mirror of
https://github.com/ppy/osu.git
synced 2025-02-07 13:02:54 +08:00
118 lines
5.3 KiB
C#
118 lines
5.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Objects
|
|
{
|
|
public static class SliderPathExtensions
|
|
{
|
|
/// <summary>
|
|
/// Snaps the provided <paramref name="hitObject"/>'s duration using the <paramref name="snapProvider"/>.
|
|
/// </summary>
|
|
public static void SnapTo<THitObject>(this THitObject hitObject, IDistanceSnapProvider? snapProvider)
|
|
where THitObject : HitObject, IHasPath
|
|
{
|
|
hitObject.Path.ExpectedDistance.Value = snapProvider?.FindSnappedDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverse the direction of this path.
|
|
/// </summary>
|
|
/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
|
|
/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
|
|
public static void Reverse(this SliderPath sliderPath, out Vector2 positionalOffset)
|
|
{
|
|
var controlPoints = sliderPath.ControlPoints;
|
|
var originalControlPointTypes = controlPoints.Select(p => p.Type).ToArray();
|
|
|
|
controlPoints[0].Type ??= PathType.Linear;
|
|
|
|
// Inherited points after a linear point should be treated as linear points.
|
|
controlPoints.Where(p => sliderPath.PointsInSegment(p)[0].Type == PathType.Linear).ForEach(p => p.Type = PathType.Linear);
|
|
|
|
double[] segmentEnds = sliderPath.GetSegmentEnds().ToArray();
|
|
double[] distinctSegmentEnds = segmentEnds.Distinct().ToArray();
|
|
|
|
// Remove control points at the end which do not affect the visual slider path ("invisible" control points).
|
|
if (segmentEnds.Length >= 2 && Precision.AlmostEquals(segmentEnds[^1], segmentEnds[^2]) && distinctSegmentEnds.Length > 1)
|
|
{
|
|
int numVisibleSegments = distinctSegmentEnds.Length - 2;
|
|
var nonInheritedControlPoints = controlPoints.Where(p => p.Type is not null).ToList();
|
|
|
|
int lastVisibleControlPointIndex = controlPoints.IndexOf(nonInheritedControlPoints[numVisibleSegments]);
|
|
|
|
// Make sure to include all inherited control points directly after the last visible non-inherited control point.
|
|
while (lastVisibleControlPointIndex + 1 < controlPoints.Count)
|
|
{
|
|
lastVisibleControlPointIndex++;
|
|
|
|
if (controlPoints[lastVisibleControlPointIndex].Type is not null)
|
|
break;
|
|
}
|
|
|
|
// Remove all control points after the first invisible non-inherited control point.
|
|
controlPoints.RemoveRange(lastVisibleControlPointIndex + 1, controlPoints.Count - lastVisibleControlPointIndex - 1);
|
|
}
|
|
|
|
// Restore original control point types.
|
|
for (int i = 0; i < controlPoints.Count; i++)
|
|
{
|
|
controlPoints[i].Type = originalControlPointTypes[i];
|
|
}
|
|
|
|
// Recalculate perfect curve at the end of the slider path.
|
|
if (controlPoints.Count >= 3 && controlPoints[^3].Type == PathType.PerfectCurve && controlPoints[^2].Type is null && distinctSegmentEnds.Length > 1)
|
|
{
|
|
double lastSegmentStart = distinctSegmentEnds[^2];
|
|
double lastSegmentEnd = distinctSegmentEnds[^1];
|
|
|
|
var circleArcPath = new List<Vector2>();
|
|
sliderPath.GetPathToProgress(circleArcPath, lastSegmentStart / lastSegmentEnd, 1);
|
|
|
|
controlPoints[^2].Position = circleArcPath[circleArcPath.Count / 2];
|
|
}
|
|
|
|
sliderPath.reverseControlPoints(out positionalOffset);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverses the order of the provided <see cref="SliderPath"/>'s <see cref="PathControlPoint"/>s.
|
|
/// </summary>
|
|
/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
|
|
/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
|
|
private static void reverseControlPoints(this SliderPath sliderPath, out Vector2 positionalOffset)
|
|
{
|
|
var points = sliderPath.ControlPoints.ToArray();
|
|
positionalOffset = sliderPath.PositionAt(1);
|
|
|
|
sliderPath.ControlPoints.Clear();
|
|
|
|
PathType? lastType = null;
|
|
|
|
for (int i = 0; i < points.Length; i++)
|
|
{
|
|
var p = points[i];
|
|
p.Position -= positionalOffset;
|
|
|
|
// propagate types forwards to last null type
|
|
if (i == points.Length - 1)
|
|
{
|
|
p.Type = lastType;
|
|
p.Position = Vector2.Zero;
|
|
}
|
|
else if (p.Type != null)
|
|
(p.Type, lastType) = (lastType, p.Type);
|
|
|
|
sliderPath.ControlPoints.Insert(0, p);
|
|
}
|
|
}
|
|
}
|
|
}
|