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https://github.com/osukey/osukey.git
synced 2025-08-03 06:36:31 +09:00
ControlPoint -> PathControlPoint
Also Curve -> Path.
This commit is contained in:
@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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newCombo |= forceNewCombo;
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comboOffset += extraComboOffset;
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@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
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ComboOffset = comboOffset,
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ControlPoints = controlPoints,
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Distance = length,
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CurveType = curveType,
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PathType = pathType,
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RepeatSamples = repeatSamples,
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RepeatCount = repeatCount
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};
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@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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}
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else if (type.HasFlag(ConvertHitObjectType.Slider))
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{
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CurveType curveType = CurveType.Catmull;
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PathType pathType = PathType.Catmull;
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double length = 0;
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string[] pointSplit = split[5].Split('|');
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@ -90,16 +90,16 @@ namespace osu.Game.Rulesets.Objects.Legacy
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switch (t)
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{
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case @"C":
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curveType = CurveType.Catmull;
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pathType = PathType.Catmull;
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break;
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case @"B":
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curveType = CurveType.Bezier;
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pathType = PathType.Bezier;
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break;
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case @"L":
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curveType = CurveType.Linear;
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pathType = PathType.Linear;
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break;
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case @"P":
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curveType = CurveType.PerfectCurve;
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pathType = PathType.PerfectCurve;
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break;
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}
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@ -113,8 +113,8 @@ namespace osu.Game.Rulesets.Objects.Legacy
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// osu-stable special-cased colinear perfect curves to a CurveType.Linear
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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));
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if (points.Length == 3 && curveType == CurveType.PerfectCurve && isLinear(points))
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curveType = CurveType.Linear;
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if (points.Length == 3 && pathType == PathType.PerfectCurve && isLinear(points))
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pathType = PathType.Linear;
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int repeatCount = Convert.ToInt32(split[6], CultureInfo.InvariantCulture);
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@ -178,7 +178,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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for (int i = 0; i < nodes; i++)
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nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
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result = CreateSlider(pos, combo, comboOffset, points, length, curveType, repeatCount, nodeSamples);
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result = CreateSlider(pos, combo, comboOffset, points, length, pathType, repeatCount, nodeSamples);
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}
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else if (type.HasFlag(ConvertHitObjectType.Spinner))
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{
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@ -268,11 +268,11 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <param name="comboOffset">When starting a new combo, the offset of the new combo relative to the current one.</param>
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/// <param name="controlPoints">The slider control points.</param>
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/// <param name="length">The slider length.</param>
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/// <param name="curveType">The slider curve type.</param>
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/// <param name="pathType">The slider curve type.</param>
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/// <param name="repeatCount">The slider repeat count.</param>
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/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples);
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/// <summary>
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/// Creates a legacy Spinner-type hit object.
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@ -20,9 +20,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <summary>
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/// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects.
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/// </summary>
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public SliderCurve Curve { get; } = null;
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public SliderPath Path { get; } = null;
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public Vector2[] ControlPoints { get; set; }
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public CurveType CurveType { get; set; }
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public PathType PathType { get; set; }
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public double Distance { get; set; }
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@ -26,14 +26,14 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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return new ConvertSlider
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{
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X = position.X,
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ControlPoints = controlPoints,
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Distance = length,
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CurveType = curveType,
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PathType = pathType,
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RepeatSamples = repeatSamples,
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RepeatCount = repeatCount
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};
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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newCombo |= forceNewCombo;
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comboOffset += extraComboOffset;
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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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ComboOffset = comboOffset,
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ControlPoints = controlPoints,
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Distance = Math.Max(0, length),
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CurveType = curveType,
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PathType = pathType,
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RepeatSamples = repeatSamples,
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RepeatCount = repeatCount
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};
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@ -23,13 +23,13 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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return new ConvertHit();
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, Vector2[] controlPoints, double length, PathType pathType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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return new ConvertSlider
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{
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ControlPoints = controlPoints,
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Distance = length,
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CurveType = curveType,
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PathType = pathType,
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RepeatSamples = repeatSamples,
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RepeatCount = repeatCount
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};
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@ -10,13 +10,13 @@ using OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public class SliderCurve
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public class SliderPath
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{
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public double Distance;
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public Vector2[] ControlPoints;
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public CurveType CurveType = CurveType.PerfectCurve;
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public PathType PathType = PathType.PerfectCurve;
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public Vector2 Offset;
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@ -25,15 +25,15 @@ namespace osu.Game.Rulesets.Objects
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private List<Vector2> calculateSubpath(ReadOnlySpan<Vector2> subControlPoints)
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{
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switch (CurveType)
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switch (PathType)
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{
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case CurveType.Linear:
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case PathType.Linear:
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var result = new List<Vector2>(subControlPoints.Length);
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foreach (var c in subControlPoints)
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result.Add(c);
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return result;
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case CurveType.PerfectCurve:
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case PathType.PerfectCurve:
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//we can only use CircularArc iff we have exactly three control points and no dissection.
