mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 09:27:51 +08:00
Merge https://github.com/ppy/osu into auto-restart-mod-perfect
This commit is contained in:
commit
ec33e63a4f
@ -10,8 +10,8 @@ before_build:
|
||||
- cmd: nuget restore -verbosity quiet
|
||||
build_script:
|
||||
- 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
|
||||
- cmd: appveyor-tools\secure-file -decrypt 7faccf7876.enc -secret %decode_secret% -out %HOMEPATH%\deanherbert.pfx
|
||||
- appveyor DownloadFile https://www.dropbox.com/s/f7hv069mr5tqi2j/deanherbert.pfx.enc?dl=1 # signing certificate
|
||||
- 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
|
||||
- cd osu-deploy
|
||||
- nuget restore -verbosity quiet
|
||||
|
@ -27,7 +27,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup Label="Package References">
|
||||
<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.Design" Version="2.1.4" />
|
||||
</ItemGroup>
|
||||
|
@ -1,7 +1,6 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
beatmap.HitObjects.Add(new JuiceStream
|
||||
{
|
||||
X = 0.5f - width / 2,
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(width * CatchPlayfield.BASE_WIDTH, 0)
|
||||
|
@ -146,7 +146,7 @@ namespace osu.Game.Rulesets.Catch.Objects
|
||||
|
||||
public SliderCurve Curve { get; } = new SliderCurve();
|
||||
|
||||
public List<Vector2> ControlPoints
|
||||
public Vector2[] ControlPoints
|
||||
{
|
||||
get { return Curve.ControlPoints; }
|
||||
set { Curve.ControlPoints = value; }
|
||||
|
@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
|
||||
TargetColumns = (int)Math.Max(1, roundedCircleSize);
|
||||
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)
|
||||
TargetColumns = 7;
|
||||
else if (percentSliderOrSpinner < 0.3 || roundedCircleSize >= 5)
|
||||
|
@ -112,7 +112,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
|
||||
drainTime = 10000;
|
||||
|
||||
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);
|
||||
|
||||
return conversionDifficulty.Value;
|
||||
|
@ -108,7 +108,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
StartTime = Time.Current + 1000,
|
||||
Position = new Vector2(239, 176),
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(154, 28),
|
||||
@ -141,7 +141,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
StartTime = Time.Current + 1000,
|
||||
Position = new Vector2(-(distance / 2), 0),
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(distance, 0),
|
||||
@ -161,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
StartTime = Time.Current + 1000,
|
||||
Position = new Vector2(-200, 0),
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(200, 200),
|
||||
@ -184,7 +184,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
CurveType = CurveType.Linear,
|
||||
StartTime = Time.Current + 1000,
|
||||
Position = new Vector2(-200, 0),
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(150, 75),
|
||||
@ -210,7 +210,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
CurveType = CurveType.Bezier,
|
||||
StartTime = Time.Current + 1000,
|
||||
Position = new Vector2(-200, 0),
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(150, 75),
|
||||
@ -235,7 +235,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
CurveType = CurveType.Linear,
|
||||
StartTime = Time.Current + 1000,
|
||||
Position = new Vector2(0, 0),
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(-200, 0),
|
||||
@ -265,7 +265,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
StartTime = Time.Current + 1000,
|
||||
Position = new Vector2(-100, 0),
|
||||
CurveType = CurveType.Catmull,
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(50, -50),
|
||||
|
@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / 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)
|
||||
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
|
||||
|
||||
|
@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
{
|
||||
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)
|
||||
beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
|
||||
}
|
||||
|
@ -1,7 +1,6 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
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<RepeatPoint>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
|
||||
|
||||
var newControlPoints = new List<Vector2>();
|
||||
slider.ControlPoints.ForEach(c => newControlPoints.Add(new Vector2(c.X, -c.Y)));
|
||||
var newControlPoints = new Vector2[slider.ControlPoints.Length];
|
||||
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.Curve?.Calculate(); // Recalculate the slider curve
