// Copyright (c) 2007-2018 ppy Pty Ltd . // 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; using osu.Game.Rulesets.Objects.Types; using OpenTK; namespace osu.Game.Rulesets.Objects { public readonly struct SliderPath { /// /// The control points of the path. /// public readonly ReadOnlyMemory ControlPoints; /// /// The type of path. /// public readonly PathType Type; /// /// The user-set distance of the path. If non-null, will match this value, /// and the path will be shortened/lengthened to match this length. /// public readonly double? ExpectedDistance; private readonly List calculatedPath; private readonly List cumulativeLength; /// /// Creates a new . /// /// The type of path. /// The control points of the path. /// A user-set distance of the path that may be shorter or longer than the true distance between all /// . The path will be shortened/lengthened to match this length. /// If null, the path will use the true distance between all . public SliderPath(PathType type, Vector2[] controlPoints, double? expectedDistance = null) { ControlPoints = controlPoints; Type = type; ExpectedDistance = expectedDistance; calculatedPath = new List(); cumulativeLength = new List(); calculatePath(); calculateCumulativeLength(); } /// /// The distance of the path after lengthening/shortening to account for . /// public double Distance => cumulativeLength.Count == 0 ? 0 : cumulativeLength[cumulativeLength.Count - 1]; /// /// Computes the slider path until a given progress that ranges from 0 (beginning of the slider) /// to 1 (end of the slider) and stores the generated path in the given list. /// /// The list to be filled with the computed path. /// Start progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider). /// End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider). public void GetPathToProgress(List path, double p0, double p1) { double d0 = progressToDistance(p0); double d1 = progressToDistance(p1); path.Clear(); int i = 0; for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i) { } path.Add(interpolateVertices(i, d0)); for (; i < calculatedPath.Count && cumulativeLength[i] <= d1; ++i) path.Add(calculatedPath[i]); path.Add(interpolateVertices(i, d1)); } /// /// Computes the position on the slider at a given progress that ranges from 0 (beginning of the path) /// to 1 (end of the path). /// /// Ranges from 0 (beginning of the path) to 1 (end of the path). /// public Vector2 PositionAt(double progress) { double d = progressToDistance(progress); return interpolateVertices(indexOfDistance(d), d); } private List calculateSubpath(ReadOnlySpan subControlPoints) { switch (Type) { case PathType.Linear: return PathApproximator.ApproximateLinear(subControlPoints); case PathType.PerfectCurve: //we can only use CircularArc iff we have exactly three control points and no dissection. if (ControlPoints.Length != 3 || subControlPoints.Length != 3) break; // Here we have exactly 3 control points. Attempt to fit a circular arc. List subpath = PathApproximator.ApproximateCircularArc(subControlPoints); // 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) break; return subpath; case PathType.Catmull: return PathApproximator.ApproximateCatmull(subControlPoints); } return PathApproximator.ApproximateBezier(subControlPoints); } private void calculatePath() { calculatedPath.Clear(); // 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. int start = 0; int end = 0; for (int i = 0; i < ControlPoints.Length; ++i) { end++; if (i == ControlPoints.Length - 1 || ControlPoints.Span[i] == ControlPoints.Span[i + 1]) { ReadOnlySpan cpSpan = ControlPoints.Span.Slice(start, end - start); foreach (Vector2 t in calculateSubpath(cpSpan)) if (calculatedPath.Count == 0 || calculatedPath.Last() != t) calculatedPath.Add(t); start = end; } } } private void calculateCumulativeLength() { double l = 0; cumulativeLength.Clear(); cumulativeLength.Add(l); for (int i = 0; i < calculatedPath.Count - 1; ++i) { Vector2 diff = calculatedPath[i + 1] - calculatedPath[i]; double d = diff.Length; // Shorted slider paths that are too long compared to the expected distance if (ExpectedDistance.HasValue && ExpectedDistance - l < d) { calculatedPath[i + 1] = calculatedPath[i] + diff * (float)((ExpectedDistance - l) / d); calculatedPath.RemoveRange(i + 2, calculatedPath.Count - 2 - i); l = ExpectedDistance.Value; cumulativeLength.Add(l); break; } l += d; cumulativeLength.Add(l); } // Lengthen slider paths that are too short compared to the expected distance if (ExpectedDistance.HasValue && l < ExpectedDistance && calculatedPath.Count > 1) { Vector2 diff = calculatedPath[calculatedPath.Count - 1] - calculatedPath[calculatedPath.Count - 2]; double d = diff.Length; if (d <= 0) return; calculatedPath[calculatedPath.Count - 1] += diff * (float)((ExpectedDistance - l) / d); cumulativeLength[calculatedPath.Count - 1] = ExpectedDistance.Value; } } private int indexOfDistance(double d) { int i = cumulativeLength.BinarySearch(d); if (i < 0) i = ~i; return i; } private double progressToDistance(double progress) { return MathHelper.Clamp(progress, 0, 1) * Distance; } private Vector2 interpolateVertices(int i, double d) { if (calculatedPath.Count == 0) return Vector2.Zero; if (i <= 0) return calculatedPath.First(); if (i >= calculatedPath.Count) return calculatedPath.Last(); Vector2 p0 = calculatedPath[i - 1]; Vector2 p1 = calculatedPath[i]; double d0 = cumulativeLength[i - 1]; double d1 = cumulativeLength[i]; // Avoid division by and almost-zero number in case two points are extremely close to each other. if (Precision.AlmostEquals(d0, d1)) return p0; double w = (d - d0) / (d1 - d0); return p0 + (p1 - p0) * (float)w; } } }