math.Max(1, roundedCircleSize);
else else
{ {
float percentSliderOrSpinner = (float)beatmap.HitObjects.Count(h => h is IHasEndTime) / beatmap.HitObjects.Count(); float percentSliderOrSpinner = (float)beatmap.HitObjects.Count(h => h is IHasEndTime) / beatmap.HitObjects.Count;
if (percentSliderOrSpinner < 0.2) if (percentSliderOrSpinner < 0.2)
TargetColumns = 7; TargetColumns = 7;
else if (percentSliderOrSpinner < 0.3 || roundedCircleSize >= 5) else if (percentSliderOrSpinner < 0.3 || roundedCircleSize >= 5)

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@ -112,7 +112,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
drainTime = 10000; drainTime = 10000;
BeatmapDifficulty difficulty = OriginalBeatmap.BeatmapInfo.BaseDifficulty; BeatmapDifficulty difficulty = OriginalBeatmap.BeatmapInfo.BaseDifficulty;
conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + (double)OriginalBeatmap.HitObjects.Count() / drainTime * 9f) / 38f * 5f / 1.15; conversionDifficulty = ((difficulty.DrainRate + MathHelper.Clamp(difficulty.ApproachRate, 4, 7)) / 1.5 + (double)OriginalBeatmap.HitObjects.Count / drainTime * 9f) / 38f * 5f / 1.15;
conversionDifficulty = Math.Min(conversionDifficulty.Value, 12); conversionDifficulty = Math.Min(conversionDifficulty.Value, 12);
return conversionDifficulty.Value; return conversionDifficulty.Value;

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@ -108,7 +108,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{ {
StartTime = Time.Current + 1000, StartTime = Time.Current + 1000,
Position = new Vector2(239, 176), Position = new Vector2(239, 176),
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(154, 28), new Vector2(154, 28),
@ -141,7 +141,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{ {
StartTime = Time.Current + 1000, StartTime = Time.Current + 1000,
Position = new Vector2(-(distance / 2), 0), Position = new Vector2(-(distance / 2), 0),
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(distance, 0), new Vector2(distance, 0),
@ -161,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.Tests
{ {
StartTime = Time.Current + 1000, StartTime = Time.Current + 1000,
Position = new Vector2(-200, 0), Position = new Vector2(-200, 0),
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(200, 200), new Vector2(200, 200),
@ -184,7 +184,7 @@ namespace osu.Game.Rulesets.Osu.Tests
CurveType = CurveType.Linear, CurveType = CurveType.Linear,
StartTime = Time.Current + 1000, StartTime = Time.Current + 1000,
Position = new Vector2(-200, 0), Position = new Vector2(-200, 0),
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(150, 75), new Vector2(150, 75),
@ -210,7 +210,7 @@ namespace osu.Game.Rulesets.Osu.Tests
CurveType = CurveType.Bezier, CurveType = CurveType.Bezier,
StartTime = Time.Current + 1000, StartTime = Time.Current + 1000,
Position = new Vector2(-200, 0), Position = new Vector2(-200, 0),
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(150, 75), new Vector2(150, 75),
@ -235,7 +235,7 @@ namespace osu.Game.Rulesets.Osu.Tests
CurveType = CurveType.Linear, CurveType = CurveType.Linear,
StartTime = Time.Current + 1000, StartTime = Time.Current + 1000,
Position = new Vector2(0, 0), Position = new Vector2(0, 0),
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(-200, 0), new Vector2(-200, 0),
@ -265,7 +265,7 @@ namespace osu.Game.Rulesets.Osu.Tests
StartTime = Time.Current + 1000, StartTime = Time.Current + 1000,
Position = new Vector2(-100, 0), Position = new Vector2(-100, 0),
CurveType = CurveType.Catmull, CurveType = CurveType.Catmull,
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(50, -50), new Vector2(50, -50),

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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate; double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate;
double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate; double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
int maxCombo = beatmap.HitObjects.Count(); int maxCombo = beatmap.HitObjects.Count;
// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above) // Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1); maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);

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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{ {
countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle); countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
beatmapMaxCombo = Beatmap.HitObjects.Count(); beatmapMaxCombo = Beatmap.HitObjects.Count;
// Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above) // Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above)
beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1); beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
} }