|
||||
|
@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
|
||||
public SliderCurve Curve { get; } = new SliderCurve();
|
||||
|
||||
public List<Vector2> ControlPoints
|
||||
public Vector2[] ControlPoints
|
||||
{
|
||||
get { return Curve.ControlPoints; }
|
||||
set { Curve.ControlPoints = value; }
|
||||
|
@ -44,7 +44,7 @@ namespace osu.Game.Tests.Visual
|
||||
new Slider
|
||||
{
|
||||
Position = new Vector2(128, 256),
|
||||
ControlPoints = new List<Vector2>
|
||||
ControlPoints = new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(216, 0),
|
||||
|
@ -1,7 +1,7 @@
|
||||
<!-- Contains required properties for osu!framework projects. -->
|
||||
<Project>
|
||||
<PropertyGroup Label="C#">
|
||||
<LangVersion>7</LangVersion>
|
||||
<LangVersion>7.2</LangVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationManifest>..\app.manifest</ApplicationManifest>
|
||||
|
@ -48,7 +48,7 @@ namespace osu.Game.Beatmaps
|
||||
[JsonConverter(typeof(TypedListConverter<HitObject>))]
|
||||
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>();
|
||||
|
||||
|
@ -55,39 +55,40 @@ namespace osu.Game.Beatmaps
|
||||
|
||||
beatmap.BeatmapInfo = original.BeatmapInfo;
|
||||
beatmap.ControlPointInfo = original.ControlPointInfo;
|
||||
beatmap.HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList();
|
||||
beatmap.HitObjects = convertHitObjects(original.HitObjects, original);
|
||||
beatmap.Breaks = original.Breaks;
|
||||
|
||||
return beatmap;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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)
|
||||
private List<T> convertHitObjects(IReadOnlyList<HitObject> hitObjects, IBeatmap beatmap)
|
||||
{
|
||||
// Check if the hitobject is already the converted type
|
||||
T tObject = original as T;
|
||||
if (tObject != null)
|
||||
{
|
||||
yield return tObject;
|
||||
yield break;
|
||||
}
|
||||
var result = new List<T>(hitObjects.Count);
|
||||
|
||||
var converted = ConvertHitObject(original, beatmap).ToList();
|
||||
ObjectConverted?.Invoke(original, converted);
|
||||
|
||||
// Convert the hit object
|
||||
foreach (var obj in converted)
|
||||
foreach (var obj in hitObjects)
|
||||
{
|
||||
if (obj == null)
|
||||
if (obj is T tObj)
|
||||
{
|
||||
result.Add(tObj);
|
||||
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>
|
||||
|
@ -55,14 +55,14 @@ namespace osu.Game.Beatmaps.ControlPoints
|
||||
/// </summary>
|
||||
/// <param name="time">The time to find the sound control point at.</param>
|
||||
/// <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>
|
||||
/// Finds the timing control point that is active at <paramref name="time"/>.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to find the timing control point at.</param>
|
||||
/// <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>
|
||||
/// Finds the maximum BPM represented by any timing control point.
|
||||
@ -104,17 +104,26 @@ namespace osu.Game.Beatmaps.ControlPoints
|
||||
if (time < list[0].Time)
|
||||
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)
|
||||
if (index >= 0)
|
||||
return list[index];
|
||||
int l = 0;
|
||||
int r = list.Count - 2;
|
||||
|
||||
index = ~index;
|
||||
while (l <= r)
|
||||
{
|
||||
int pivot = l + ((r - l) >> 1);
|
||||
|
||||
// BinarySearch will return the index of the first element _greater_ than the search
|
||||
// This is the inactive point - the active point is the one before it (index - 1)
|
||||
return list[index - 1];
|
||||
if (list[pivot].Time < time)
|
||||
l = pivot + 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];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -58,7 +58,7 @@ namespace osu.Game.Beatmaps.Formats
|
||||
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)
|
||||
{
|
||||
|
@ -69,7 +69,7 @@ namespace osu.Game.Beatmaps.Formats
|
||||
|
||||
protected string StripComments(string line)
|
||||
{
|
||||
var index = line.IndexOf("//", StringComparison.Ordinal);
|
||||
var index = line.AsSpan().IndexOf("//".AsSpan());
|
||||
if (index > 0)
|
||||
return line.Substring(0, index);
|
||||
return line;
|
||||
|
@ -39,7 +39,7 @@ namespace osu.Game.Beatmaps
|
||||
/// <summary>
|
||||
/// The hitobjects contained by this beatmap.
|
||||
/// </summary>
|
||||
IEnumerable<HitObject> HitObjects { get; }
|
||||
IReadOnlyList<HitObject> HitObjects { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns statistics for the <see cref="HitObjects"/> contained in this beatmap.
