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6dcd9427ac
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class. I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
341 lines
15 KiB
C#
341 lines
15 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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#nullable enable
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namespace osu.Game.Rulesets.Catch.Objects
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{
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/// <summary>
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/// Represents the path of a juice stream.
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/// <para>
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/// A <see cref="JuiceStream"/> holds a legacy <see cref="SliderPath"/> as the representation of the path.
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/// However, the <see cref="SliderPath"/> representation is difficult to work with.
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/// This <see cref="JuiceStreamPath"/> represents the path in a more convenient way, a polyline connecting list of <see cref="JuiceStreamPathVertex"/>s.
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/// </para>
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/// <para>
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/// The path can be regarded as a function from the closed interval <c>[Vertices[0].Distance, Vertices[^1].Distance]</c> to the x position, given by <see cref="PositionAtDistance"/>.
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/// To ensure the path is convertible to a <see cref="SliderPath"/>, the slope of the function must not be more than <c>1</c> everywhere,
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/// and this slope condition is always maintained as an invariant.
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/// </para>
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/// </summary>
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public class JuiceStreamPath
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{
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/// <summary>
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/// The height of legacy osu!standard playfield.
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/// The sliders converted by <see cref="ConvertToSliderPath"/> are vertically contained in this height.
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/// </summary>
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internal const float OSU_PLAYFIELD_HEIGHT = 384;
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/// <summary>
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/// The list of vertices of the path, which is represented as a polyline connecting the vertices.
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/// </summary>
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public IReadOnlyList<JuiceStreamPathVertex> Vertices => vertices;
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/// <summary>
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/// The current version number.
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/// This starts from <c>1</c> and incremented whenever this <see cref="JuiceStreamPath"/> is modified.
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/// </summary>
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public int InvalidationID { get; private set; } = 1;
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/// <summary>
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/// The difference between first vertex's <see cref="JuiceStreamPathVertex.Distance"/> and last vertex's <see cref="JuiceStreamPathVertex.Distance"/>.
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/// </summary>
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public double Distance => vertices[^1].Distance - vertices[0].Distance;
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/// <remarks>
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/// This list should always be non-empty.
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/// </remarks>
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private readonly List<JuiceStreamPathVertex> vertices = new List<JuiceStreamPathVertex>
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{
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new JuiceStreamPathVertex()
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};
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/// <summary>
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/// Compute the x-position of the path at the given <paramref name="distance"/>.
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/// </summary>
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/// <remarks>
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/// When the given distance is outside of the path, the x position at the corresponding endpoint is returned,
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/// </remarks>
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public float PositionAtDistance(double distance)
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{
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int index = vertexIndexAtDistance(distance);
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return positionAtDistance(distance, index);
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}
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/// <summary>
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/// Remove all vertices of this path, then add a new vertex <c>(0, 0)</c>.
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/// </summary>
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public void Clear()
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{
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vertices.Clear();
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vertices.Add(new JuiceStreamPathVertex());
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invalidate();
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}
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/// <summary>
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/// Insert a vertex at given <paramref name="distance"/>.
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/// The <see cref="PositionAtDistance"/> is used as the position of the new vertex.
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/// Thus, the set of points of the path is not changed (up to floating-point precision).
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/// </summary>
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/// <returns>The index of the new vertex.</returns>
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public int InsertVertex(double distance)
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{
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if (!double.IsFinite(distance))
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throw new ArgumentOutOfRangeException(nameof(distance));
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int index = vertexIndexAtDistance(distance);
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float x = positionAtDistance(distance, index);
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vertices.Insert(index, new JuiceStreamPathVertex(distance, x));
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invalidate();
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return index;
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}
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/// <summary>
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/// Move the vertex of given <paramref name="index"/> to the given position <paramref name="newX"/>.
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/// When the distances between vertices are too small for the new vertex positions, the adjacent vertices are moved towards <paramref name="newX"/>.
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/// </summary>
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public void SetVertexPosition(int index, float newX)
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{
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if (index < 0 || index >= vertices.Count)
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throw new ArgumentOutOfRangeException(nameof(index));
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if (!float.IsFinite(newX))
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throw new ArgumentOutOfRangeException(nameof(newX));
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var newVertex = new JuiceStreamPathVertex(vertices[index].Distance, newX);
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for (int i = index - 1; i >= 0 && !canConnect(vertices[i], newVertex); i--)
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{
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float clampedX = clampToConnectablePosition(newVertex, vertices[i]);
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vertices[i] = new JuiceStreamPathVertex(vertices[i].Distance, clampedX);
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}
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for (int i = index + 1; i < vertices.Count; i++)
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{
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float clampedX = clampToConnectablePosition(newVertex, vertices[i]);
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vertices[i] = new JuiceStreamPathVertex(vertices[i].Distance, clampedX);
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}
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vertices[index] = newVertex;
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invalidate();
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}
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/// <summary>
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/// Add a new vertex at given <paramref name="distance"/> and position.