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -33,8 +32,9 @@ namespace osu.Game.Rulesets.Osu.Mods
slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y)); slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
slider.NestedHitObjects.OfType<RepeatPoint>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y)); slider.NestedHitObjects.OfType<RepeatPoint>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
var newControlPoints = new List<Vector2>(); var newControlPoints = new Vector2[slider.ControlPoints.Length];
slider.ControlPoints.ForEach(c => newControlPoints.Add(new Vector2(c.X, -c.Y))); for (int i = 0; i < slider.ControlPoints.Length; i++)
newControlPoints[i] = new Vector2(slider.ControlPoints[i].X, -slider.ControlPoints[i].Y);
slider.ControlPoints = newControlPoints; slider.ControlPoints = newControlPoints;
slider.Curve?.Calculate(); // Recalculate the slider curve slider.Curve?.Calculate(); // Recalculate the slider curve

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@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Osu.Objects
public SliderCurve Curve { get; } = new SliderCurve(); public SliderCurve Curve { get; } = new SliderCurve();
public List<Vector2> ControlPoints public Vector2[] ControlPoints
{ {
get { return Curve.ControlPoints; } get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; } set { Curve.ControlPoints = value; }

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@ -44,7 +44,7 @@ namespace osu.Game.Tests.Visual
new Slider new Slider
{ {
Position = new Vector2(128, 256), Position = new Vector2(128, 256),
ControlPoints = new List<Vector2> ControlPoints = new[]
{ {
Vector2.Zero, Vector2.Zero,
new Vector2(216, 0), new Vector2(216, 0),

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@ -1,7 +1,7 @@
<!-- Contains required properties for osu!framework projects. --> <!-- Contains required properties for osu!framework projects. -->
<Project> <Project>
<PropertyGroup Label="C#"> <PropertyGroup Label="C#">
<LangVersion>7</LangVersion> <LangVersion>7.2</LangVersion>
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>
<ApplicationManifest>..\app.manifest</ApplicationManifest> <ApplicationManifest>..\app.manifest</ApplicationManifest>

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@ -48,7 +48,7 @@ namespace osu.Game.Beatmaps
[JsonConverter(typeof(TypedListConverter<HitObject>))] [JsonConverter(typeof(TypedListConverter<HitObject>))]
public List<T> HitObjects = new List<T>(); public List<T> HitObjects = new List<T>();
IEnumerable<HitObject> IBeatmap.HitObjects => HitObjects; IReadOnlyList<HitObject> IBeatmap.HitObjects => HitObjects;
public virtual IEnumerable<BeatmapStatistic> GetStatistics() => Enumerable.Empty<BeatmapStatistic>(); public virtual IEnumerable<BeatmapStatistic> GetStatistics() => Enumerable.Empty<BeatmapStatistic>();

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@ -55,39 +55,40 @@ namespace osu.Game.Beatmaps
beatmap.BeatmapInfo = original.BeatmapInfo; beatmap.BeatmapInfo = original.BeatmapInfo;
beatmap.ControlPointInfo = original.ControlPointInfo; beatmap.ControlPointInfo = original.ControlPointInfo;
beatmap.HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList(); beatmap.HitObjects = convertHitObjects(original.HitObjects, original);
beatmap.Breaks = original.Breaks; beatmap.Breaks = original.Breaks;
return beatmap; return beatmap;
} }
/// <summary> private List<T> convertHitObjects(IReadOnlyList<HitObject> hitObjects, IBeatmap beatmap)
/// Converts a hit object.
/// </summary>
/// <param name="original">The hit object to convert.</param>
/// <param name="beatmap">The un-converted Beatmap.</param>
/// <returns>The converted hit object.</returns>
private IEnumerable<T> convert(HitObject original, IBeatmap beatmap)
{ {
// Check if the hitobject is already the converted type var result = new List<T>(hitObjects.Count);
T tObject = original as T;
if (tObject != null)
{
yield return tObject;
yield break;
}
var converted = ConvertHitObject(original, beatmap).ToList(); foreach (var obj in hitObjects)
ObjectConverted?.Invoke(original, converted);
// Convert the hit object
foreach (var obj in converted)
{ {
if (obj == null) if (obj is T tObj)
{
result.Add(tObj);
continue; continue;
yield return obj;
} }
var converted = ConvertHitObject(obj, beatmap);
if (ObjectConverted != null)
{
converted = converted.ToList();
ObjectConverted.Invoke(obj, converted);
}
foreach (var c in converted)
{
if (c != null)
result.Add(c);
}
}
return result;
} }
/// <summary> /// <summary>