|
||||
|
@ -30,7 +30,7 @@ namespace osu.Game.Graphics.UserInterface
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
if (accentColour == default(Color4))
|
||||
if (accentColour == default)
|
||||
accentColour = colours.PinkDarker;
|
||||
updateAccentColour();
|
||||
}
|
||||
|
@ -53,7 +53,7 @@ namespace osu.Game.Graphics.UserInterface
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
if (accentColour == default(Color4))
|
||||
if (accentColour == default)
|
||||
AccentColour = colours.Blue;
|
||||
}
|
||||
|
||||
@ -142,7 +142,7 @@ namespace osu.Game.Graphics.UserInterface
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
if (accentColour == default(Color4))
|
||||
if (accentColour == default)
|
||||
AccentColour = colours.Blue;
|
||||
}
|
||||
|
||||
|
@ -134,7 +134,7 @@ namespace osu.Game.Graphics.UserInterface
|
||||
/// </summary>
|
||||
public virtual void ResetCount()
|
||||
{
|
||||
SetCountWithoutRolling(default(T));
|
||||
SetCountWithoutRolling(default);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1,25 +1,26 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Objects
|
||||
{
|
||||
public class BezierApproximator
|
||||
public readonly ref struct BezierApproximator
|
||||
{
|
||||
private readonly int count;
|
||||
private readonly List<Vector2> controlPoints;
|
||||
private readonly ReadOnlySpan<Vector2> controlPoints;
|
||||
private readonly Vector2[] subdivisionBuffer1;
|
||||
private readonly Vector2[] subdivisionBuffer2;
|
||||
|
||||
private const float tolerance = 0.25f;
|
||||
private const float tolerance_sq = tolerance * tolerance;
|
||||
|
||||
public BezierApproximator(List<Vector2> controlPoints)
|
||||
public BezierApproximator(ReadOnlySpan<Vector2> controlPoints)
|
||||
{
|
||||
this.controlPoints = controlPoints;
|
||||
count = controlPoints.Count;
|
||||
count = controlPoints.Length;
|
||||
|
||||
subdivisionBuffer1 = new Vector2[count];
|
||||
subdivisionBuffer2 = new Vector2[count * 2 - 1];
|
||||
|
@ -1,40 +1,40 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Objects
|
||||
{
|
||||
public class CatmullApproximator
|
||||
public readonly ref struct CatmullApproximator
|
||||
{
|
||||
/// <summary>
|
||||
/// The amount of pieces to calculate for each controlpoint quadruplet.
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Creates a piecewise-linear approximation of a Catmull-Rom spline.
|
||||
/// </summary>
|
||||
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
|
||||
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 v2 = controlPoints[i];
|
||||
var v3 = i < controlPoints.Count - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
|
||||
var v4 = i < controlPoints.Count - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
|
||||
var v3 = i < controlPoints.Length - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
|
||||
var v4 = i < controlPoints.Length - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
|
||||
|
||||
for (int c = 0; c < detail; c++)
|
||||
{
|
||||
|
@ -8,21 +8,15 @@ using OpenTK;
|
||||
|
||||
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;
|
||||
|
||||
public CircularArcApproximator(Vector2 a, Vector2 b, Vector2 c)
|
||||
private readonly ReadOnlySpan<Vector2> controlPoints;
|
||||
|
||||
public CircularArcApproximator(ReadOnlySpan<Vector2> controlPoints)
|
||||
{
|
||||
this.a = a;
|
||||
this.b = b;
|
||||
this.c = c;
|
||||
this.controlPoints = controlPoints;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -31,6 +25,10 @@ namespace osu.Game.Rulesets.Objects
|
||||
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
|
||||
public List<Vector2> CreateArc()
|
||||
{
|
||||
Vector2 a = controlPoints[0];
|
||||
Vector2 b = controlPoints[1];
|
||||
Vector2 c = controlPoints[2];
|
||||
|
||||
float aSq = (b - c).LengthSquared;
|
||||
float bSq = (a - c).LengthSquared;
|
||||
float cSq = (a - b).LengthSquared;
|
||||
@ -81,7 +79,7 @@ namespace osu.Game.Rulesets.Objects
|
||||
// is: 2 * Math.Acos(1 - TOLERANCE / r)
|
||||
// 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.
