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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs

536 lines
19 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
{
public partial class SliderPlacementBlueprint : PlacementBlueprint
{
public new Slider HitObject => (Slider)base.HitObject;
private SliderBodyPiece bodyPiece;
private HitCirclePiece headCirclePiece;
private HitCirclePiece tailCirclePiece;
private PathControlPointVisualiser<Slider> controlPointVisualiser;
private InputManager inputManager;
private SliderPlacementState state;
private PathControlPoint segmentStart;
private PathControlPoint cursor;
private int currentSegmentLength;
private bool usingCustomSegmentType;
[Resolved(CanBeNull = true)]
[CanBeNull]
private IPositionSnapProvider positionSnapProvider { get; set; }
[Resolved(CanBeNull = true)]
[CanBeNull]
private IDistanceSnapProvider distanceSnapProvider { get; set; }
[Resolved(CanBeNull = true)]
[CanBeNull]
private FreehandSliderToolboxGroup freehandToolboxGroup { get; set; }
private readonly IncrementalBSplineBuilder bSplineBuilder = new IncrementalBSplineBuilder { Degree = 4 };
protected override bool IsValidForPlacement => HitObject.Path.HasValidLength;
public SliderPlacementBlueprint()
: base(new Slider())
{
RelativeSizeAxes = Axes.Both;
HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.LINEAR));
currentSegmentLength = 1;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
bodyPiece = new SliderBodyPiece(),
headCirclePiece = new HitCirclePiece(),
tailCirclePiece = new HitCirclePiece(),
controlPointVisualiser = new PathControlPointVisualiser<Slider>(HitObject, false)
};
state = SliderPlacementState.Initial;
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
if (freehandToolboxGroup != null)
{
freehandToolboxGroup.Tolerance.BindValueChanged(e =>
{
bSplineBuilder.Tolerance = e.NewValue;
Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
}, true);
freehandToolboxGroup.CornerThreshold.BindValueChanged(e =>
{
bSplineBuilder.CornerThreshold = e.NewValue;
Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
}, true);
freehandToolboxGroup.CircleThreshold.BindValueChanged(e =>
{
Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
}, true);
}
}
[Resolved]
private EditorBeatmap editorBeatmap { get; set; }
public override void UpdateTimeAndPosition(SnapResult result)
{
base.UpdateTimeAndPosition(result);
switch (state)
{
case SliderPlacementState.Initial:
BeginPlacement();
double? nearestSliderVelocity = (editorBeatmap
.HitObjects
.LastOrDefault(h => h is Slider && h.GetEndTime() < HitObject.StartTime) as Slider)?.SliderVelocityMultiplier;
HitObject.SliderVelocityMultiplier = nearestSliderVelocity ?? 1;
HitObject.Position = ToLocalSpace(result.ScreenSpacePosition);
// Replacing the DifficultyControlPoint above doesn't trigger any kind of invalidation.
// Without re-applying defaults, velocity won't be updated.
ApplyDefaultsToHitObject();
break;
case SliderPlacementState.ControlPoints:
updateCursor();
break;
}
}
protected override bool OnMouseDown(MouseDownEvent e)
{
if (e.Button != MouseButton.Left)
return base.OnMouseDown(e);
switch (state)
{
case SliderPlacementState.Initial:
beginCurve();
break;
case SliderPlacementState.ControlPoints:
if (canPlaceNewControlPoint(out var lastPoint))
placeNewControlPoint();
else
beginNewSegment(lastPoint);
break;
}
return true;
}
private void beginNewSegment(PathControlPoint lastPoint)
{
// Transform the last point into a new segment.
Debug.Assert(lastPoint != null);
segmentStart = lastPoint;
segmentStart.Type = PathType.LINEAR;
currentSegmentLength = 1;
usingCustomSegmentType = false;
}
protected override bool OnDragStart(DragStartEvent e)
{
if (e.Button != MouseButton.Left)
return base.OnDragStart(e);
if (state != SliderPlacementState.ControlPoints)
return base.OnDragStart(e);
// Only enter drawing mode if no additional control points have been placed.