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@ -55,14 +55,14 @@ namespace osu.Game.Beatmaps.ControlPoints
/// </summary> /// </summary>
/// <param name="time">The time to find the sound control point at.</param> /// <param name="time">The time to find the sound control point at.</param>
/// <returns>The sound control point.</returns> /// <returns>The sound control point.</returns>
public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time, SamplePoints.FirstOrDefault()); public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : null);
/// <summary> /// <summary>
/// Finds the timing control point that is active at <paramref name="time"/>. /// Finds the timing control point that is active at <paramref name="time"/>.
/// </summary> /// </summary>
/// <param name="time">The time to find the timing control point at.</param> /// <param name="time">The time to find the timing control point at.</param>
/// <returns>The timing control point.</returns> /// <returns>The timing control point.</returns>
public TimingControlPoint TimingPointAt(double time) => binarySearch(TimingPoints, time, TimingPoints.FirstOrDefault()); public TimingControlPoint TimingPointAt(double time) => binarySearch(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : null);
/// <summary> /// <summary>
/// Finds the maximum BPM represented by any timing control point. /// Finds the maximum BPM represented by any timing control point.
@ -104,17 +104,26 @@ namespace osu.Game.Beatmaps.ControlPoints
if (time < list[0].Time) if (time < list[0].Time)
return prePoint ?? new T(); return prePoint ?? new T();
int index = list.BinarySearch(new T { Time = time }); if (time >= list[list.Count - 1].Time)
return list[list.Count - 1];
// Check if we've found an exact match (t == time) int l = 0;
if (index >= 0) int r = list.Count - 2;
return list[index];
index = ~index; while (l <= r)
{
int pivot = l + ((r - l) >> 1);
// BinarySearch will return the index of the first element _greater_ than the search if (list[pivot].Time < time)
// This is the inactive point - the active point is the one before it (index - 1) l = pivot + 1;
return list[index - 1]; else if (list[pivot].Time > time)
r = pivot - 1;
else
return list[pivot];
}
// l will be the first control point with Time > time, but we want the one before it
return list[l - 1];
} }
} }
} }

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@ -58,7 +58,7 @@ namespace osu.Game.Beatmaps.Formats
hitObject.ApplyDefaults(this.beatmap.ControlPointInfo, this.beatmap.BeatmapInfo.BaseDifficulty); hitObject.ApplyDefaults(this.beatmap.ControlPointInfo, this.beatmap.BeatmapInfo.BaseDifficulty);
} }
protected override bool ShouldSkipLine(string line) => base.ShouldSkipLine(line) || line.StartsWith(" ") || line.StartsWith("_"); protected override bool ShouldSkipLine(string line) => base.ShouldSkipLine(line) || line.StartsWith(" ", StringComparison.Ordinal) || line.StartsWith("_", StringComparison.Ordinal);
protected override void ParseLine(Beatmap beatmap, Section section, string line) protected override void ParseLine(Beatmap beatmap, Section section, string line)
{ {

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@ -69,7 +69,7 @@ namespace osu.Game.Beatmaps.Formats
protected string StripComments(string line) protected string StripComments(string line)
{ {
var index = line.IndexOf("//", StringComparison.Ordinal); var index = line.AsSpan().IndexOf("//".AsSpan());
if (index > 0) if (index > 0)
return line.Substring(0, index); return line.Substring(0, index);
return line; return line;

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@ -39,7 +39,7 @@ namespace osu.Game.Beatmaps
/// <summary> /// <summary>
/// The hitobjects contained by this beatmap. /// The hitobjects contained by this beatmap.
/// </summary> /// </summary>
IEnumerable<HitObject> HitObjects { get; } IReadOnlyList<HitObject> HitObjects { get; }
/// <summary> /// <summary>
/// Returns statistics for the <see cref="HitObjects"/> contained in this beatmap. /// Returns statistics for the <see cref="HitObjects"/> contained in this beatmap.

