ControlPoint -> PathControlPoint

Also Curve -> Path.
This commit is contained in:
Dean Herbert
2018-11-01 03:52:24 +09:00
parent 9cb4374b51
commit bb2f8deb18
24 changed files with 92 additions and 92 deletions

View File

@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, 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, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
newCombo |= forceNewCombo;
comboOffset += extraComboOffset;
@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
ComboOffset = comboOffset,
ControlPoints = controlPoints,
Distance = length,
CurveType = curveType,
PathType = pathType,
RepeatSamples = repeatSamples,
RepeatCount = repeatCount
};

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@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
}
else if (type.HasFlag(ConvertHitObjectType.Slider))
{
CurveType curveType = CurveType.Catmull;
PathType pathType = PathType.Catmull;
double length = 0;
string[] pointSplit = split[5].Split('|');
@ -90,16 +90,16 @@ namespace osu.Game.Rulesets.Objects.Legacy
switch (t)
{
case @"C":
curveType = CurveType.Catmull;
pathType = PathType.Catmull;
break;
case @"B":
curveType = CurveType.Bezier;
pathType = PathType.Bezier;
break;
case @"L":
curveType = CurveType.Linear;
pathType = PathType.Linear;
break;
case @"P":
curveType = CurveType.PerfectCurve;
pathType = PathType.PerfectCurve;
break;
}
@ -113,8 +113,8 @@ namespace osu.Game.Rulesets.Objects.Legacy
// osu-stable special-cased colinear perfect curves to a CurveType.Linear
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;
if (points.Length == 3 && pathType == PathType.PerfectCurve && isLinear(points))
pathType = PathType.Linear;
int repeatCount = Convert.ToInt32(split[6], CultureInfo.InvariantCulture);
@ -178,7 +178,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
for (int i = 0; i < nodes; i++)
nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
result = CreateSlider(pos, combo, comboOffset, points, length, curveType, repeatCount, nodeSamples);
result = CreateSlider(pos, combo, comboOffset, points, length, pathType, repeatCount, nodeSamples);
}
else if (type.HasFlag(ConvertHitObjectType.Spinner))
{
@ -268,11 +268,11 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <param name="comboOffset">When starting a new combo, the offset of the new combo relative to the current one.</param>
/// <param name="controlPoints">The slider control points.</param>
/// <param name="length">The slider length.</param>
/// <param name="curveType">The slider curve type.</param>
/// <param name="pathType">The slider curve type.</param>
/// <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, 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, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples);
/// <summary>
/// Creates a legacy Spinner-type hit object.

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@ -20,9 +20,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <summary>
/// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects.
/// </summary>
public SliderCurve Curve { get; } = null;
public SliderPath Path { get; } = null;
public Vector2[] ControlPoints { get; set; }
public CurveType CurveType { get; set; }
public PathType PathType { get; set; }
public double Distance { get; set; }

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@ -26,14 +26,14 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, 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, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{
X = position.X,
ControlPoints = controlPoints,
Distance = length,
CurveType = curveType,
PathType = pathType,
RepeatSamples = repeatSamples,
RepeatCount = repeatCount
};

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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, 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, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
newCombo |= forceNewCombo;
comboOffset += extraComboOffset;
@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
ComboOffset = comboOffset,
ControlPoints = controlPoints,
Distance = Math.Max(0, length),
CurveType = curveType,
PathType = pathType,
RepeatSamples = repeatSamples,
RepeatCount = repeatCount
};

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@ -23,13 +23,13 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
return new ConvertHit();
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, 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, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{
ControlPoints = controlPoints,
Distance = length,
CurveType = curveType,
PathType = pathType,
RepeatSamples = repeatSamples,
RepeatCount = repeatCount
};

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@ -10,13 +10,13 @@ using OpenTK;
namespace osu.Game.Rulesets.Objects
{
public class SliderCurve
public class SliderPath
{
public double Distance;
public Vector2[] ControlPoints;
public CurveType CurveType = CurveType.PerfectCurve;
public PathType PathType = PathType.PerfectCurve;
public Vector2 Offset;
@ -25,15 +25,15 @@ namespace osu.Game.Rulesets.Objects
private List<Vector2> calculateSubpath(ReadOnlySpan<Vector2> subControlPoints)
{
switch (CurveType)
switch (PathType)
{
case CurveType.Linear:
case PathType.Linear:
var result = new List<Vector2>(subControlPoints.Length);
foreach (var c in subControlPoints)
result.Add(c);
return result;
case CurveType.PerfectCurve:
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;
@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Objects
break;
return subpath;
case CurveType.Catmull:
case PathType.Catmull:
return new CatmullApproximator(subControlPoints).CreateCatmull();
}
@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.Objects
Vector2 diff = calculatedPath[i + 1] - calculatedPath[i];
double d = diff.Length;
// Shorten slider curves that are too long compared to what's
// Shorten slider paths that are too long compared to what's
// in the .osu file.
if (Distance - l < d)
{
@ -109,7 +109,7 @@ namespace osu.Game.Rulesets.Objects
cumulativeLength.Add(l);
}
// Lengthen slider curves that are too short compared to what's
// Lengthen slider paths that are too short compared to what's
// in the .osu file.
if (l < Distance && calculatedPath.Count > 1)
{
@ -191,10 +191,10 @@ namespace osu.Game.Rulesets.Objects
}
/// <summary>
/// Computes the slider curve until a given progress that ranges from 0 (beginning of the slider)
/// 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.
/// </summary>
/// <param name="path">The list to be filled with the computed curve.</param>
/// <param name="path">The list to be filled with the computed path.</param>
/// <param name="p0">Start progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
/// <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)
@ -219,10 +219,10 @@ namespace osu.Game.Rulesets.Objects
}
/// <summary>
/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the curve)
/// to 1 (end of the curve).
/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the path)
/// to 1 (end of the path).
/// </summary>
/// <param name="progress">Ranges from 0 (beginning of the curve) to 1 (end of the curve).</param>
/// <param name="progress">Ranges from 0 (beginning of the path) to 1 (end of the path).</param>
/// <returns></returns>
public Vector2 PositionAt(double progress)
{

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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Objects.Types
/// <summary>
/// The curve.
/// </summary>
SliderCurve Curve { get; }
SliderPath Path { get; }
/// <summary>
/// The control points that shape the curve.
@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Objects.Types
/// <summary>
/// The type of curve.
/// </summary>
CurveType CurveType { get; }
PathType PathType { get; }
}
public static class HasCurveExtensions
@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Objects.Types
/// <param name="progress">[0, 1] where 0 is the start time of the <see cref="HitObject"/> and 1 is the end time of the <see cref="HitObject"/>.</param>
/// <returns>The position on the curve.</returns>
public static Vector2 CurvePositionAt(this IHasCurve obj, double progress)
=> obj.Curve.PositionAt(obj.ProgressAt(progress));
=> obj.Path.PositionAt(obj.ProgressAt(progress));
/// <summary>
/// Computes the progress along the curve relative to how much of the <see cref="HitObject"/> has been completed.

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@ -3,7 +3,7 @@
namespace osu.Game.Rulesets.Objects.Types
{
public enum CurveType
public enum PathType
{
Catmull,
Bezier,