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/// Adjacent vertices are moved when necessary in the same way as <see cref="SetVertexPosition"/>.
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/// </summary>
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public void Add(double distance, float x)
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{
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int index = InsertVertex(distance);
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SetVertexPosition(index, x);
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}
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/// <summary>
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/// Remove all vertices that satisfy the given <paramref name="predicate"/>.
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/// </summary>
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/// <remarks>
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/// If all vertices are removed, a new vertex <c>(0, 0)</c> is added.
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/// </remarks>
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/// <param name="predicate">The predicate to determine whether a vertex should be removed given the vertex and its index in the path.</param>
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/// <returns>The number of removed vertices.</returns>
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public int RemoveVertices(Func<JuiceStreamPathVertex, int, bool> predicate)
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{
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int index = 0;
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int removeCount = vertices.RemoveAll(vertex => predicate(vertex, index++));
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if (vertices.Count == 0)
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vertices.Add(new JuiceStreamPathVertex());
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if (removeCount != 0)
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invalidate();
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return removeCount;
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}
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/// <summary>
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/// Recreate this path by using difference set of vertices at given distances.
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/// In addition to the given <paramref name="sampleDistances"/>, the first vertex and the last vertex are always added to the new path.
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/// New vertices use the positions on the original path. Thus, <see cref="PositionAtDistance"/>s at <paramref name="sampleDistances"/> are preserved.
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/// </summary>
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public void ResampleVertices(IEnumerable<double> sampleDistances)
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{
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var sampledVertices = new List<JuiceStreamPathVertex>();
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foreach (double distance in sampleDistances)
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{
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if (!double.IsFinite(distance))
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throw new ArgumentOutOfRangeException(nameof(sampleDistances));
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double clampedDistance = Math.Clamp(distance, vertices[0].Distance, vertices[^1].Distance);
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float x = PositionAtDistance(clampedDistance);
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sampledVertices.Add(new JuiceStreamPathVertex(clampedDistance, x));
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}
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sampledVertices.Sort();
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// The first vertex and the last vertex are always used in the result.
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vertices.RemoveRange(1, vertices.Count - (vertices.Count == 1 ? 1 : 2));
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vertices.InsertRange(1, sampledVertices);
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invalidate();
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}
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/// <summary>
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/// Convert a <see cref="SliderPath"/> to list of vertices and write the result to this <see cref="JuiceStreamPath"/>.
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/// </summary>
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/// <remarks>
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/// Duplicated vertices are automatically removed.
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/// </remarks>
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public void ConvertFromSliderPath(SliderPath sliderPath)
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{
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var sliderPathVertices = new List<Vector2>();
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sliderPath.GetPathToProgress(sliderPathVertices, 0, 1);
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double distance = 0;
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vertices.Clear();
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vertices.Add(new JuiceStreamPathVertex(0, sliderPathVertices.FirstOrDefault().X));
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for (int i = 1; i < sliderPathVertices.Count; i++)
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{
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distance += Vector2.Distance(sliderPathVertices[i - 1], sliderPathVertices[i]);
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if (!Precision.AlmostEquals(vertices[^1].Distance, distance))
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vertices.Add(new JuiceStreamPathVertex(distance, sliderPathVertices[i].X));
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}
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invalidate();
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}
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/// <summary>
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/// Convert the path of this <see cref="JuiceStreamPath"/> to a <see cref="SliderPath"/> and write the result to <paramref name="sliderPath"/>.
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/// The resulting slider is "folded" to make it vertically contained in the playfield `(0..<see cref="OSU_PLAYFIELD_HEIGHT"/>)` assuming the slider start position is <paramref name="sliderStartY"/>.
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/// </summary>
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public void ConvertToSliderPath(SliderPath sliderPath, float sliderStartY)
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{
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const float margin = 1;
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// Note: these two variables and `sliderPath` are modified by the local functions.