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@ -30,7 +30,7 @@ namespace osu.Game.Graphics.UserInterface
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
if (accentColour == default(Color4)) if (accentColour == default)
accentColour = colours.PinkDarker; accentColour = colours.PinkDarker;
updateAccentColour(); updateAccentColour();
} }

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@ -53,7 +53,7 @@ namespace osu.Game.Graphics.UserInterface
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
if (accentColour == default(Color4)) if (accentColour == default)
AccentColour = colours.Blue; AccentColour = colours.Blue;
} }
@ -142,7 +142,7 @@ namespace osu.Game.Graphics.UserInterface
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
if (accentColour == default(Color4)) if (accentColour == default)
AccentColour = colours.Blue; AccentColour = colours.Blue;
} }

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@ -134,7 +134,7 @@ namespace osu.Game.Graphics.UserInterface
/// </summary> /// </summary>
public virtual void ResetCount() public virtual void ResetCount()
{ {
SetCountWithoutRolling(default(T)); SetCountWithoutRolling(default);
} }
/// <summary> /// <summary>

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@ -1,25 +1,26 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic; using System.Collections.Generic;
using OpenTK; using OpenTK;
namespace osu.Game.Rulesets.Objects namespace osu.Game.Rulesets.Objects
{ {
public class BezierApproximator public readonly ref struct BezierApproximator
{ {
private readonly int count; private readonly int count;
private readonly List<Vector2> controlPoints; private readonly ReadOnlySpan<Vector2> controlPoints;
private readonly Vector2[] subdivisionBuffer1; private readonly Vector2[] subdivisionBuffer1;
private readonly Vector2[] subdivisionBuffer2; private readonly Vector2[] subdivisionBuffer2;
private const float tolerance = 0.25f; private const float tolerance = 0.25f;
private const float tolerance_sq = tolerance * tolerance; private const float tolerance_sq = tolerance * tolerance;
public BezierApproximator(List<Vector2> controlPoints) public BezierApproximator(ReadOnlySpan<Vector2> controlPoints)
{ {
this.controlPoints = controlPoints; this.controlPoints = controlPoints;
count = controlPoints.Count; count = controlPoints.Length;
subdivisionBuffer1 = new Vector2[count]; subdivisionBuffer1 = new Vector2[count];
subdivisionBuffer2 = new Vector2[count * 2 - 1]; subdivisionBuffer2 = new Vector2[count * 2 - 1];

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@ -1,40 +1,40 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic; using System.Collections.Generic;
using OpenTK; using OpenTK;
namespace osu.Game.Rulesets.Objects namespace osu.Game.Rulesets.Objects
{ {
public class CatmullApproximator public readonly ref struct CatmullApproximator
{ {
/// <summary> /// <summary>
/// The amount of pieces to calculate for each controlpoint quadruplet. /// The amount of pieces to calculate for each controlpoint quadruplet.
/// </summary> /// </summary>
private const int detail = 50; private const int detail = 50;
private readonly List<Vector2> controlPoints; private readonly ReadOnlySpan<Vector2> controlPoints;
public CatmullApproximator(List<Vector2> controlPoints) public CatmullApproximator(ReadOnlySpan<Vector2> controlPoints)
{ {
this.controlPoints = controlPoints; this.controlPoints = controlPoints;
} }
/// <summary> /// <summary>
/// Creates a piecewise-linear approximation of a Catmull-Rom spline. /// Creates a piecewise-linear approximation of a Catmull-Rom spline.
/// </summary> /// </summary>
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns> /// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
public List<Vector2> CreateCatmull() public List<Vector2> CreateCatmull()
{ {
var result = new List<Vector2>(); var result = new List<Vector2>((controlPoints.Length - 1) * detail * 2);
for (int i = 0; i < controlPoints.Count - 1; i++) for (int i = 0; i < controlPoints.Length - 1; i++)
{ {
var v1 = i > 0 ? controlPoints[i - 1] : controlPoints[i]; var v1 = i > 0 ? controlPoints[i - 1] : controlPoints[i];
var v2 = controlPoints[i]; var v2 = controlPoints[i];
var v3 = i < controlPoints.Count - 1 ? controlPoints[i + 1] : v2 + v2 - v1; var v3 = i < controlPoints.Length - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
var v4 = i < controlPoints.Count - 2 ? controlPoints[i + 2] : v3 + v3 - v2; var v4 = i < controlPoints.Length - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
for (int c = 0; c < detail; c++) for (int c = 0; c < detail; c++)
{ {