|
||||
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);
|
||||
|
||||
|
@ -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;
|
||||
comboOffset += extraComboOffset;
|
||||
|
@ -72,10 +72,18 @@ namespace osu.Game.Rulesets.Objects.Legacy
|
||||
{
|
||||
CurveType curveType = CurveType.Catmull;
|
||||
double length = 0;
|
||||
var points = new List<Vector2> { Vector2.Zero };
|
||||
|
||||
string[] pointsplit = split[5].Split('|');
|
||||
foreach (string t in pointsplit)
|
||||
string[] pointSplit = split[5].Split('|');
|
||||
|
||||
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)
|
||||
{
|
||||
@ -94,16 +102,18 @@ namespace osu.Game.Rulesets.Objects.Legacy
|
||||
curveType = CurveType.PerfectCurve;
|
||||
break;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
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
|
||||
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));
|
||||
if (points.Count == 3 && curveType == CurveType.PerfectCurve && isLinear(points))
|
||||
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.Length == 3 && curveType == CurveType.PerfectCurve && isLinear(points))
|
||||
curveType = CurveType.Linear;
|
||||
|
||||
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="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>
|
||||
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>
|
||||
/// Creates a legacy Spinner-type hit object.
|
||||
|
@ -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.
|
||||
/// </summary>
|
||||
public SliderCurve Curve { get; } = null;
|
||||
public List<Vector2> ControlPoints { get; set; }
|
||||
public Vector2[] ControlPoints { get; set; }
|
||||
public CurveType CurveType { get; set; }
|
||||
|
||||
public double Distance { get; set; }
|
||||
|
@ -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
|
||||
{
|
||||
|
@ -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;
|
||||
comboOffset += extraComboOffset;
|
||||
|
@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
|
||||
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
|
||||
{
|
||||
|
@ -1,6 +1,7 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.MathUtils;
|
||||
@ -13,7 +14,7 @@ namespace osu.Game.Rulesets.Objects
|
||||
{
|
||||
public double Distance;
|
||||
|
||||
public List<Vector2> ControlPoints;
|
||||
public Vector2[] ControlPoints;
|
||||
|
||||
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<double> cumulativeLength = new List<double>();
|
||||
|
||||
private List<Vector2> calculateSubpath(List<Vector2> subControlPoints)
|
||||
private List<Vector2> calculateSubpath(ReadOnlySpan<Vector2> subControlPoints)
|
||||
{
|
||||
switch (CurveType)
|
||||
{
|
||||
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:
|
||||
//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;
|
||||
|
||||
// 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 (subpath.Count == 0)
|
||||
@ -55,18 +60,23 @@ namespace osu.Game.Rulesets.Objects
|
||||
// Sliders may consist of various subpaths separated by two consecutive vertices
|
||||
// with the same position. The following loop parses these subpaths and computes
|
||||
// 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]);
|
||||
if (i == ControlPoints.Count - 1 || ControlPoints[i] == ControlPoints[i + 1])
|
||||
end++;
|
||||
|
||||
if (i == ControlPoints.Length - 1 || ControlPoints[i] == ControlPoints[i + 1])
|
||||
{
|
||||
List<Vector2> subpath = calculateSubpath(subControlPoints);
|
||||
foreach (Vector2 t in subpath)
|
||||
ReadOnlySpan<Vector2> cpSpan = ControlPoints.AsSpan().Slice(start, end - start);
|
||||
|
||||
foreach (Vector2 t in calculateSubpath(cpSpan))
|
||||
if (calculatedPath.Count == 0 || calculatedPath.Last() != 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>
|
||||
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();
|
||||
|
||||
double d0 = progressToDistance(p0);
|
||||
@ -193,7 +203,7 @@ namespace osu.Game.Rulesets.Objects
|
||||
/// <returns></returns>
|
||||
public Vector2 PositionAt(double progress)
|
||||
{
|
||||
if (calculatedPath.Count == 0 && ControlPoints.Count > 0)
|
||||
if (calculatedPath.Count == 0 && ControlPoints.Length > 0)
|
||||
Calculate();
|
||||
|
||||
double d = progressToDistance(progress);
|
||||
|
@ -1,7 +1,6 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Objects.Types
|
||||
@ -19,7 +18,7 @@ namespace osu.Game.Rulesets.Objects.Types
|
||||
/// <summary>
|
||||
/// The control points that shape the curve.
|
||||
/// </summary>
|
||||
List<Vector2> ControlPoints { get; }
|
||||
Vector2[] ControlPoints { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The type of curve.
|
||||
|
@ -21,8 +21,8 @@ namespace osu.Game.Storyboards
|
||||
private Cached<double> endTimeBacking;
|
||||
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 EndValue => HasCommands ? commands.OrderByDescending(c => c.EndTime).First().EndValue : 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;
|
||||
|
||||
public void Add(Easing easing, double startTime, double endTime, T startValue, T endValue)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user