int controlPointCount = HitObject.Path.ControlPoints.Count;
if (controlPointCount > 2 || (controlPointCount == 2 && HitObject.Path.ControlPoints.Last() != cursor))
return base.OnDragStart(e);
bSplineBuilder.AddLinearPoint(Vector2.Zero);
bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMouseDownPosition) - HitObject.Position);
state = SliderPlacementState.Drawing;
return true;
}
protected override void OnDrag(DragEvent e)
{
base.OnDrag(e);
if (state == SliderPlacementState.Drawing)
{
bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMousePosition) - HitObject.Position);
Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
}
}
protected override void OnDragEnd(DragEndEvent e)
{
base.OnDragEnd(e);
if (state == SliderPlacementState.Drawing)
{
bSplineBuilder.Finish();
updateSliderPathFromBSplineBuilder();
// Change the state so it will snap the expected distance in endCurve.
state = SliderPlacementState.Finishing;
endCurve();
}
}
protected override void OnMouseUp(MouseUpEvent e)
{
if (state == SliderPlacementState.ControlPoints && e.Button == MouseButton.Right)
endCurve();
base.OnMouseUp(e);
}
private static readonly PathType[] path_types =
[
PathType.LINEAR,
PathType.BEZIER,
PathType.PERFECT_CURVE,
PathType.BSpline(4),
];
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat)
return false;
if (state != SliderPlacementState.ControlPoints)
return false;
switch (e.Key)
{
case Key.S:
{
if (!canPlaceNewControlPoint(out _))
return false;
placeNewControlPoint();
var last = HitObject.Path.ControlPoints.Last(p => p != cursor);
beginNewSegment(last);
return true;
}
case Key.Number1:
case Key.Number2:
case Key.Number3:
case Key.Number4:
{
if (!e.AltPressed)
return false;
usingCustomSegmentType = true;
segmentStart.Type = path_types[e.Key - Key.Number1];
controlPointVisualiser.EnsureValidPathTypes();
return true;
}
case Key.Tab:
{
usingCustomSegmentType = true;
int currentTypeIndex = segmentStart.Type.HasValue ? Array.IndexOf(path_types, segmentStart.Type.Value) : -1;
if (currentTypeIndex < 0 && e.ShiftPressed)
currentTypeIndex = 0;
do
{
currentTypeIndex = (path_types.Length + currentTypeIndex + (e.ShiftPressed ? -1 : 1)) % path_types.Length;
segmentStart.Type = path_types[currentTypeIndex];
controlPointVisualiser.EnsureValidPathTypes();
} while (segmentStart.Type != path_types[currentTypeIndex]);
return true;
}
}
return false;
}
protected override void Update()
{
base.Update();
updateSlider();
// Maintain the path type in case it got defaulted to bezier at some point during the drag.
updatePathType();
}
private void beginCurve()
{
BeginPlacement(commitStart: true);
state = SliderPlacementState.ControlPoints;
}
private void endCurve()
{
updateSlider();
EndPlacement(true);
}
private void updatePathType()
{
if (usingCustomSegmentType)
{
controlPointVisualiser.EnsureValidPathTypes();
return;
}
if (state == SliderPlacementState.Drawing)
{
segmentStart.Type = PathType.BSpline(4);
return;
}
switch (currentSegmentLength)
{
case 1:
case 2:
segmentStart.Type = PathType.LINEAR;
break;
case 3:
segmentStart.Type = PathType.PERFECT_CURVE;
break;
default:
segmentStart.Type = PathType.BEZIER;
break;
}
controlPointVisualiser.EnsureValidPathTypes();
}
private void updateCursor()
{
if (canPlaceNewControlPoint(out _))
{
// The cursor does not overlap a previous control point, so it can be added if not already existing.
if (cursor == null)
{
HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = Vector2.Zero });
// The path type should be adjusted in the progression of updatePathType() (LINEAR -> PC -> BEZIER).
currentSegmentLength++;
updatePathType();
}
// Update the cursor position.
var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All);
cursor.Position = ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position;
}
else if (cursor != null)
{
// The cursor overlaps a previous control point, so it's removed.
HitObject.Path.ControlPoints.Remove(cursor);
cursor = null;
// The path type should be adjusted in the reverse progression of updatePathType() (BEZIER -> PC -> LINEAR).
currentSegmentLength--;
updatePathType();
}
}
/// <summary>
/// Whether a new control point can be placed at the current mouse position.