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@ -8,21 +8,15 @@ using OpenTK;
namespace osu.Game.Rulesets.Objects namespace osu.Game.Rulesets.Objects
{ {
public class CircularArcApproximator public readonly ref struct CircularArcApproximator
{ {
private readonly Vector2 a;
private readonly Vector2 b;
private readonly Vector2 c;
private int amountPoints;
private const float tolerance = 0.1f; private const float tolerance = 0.1f;
public CircularArcApproximator(Vector2 a, Vector2 b, Vector2 c) private readonly ReadOnlySpan<Vector2> controlPoints;
public CircularArcApproximator(ReadOnlySpan<Vector2> controlPoints)
{ {
this.a = a; this.controlPoints = controlPoints;
this.b = b;
this.c = c;
} }
/// <summary> /// <summary>
@ -31,6 +25,10 @@ namespace osu.Game.Rulesets.Objects
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns> /// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
public List<Vector2> CreateArc() public List<Vector2> CreateArc()
{ {
Vector2 a = controlPoints[0];
Vector2 b = controlPoints[1];
Vector2 c = controlPoints[2];
float aSq = (b - c).LengthSquared; float aSq = (b - c).LengthSquared;
float bSq = (a - c).LengthSquared; float bSq = (a - c).LengthSquared;
float cSq = (a - b).LengthSquared; float cSq = (a - b).LengthSquared;
@ -81,7 +79,7 @@ namespace osu.Game.Rulesets.Objects
// is: 2 * Math.Acos(1 - TOLERANCE / r) // is: 2 * Math.Acos(1 - TOLERANCE / r)
// The special case is required for extremely short sliders where the radius is smaller than // The special case is required for extremely short sliders where the radius is smaller than
// the tolerance. This is a pathological rather than a realistic case. // the tolerance. This is a pathological rather than a realistic case.
amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r)))); int amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
List<Vector2> output = new List<Vector2>(amountPoints); List<Vector2> output = new List<Vector2>(amountPoints);

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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
}; };
} }
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples) protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{ {
newCombo |= forceNewCombo; newCombo |= forceNewCombo;
comboOffset += extraComboOffset; comboOffset += extraComboOffset;

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@ -72,10 +72,18 @@ namespace osu.Game.Rulesets.Objects.Legacy
{ {
CurveType curveType = CurveType.Catmull; CurveType curveType = CurveType.Catmull;
double length = 0; double length = 0;
var points = new List<Vector2> { Vector2.Zero };
string[] pointsplit = split[5].Split('|'); string[] pointSplit = split[5].Split('|');
foreach (string t in pointsplit)
int pointCount = 1;
foreach (var t in pointSplit)
if (t.Length > 1)
pointCount++;
var points = new Vector2[pointCount];
int pointIndex = 1;
foreach (string t in pointSplit)
{ {
if (t.Length == 1) if (t.Length == 1)
{ {
@ -94,16 +102,18 @@ namespace osu.Game.Rulesets.Objects.Legacy
curveType = CurveType.PerfectCurve; curveType = CurveType.PerfectCurve;
break; break;
} }
continue; continue;
} }
string[] temp = t.Split(':'); string[] temp = t.Split(':');
points.Add(new Vector2((int)Convert.ToDouble(temp[0], CultureInfo.InvariantCulture), (int)Convert.ToDouble(temp[1], CultureInfo.InvariantCulture)) - pos); points[pointIndex++] = new Vector2((int)Convert.ToDouble(temp[0], CultureInfo.InvariantCulture), (int)Convert.ToDouble(temp[1], CultureInfo.InvariantCulture)) - pos;
} }
// osu-stable special-cased colinear perfect curves to a CurveType.Linear // osu-stable special-cased colinear perfect curves to a CurveType.Linear
bool isLinear(List<Vector2> p) => Precision.AlmostEquals(0, (p[1].Y - p[0].Y) * (p[2].X - p[0].X) - (p[1].X - p[0].X) * (p[2].Y - p[0].Y)); bool isLinear(Vector2[] p) => Precision.AlmostEquals(0, (p[1].Y - p[0].Y) * (p[2].X - p[0].X) - (p[1].X - p[0].X) * (p[2].Y - p[0].Y));
if (points.Count == 3 && curveType == CurveType.PerfectCurve && isLinear(points))
if (points.Length == 3 && curveType == CurveType.PerfectCurve && isLinear(points))
curveType = CurveType.Linear; curveType = CurveType.Linear;
int repeatCount = Convert.ToInt32(split[6], CultureInfo.InvariantCulture); int repeatCount = Convert.ToInt32(split[6], CultureInfo.InvariantCulture);
@ -262,7 +272,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <param name="repeatCount">The slider repeat count.</param> /// <param name="repeatCount">The slider repeat count.</param>
/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param> /// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
/// <returns>The hit object.</returns> /// <returns>The hit object.</returns>
protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples); protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
/// <summary> /// <summary>
/// Creates a legacy Spinner-type hit object. /// Creates a legacy Spinner-type hit object.