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if (ControlPoints.Length != 3 || subControlPoints.Length != 3)
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break;
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@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Objects
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break;
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return subpath;
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case CurveType.Catmull:
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case PathType.Catmull:
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return new CatmullApproximator(subControlPoints).CreateCatmull();
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}
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@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.Objects
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Vector2 diff = calculatedPath[i + 1] - calculatedPath[i];
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double d = diff.Length;
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// Shorten slider curves that are too long compared to what's
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// Shorten slider paths that are too long compared to what's
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// in the .osu file.
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if (Distance - l < d)
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{
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@ -109,7 +109,7 @@ namespace osu.Game.Rulesets.Objects
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cumulativeLength.Add(l);
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}
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// Lengthen slider curves that are too short compared to what's
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// Lengthen slider paths that are too short compared to what's
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// in the .osu file.
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if (l < Distance && calculatedPath.Count > 1)
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{
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@ -191,10 +191,10 @@ namespace osu.Game.Rulesets.Objects
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}
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/// <summary>
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/// Computes the slider curve until a given progress that ranges from 0 (beginning of the slider)
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/// Computes the slider path until a given progress that ranges from 0 (beginning of the slider)
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/// to 1 (end of the slider) and stores the generated path in the given list.
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/// </summary>
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/// <param name="path">The list to be filled with the computed curve.</param>
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/// <param name="path">The list to be filled with the computed path.</param>
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/// <param name="p0">Start progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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/// <param name="p1">End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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public void GetPathToProgress(List<Vector2> path, double p0, double p1)
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@ -219,10 +219,10 @@ namespace osu.Game.Rulesets.Objects
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}
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/// <summary>
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/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the curve)
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/// to 1 (end of the curve).
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/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the path)
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/// to 1 (end of the path).
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/// </summary>
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/// <param name="progress">Ranges from 0 (beginning of the curve) to 1 (end of the curve).</param>
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/// <param name="progress">Ranges from 0 (beginning of the path) to 1 (end of the path).</param>
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/// <returns></returns>
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public Vector2 PositionAt(double progress)
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{
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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <summary>
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/// The curve.
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/// </summary>
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SliderCurve Curve { get; }
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SliderPath Path { get; }
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/// <summary>
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/// The control points that shape the curve.
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <summary>
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/// The type of curve.
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/// </summary>
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CurveType CurveType { get; }
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PathType PathType { get; }
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}
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public static class HasCurveExtensions
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <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>
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/// <returns>The position on the curve.</returns>
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public static Vector2 CurvePositionAt(this IHasCurve obj, double progress)
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=> obj.Curve.PositionAt(obj.ProgressAt(progress));
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=> obj.Path.PositionAt(obj.ProgressAt(progress));
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/// <summary>
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/// 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 @@
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namespace osu.Game.Rulesets.Objects.Types
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{
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public enum CurveType
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public enum PathType
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{
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Catmull,
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Bezier,
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