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double currentDistance = 0;
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Vector2 lastPosition = new Vector2(vertices[0].X, 0);
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sliderPath.ControlPoints.Clear();
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sliderPath.ControlPoints.Add(new PathControlPoint(lastPosition));
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for (int i = 1; i < vertices.Count; i++)
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{
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sliderPath.ControlPoints[^1].Type = PathType.Linear;
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float deltaX = vertices[i].X - lastPosition.X;
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double length = vertices[i].Distance - currentDistance;
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// Should satisfy `deltaX^2 + deltaY^2 = length^2`.
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// By invariants, the expression inside the `sqrt` is (almost) non-negative.
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double deltaY = Math.Sqrt(Math.Max(0, length * length - (double)deltaX * deltaX));
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// When `deltaY` is small, one segment is always enough.
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// This case is handled separately to prevent divide-by-zero.
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if (deltaY <= OSU_PLAYFIELD_HEIGHT / 2 - margin)
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{
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float nextX = vertices[i].X;
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float nextY = (float)(lastPosition.Y + getYDirection() * deltaY);
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addControlPoint(nextX, nextY);
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continue;
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}
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// When `deltaY` is large or when the slider velocity is fast, the segment must be partitioned to subsegments to stay in bounds.
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for (double currentProgress = 0; currentProgress < deltaY;)
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{
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double nextProgress = Math.Min(currentProgress + getMaxDeltaY(), deltaY);
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float nextX = (float)(vertices[i - 1].X + nextProgress / deltaY * deltaX);
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float nextY = (float)(lastPosition.Y + getYDirection() * (nextProgress - currentProgress));
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addControlPoint(nextX, nextY);
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currentProgress = nextProgress;
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}
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}
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int getYDirection()
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{
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float lastSliderY = sliderStartY + lastPosition.Y;
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return lastSliderY < OSU_PLAYFIELD_HEIGHT / 2 ? 1 : -1;
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}
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float getMaxDeltaY()
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{
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float lastSliderY = sliderStartY + lastPosition.Y;
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return Math.Max(lastSliderY, OSU_PLAYFIELD_HEIGHT - lastSliderY) - margin;
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}
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void addControlPoint(float nextX, float nextY)
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{
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Vector2 nextPosition = new Vector2(nextX, nextY);
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sliderPath.ControlPoints.Add(new PathControlPoint(nextPosition));
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currentDistance += Vector2.Distance(lastPosition, nextPosition);
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lastPosition = nextPosition;
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}
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}
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/// <summary>
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/// Find the index at which a new vertex with <paramref name="distance"/> can be inserted.
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/// </summary>
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private int vertexIndexAtDistance(double distance)
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{
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// The position of `(distance, Infinity)` is uniquely determined because infinite positions are not allowed.
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int i = vertices.BinarySearch(new JuiceStreamPathVertex(distance, float.PositiveInfinity));
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return i < 0 ? ~i : i;
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}
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/// <summary>
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/// Compute the position at the given <paramref name="distance"/>, assuming <paramref name="index"/> is the vertex index returned by <see cref="vertexIndexAtDistance"/>.
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/// </summary>
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private float positionAtDistance(double distance, int index)
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{
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if (index <= 0)
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return vertices[0].X;
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if (index >= vertices.Count)
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return vertices[^1].X;
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double length = vertices[index].Distance - vertices[index - 1].Distance;
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if (Precision.AlmostEquals(length, 0))
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return vertices[index].X;
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float deltaX = vertices[index].X - vertices[index - 1].X;
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return (float)(vertices[index - 1].X + deltaX * ((distance - vertices[index - 1].Distance) / length));
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}
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/// <summary>
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/// Check the two vertices can connected directly while satisfying the slope condition.
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/// </summary>
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private bool canConnect(JuiceStreamPathVertex vertex1, JuiceStreamPathVertex vertex2, float allowance = 0)
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{
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double xDistance = Math.Abs((double)vertex2.X - vertex1.X);
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float length = (float)Math.Abs(vertex2.Distance - vertex1.Distance);
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return xDistance <= length + allowance;
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}
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/// <summary>
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/// Move the position of <paramref name="movableVertex"/> towards the position of <paramref name="fixedVertex"/>
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/// until the vertex pair satisfies the condition <see cref="canConnect"/>.
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/// </summary>
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/// <returns>The resulting position of <paramref name="movableVertex"/>.</returns>
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private float clampToConnectablePosition(JuiceStreamPathVertex fixedVertex, JuiceStreamPathVertex movableVertex)
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{
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float length = (float)Math.Abs(movableVertex.Distance - fixedVertex.Distance);
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return Math.Clamp(movableVertex.X, fixedVertex.X - length, fixedVertex.X + length);
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}
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private void invalidate() => InvalidationID++;
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}
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}
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