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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects. /// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects.
/// </summary> /// </summary>
public SliderCurve Curve { get; } = null; public SliderCurve Curve { get; } = null;
public List<Vector2> ControlPoints { get; set; } public Vector2[] ControlPoints { get; set; }
public CurveType CurveType { get; set; } public CurveType CurveType { get; set; }
public double Distance { get; set; } public double Distance { get; set; }

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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
}; };
} }
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples) protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{ {
return new ConvertSlider return new ConvertSlider
{ {

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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
}; };
} }
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples) protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{ {
newCombo |= forceNewCombo; newCombo |= forceNewCombo;
comboOffset += extraComboOffset; comboOffset += extraComboOffset;

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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
return new ConvertHit(); return new ConvertHit();
} }
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples) protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{ {
return new ConvertSlider return new ConvertSlider
{ {

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@ -1,6 +1,7 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.MathUtils; using osu.Framework.MathUtils;
@ -13,7 +14,7 @@ namespace osu.Game.Rulesets.Objects
{ {
public double Distance; public double Distance;
public List<Vector2> ControlPoints; public Vector2[] ControlPoints;
public CurveType CurveType = CurveType.PerfectCurve; public CurveType CurveType = CurveType.PerfectCurve;
@ -22,19 +23,23 @@ namespace osu.Game.Rulesets.Objects
private readonly List<Vector2> calculatedPath = new List<Vector2>(); private readonly List<Vector2> calculatedPath = new List<Vector2>();
private readonly List<double> cumulativeLength = new List<double>(); private readonly List<double> cumulativeLength = new List<double>();
private List<Vector2> calculateSubpath(List<Vector2> subControlPoints) private List<Vector2> calculateSubpath(ReadOnlySpan<Vector2> subControlPoints)
{ {
switch (CurveType) switch (CurveType)
{ {
case CurveType.Linear: case CurveType.Linear:
return subControlPoints; var result = new List<Vector2>(subControlPoints.Length);
foreach (var c in subControlPoints)
result.Add(c);
return result;
case CurveType.PerfectCurve: case CurveType.PerfectCurve:
//we can only use CircularArc iff we have exactly three control points and no dissection. //we can only use CircularArc iff we have exactly three control points and no dissection.
if (ControlPoints.Count != 3 || subControlPoints.Count != 3) if (ControlPoints.Length != 3 || subControlPoints.Length != 3)
break; break;
// Here we have exactly 3 control points. Attempt to fit a circular arc. // Here we have exactly 3 control points. Attempt to fit a circular arc.
List<Vector2> subpath = new CircularArcApproximator(subControlPoints[0], subControlPoints[1], subControlPoints[2]).CreateArc(); List<Vector2> subpath = new CircularArcApproximator(subControlPoints).CreateArc();
// If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation. // If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation.
if (subpath.Count == 0) if (subpath.Count == 0)
@ -55,18 +60,23 @@ namespace osu.Game.Rulesets.Objects
// Sliders may consist of various subpaths separated by two consecutive vertices // Sliders may consist of various subpaths separated by two consecutive vertices