/// </summary>
/// <param name="lastPoint">The last-placed control point. May be null, but is not null if <c>false</c> is returned.</param>
/// <returns>Whether a new control point can be placed at the current position.</returns>
private bool canPlaceNewControlPoint([CanBeNull] out PathControlPoint lastPoint)
{
// We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point.
var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last);
lastPoint = last;
return lastPiece.IsHovered != true;
}
private void placeNewControlPoint()
{
// Place a new point by detatching the current cursor.
updateCursor();
cursor = null;
}
private void updateSlider()
{
if (state == SliderPlacementState.Drawing)
HitObject.Path.ExpectedDistance.Value = (float)HitObject.Path.CalculatedDistance;
else
HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
bodyPiece.UpdateFrom(HitObject);
headCirclePiece.UpdateFrom(HitObject.HeadCircle);
tailCirclePiece.UpdateFrom(HitObject.TailCircle);
}
private void updateSliderPathFromBSplineBuilder()
{
IReadOnlyList<List<Vector2>> builderPoints = bSplineBuilder.ControlPoints;
if (builderPoints.Count == 0 || builderPoints[0].Count == 0)
return;
HitObject.Path.ControlPoints.Clear();
// Iterate through generated segments and adding non-inheriting path types where appropriate.
for (int i = 0; i < builderPoints.Count; i++)
{
bool isLastSegment = i == builderPoints.Count - 1;
var segment = builderPoints[i];
if (segment.Count == 0)
continue;
// Replace this segment with a circular arc if it is a reasonable substitute.
var circleArcSegment = tryCircleArc(segment);
if (circleArcSegment is not null)
{
HitObject.Path.ControlPoints.Add(new PathControlPoint(circleArcSegment[0], PathType.PERFECT_CURVE));
HitObject.Path.ControlPoints.Add(new PathControlPoint(circleArcSegment[1]));
}
else
{
HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[0], PathType.BSpline(4)));
for (int j = 1; j < segment.Count - 1; j++)
HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[j]));
}
if (isLastSegment)
HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[^1]));
}
}
private Vector2[] tryCircleArc(List<Vector2> segment)
{
if (segment.Count < 3 || freehandToolboxGroup?.CircleThreshold.Value == 0) return null;
// Assume the segment creates a reasonable circular arc and then check if it reasonable
var points = PathApproximator.BSplineToPiecewiseLinear(segment.ToArray(), bSplineBuilder.Degree);
var circleArcControlPoints = new[] { points[0], points[points.Count / 2], points[^1] };
var circleArc = new CircularArcProperties(circleArcControlPoints);
if (!circleArc.IsValid) return null;
double length = circleArc.ThetaRange * circleArc.Radius;
if (length > 1000) return null;
double loss = 0;
Vector2? lastPoint = null;
Vector2? lastVec = null;
Vector2? lastVec2 = null;
int? lastDir = null;
int? lastDir2 = null;
double totalWinding = 0;
// Loop through the points and check if they are not too far away from the circular arc.
// Also make sure it curves monotonically in one direction and at most one loop is done.
foreach (var point in points)
{
var vec = point - circleArc.Centre;
loss += Math.Pow((vec.Length - circleArc.Radius) / length, 2);
if (lastVec.HasValue)
{
double det = lastVec.Value.X * vec.Y - lastVec.Value.Y * vec.X;
int dir = Math.Sign(det);
if (dir == 0)
continue;
if (lastDir.HasValue && dir != lastDir)
return null; // Circle center is not inside the polygon
lastDir = dir;
}
lastVec = vec;
if (lastPoint.HasValue)
{
var vec2 = point - lastPoint.Value;
if (lastVec2.HasValue)
{
double dot = Vector2.Dot(vec2, lastVec2.Value);
double det = lastVec2.Value.X * vec2.Y - lastVec2.Value.Y * vec2.X;
double angle = Math.Atan2(det, dot);
int dir2 = Math.Sign(angle);
if (dir2 == 0)
continue;
if (lastDir2.HasValue && dir2 != lastDir2)
return null; // Curvature changed, like in an S-shape
totalWinding += Math.Abs(angle);
lastDir2 = dir2;
}
lastVec2 = vec2;
}
lastPoint = point;
}
loss /= points.Count;
return loss > freehandToolboxGroup?.CircleThreshold.Value || totalWinding > MathHelper.TwoPi ? null : circleArcControlPoints;
}
private enum SliderPlacementState
{
Initial,
ControlPoints,
Drawing,
Finishing
}
}
}