// with the same position. The following loop parses these subpaths and computes // with the same position. The following loop parses these subpaths and computes
// their shape independently, consecutively appending them to calculatedPath. // their shape independently, consecutively appending them to calculatedPath.
List<Vector2> subControlPoints = new List<Vector2>();
for (int i = 0; i < ControlPoints.Count; ++i) int start = 0;
int end = 0;
for (int i = 0; i < ControlPoints.Length; ++i)
{ {
subControlPoints.Add(ControlPoints[i]); end++;
if (i == ControlPoints.Count - 1 || ControlPoints[i] == ControlPoints[i + 1])
if (i == ControlPoints.Length - 1 || ControlPoints[i] == ControlPoints[i + 1])
{ {
List<Vector2> subpath = calculateSubpath(subControlPoints); ReadOnlySpan<Vector2> cpSpan = ControlPoints.AsSpan().Slice(start, end - start);
foreach (Vector2 t in subpath)
foreach (Vector2 t in calculateSubpath(cpSpan))
if (calculatedPath.Count == 0 || calculatedPath.Last() != t) if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
calculatedPath.Add(t); calculatedPath.Add(t);
subControlPoints.Clear(); start = end;
} }
} }
} }
@ -166,7 +176,7 @@ namespace osu.Game.Rulesets.Objects
/// <param name="p1">End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param> /// <param name="p1">End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
public void GetPathToProgress(List<Vector2> path, double p0, double p1) public void GetPathToProgress(List<Vector2> path, double p0, double p1)
{ {
if (calculatedPath.Count == 0 && ControlPoints.Count > 0) if (calculatedPath.Count == 0 && ControlPoints.Length > 0)
Calculate(); Calculate();
double d0 = progressToDistance(p0); double d0 = progressToDistance(p0);
@ -193,7 +203,7 @@ namespace osu.Game.Rulesets.Objects
/// <returns></returns> /// <returns></returns>
public Vector2 PositionAt(double progress) public Vector2 PositionAt(double progress)
{ {
if (calculatedPath.Count == 0 && ControlPoints.Count > 0) if (calculatedPath.Count == 0 && ControlPoints.Length > 0)
Calculate(); Calculate();
double d = progressToDistance(progress); double d = progressToDistance(progress);

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using OpenTK; using OpenTK;
namespace osu.Game.Rulesets.Objects.Types namespace osu.Game.Rulesets.Objects.Types
@ -19,7 +18,7 @@ namespace osu.Game.Rulesets.Objects.Types
/// <summary> /// <summary>
/// The control points that shape the curve. /// The control points that shape the curve.
/// </summary> /// </summary>
List<Vector2> ControlPoints { get; } Vector2[] ControlPoints { get; }
/// <summary> /// <summary>
/// The type of curve. /// The type of curve.

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@ -21,8 +21,8 @@ namespace osu.Game.Storyboards
private Cached<double> endTimeBacking; private Cached<double> endTimeBacking;
public double EndTime => endTimeBacking.IsValid ? endTimeBacking : endTimeBacking.Value = HasCommands ? commands.Max(c => c.EndTime) : double.MaxValue; public double EndTime => endTimeBacking.IsValid ? endTimeBacking : endTimeBacking.Value = HasCommands ? commands.Max(c => c.EndTime) : double.MaxValue;
public T StartValue => HasCommands ? commands.OrderBy(c => c.StartTime).First().StartValue : default(T); public T StartValue => HasCommands ? commands.OrderBy(c => c.StartTime).First().StartValue : default;
public T EndValue => HasCommands ? commands.OrderByDescending(c => c.EndTime).First().EndValue : default(T); public T EndValue => HasCommands ? commands.OrderByDescending(c => c.EndTime).First().EndValue : default;
public void Add(Easing easing, double startTime, double endTime, T startValue, T endValue) public void Add(Easing easing, double startTime, double endTime, T startValue, T endValue)
{ {