opsu-dance/src/itdelatrisu/opsu/objects/curves/CircumscribedCircle.java

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/*
* opsu! - an open-source osu! client
* Copyright (C) 2014, 2015 Jeffrey Han
*
* opsu! is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu! is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.objects.curves;
import itdelatrisu.opsu.ErrorHandler;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.OsuHitObject;
import itdelatrisu.opsu.Utils;
import org.newdawn.slick.Color;
import org.newdawn.slick.Image;
/**
* Representation of a curve along a Circumscribed Circle of three points.
* http://en.wikipedia.org/wiki/Circumscribed_circle
*
* @author fluddokt (https://github.com/fluddokt)
*/
public class CircumscribedCircle extends Curve {
/** PI constants. */
private static final float
TWO_PI = (float) (Math.PI * 2),
HALF_PI = (float) (Math.PI / 2);
/** The center of the Circumscribed Circle. */
private Vec2f circleCenter;
/** The radius of the Circumscribed Circle. */
private float radius;
/** The three points to create the Circumscribed Circle from. */
private Vec2f start, mid, end;
/** The three angles relative to the circle center. */
private float startAng, endAng, midAng;
/** The start and end angles for drawing. */
private float drawStartAngle, drawEndAngle;
/** The number of steps in the curve to draw. */
private float step;
/**
* Constructor.
* @param hitObject the associated OsuHitObject
* @param color the color of this curve
*/
public CircumscribedCircle(OsuHitObject hitObject, Color color) {
super(hitObject, color);
this.step = hitObject.getPixelLength() / 5f;
// construct the three points
this.start = new Vec2f(getX(0), getY(0));
this.mid = new Vec2f(getX(1), getY(1));
this.end = new Vec2f(getX(2), getY(2));
// find the circle center
Vec2f mida = start.midPoint(mid);
Vec2f midb = end.midPoint(mid);
Vec2f nora = mid.cpy().sub(start).nor();
Vec2f norb = mid.cpy().sub(end).nor();
this.circleCenter = intersect(mida, nora, midb, norb);
if (circleCenter == null)
return;
// find the angles relative to the circle center
Vec2f startAngPoint = start.cpy().sub(circleCenter);
Vec2f midAngPoint = mid.cpy().sub(circleCenter);
Vec2f endAngPoint = end.cpy().sub(circleCenter);
this.startAng = (float) Math.atan2(startAngPoint.y, startAngPoint.x);
this.midAng = (float) Math.atan2(midAngPoint.y, midAngPoint.x);
this.endAng = (float) Math.atan2(endAngPoint.y, endAngPoint.x);
// find the angles that pass through midAng
if (!isIn(startAng, midAng, endAng)) {
if (Math.abs(startAng + TWO_PI - endAng) < TWO_PI && isIn(startAng + (TWO_PI), midAng, endAng))
startAng += TWO_PI;
else if (Math.abs(startAng - (endAng + TWO_PI)) < TWO_PI && isIn(startAng, midAng, endAng + (TWO_PI)))
endAng += TWO_PI;
else if (Math.abs(startAng - TWO_PI - endAng) < TWO_PI && isIn(startAng - (TWO_PI), midAng, endAng))
startAng -= TWO_PI;
else if (Math.abs(startAng - (endAng - TWO_PI)) < TWO_PI && isIn(startAng, midAng, endAng - (TWO_PI)))
endAng -= TWO_PI;
else {
ErrorHandler.error(
String.format("Cannot find angles between midAng (%.3f %.3f %.3f).",
startAng, midAng, endAng), null, true
);
return;
}
}
// find an angle with an arc length of pixelLength along this circle
this.radius = startAngPoint.len();
float pixelLength = hitObject.getPixelLength() * OsuHitObject.getXMultiplier();
float arcAng = pixelLength / radius; // len = theta * r / theta = len / r
// now use it for our new end angle
this.endAng = (endAng > startAng) ? startAng + arcAng : startAng - arcAng;
// finds the angles to draw for repeats
this.drawEndAngle = (float) ((endAng + (startAng > endAng ? HALF_PI : -HALF_PI)) * 180 / Math.PI);
this.drawStartAngle = (float) ((startAng + (startAng > endAng ? -HALF_PI : HALF_PI)) * 180 / Math.PI);
}
/**
* Checks to see if "b" is between "a" and "c"
* @return true if b is between a and c
*/
private boolean isIn(float a, float b, float c) {
return (b > a && b < c) || (b < a && b > c);
}
/**
* Finds the point of intersection between the two parametric lines
* {@code A = a + ta*t} and {@code B = b + tb*u}.
* http://gamedev.stackexchange.com/questions/44720/
* @param a the initial position of the line A
* @param ta the direction of the line A
* @param b the initial position of the line B
* @param tb the direction of the line B
* @return the point at which the two lines intersect
*/
private Vec2f intersect(Vec2f a, Vec2f ta, Vec2f b, Vec2f tb) {
// xy = a + ta * t = b + tb * u
// t =(b + tb*u -a)/ta
//t(x) == t(y)
//(b.x + tb.x*u -a.x)/ta.x = (b.y + tb.y*u -a.y)/ta.y
// b.x*ta.y + tb.x*u*ta.y -a.x*ta.y = b.y*ta.x + tb.y*u*ta.x -a.y*ta.x
// tb.x*u*ta.y - tb.y*u*ta.x= b.y*ta.x -a.y*ta.x -b.x*ta.y +a.x*ta.y
//u *(tb.x*ta.y - tb.y*ta.x) = (b.y-a.y)ta.x +(a.x-b.x)ta.y
//u = ((b.y-a.y)ta.x +(a.x-b.x)ta.y) / (tb.x*ta.y - tb.y*ta.x);
float des = tb.x * ta.y - tb.y * ta.x;
if (Math.abs(des) < 0.00001f) {
ErrorHandler.error("Vectors are parallel.", null, true);
return null;
}
float u = ((b.y - a.y) * ta.x + (a.x - b.x) * ta.y) / des;
return b.cpy().add(tb.x * u, tb.y * u);
}
@Override
public float[] pointAt(float t) {
float ang = lerp(startAng, endAng, t);
return new float[] {
(float) (Math.cos(ang) * radius + circleCenter.x),
(float) (Math.sin(ang) * radius + circleCenter.y)
};
}
@Override
public void draw() {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
for (int i = 0; i < step; i++) {
float[] xy = pointAt(i / step);
Utils.drawCentered(hitCircleOverlay, xy[0], xy[1], Utils.COLOR_WHITE_FADE);
}
for (int i = 0; i < step; i++) {
float[] xy = pointAt(i / step);
Utils.drawCentered(hitCircle, xy[0], xy[1], color);
}
}
@Override
public float getEndAngle() { return drawEndAngle; }
@Override
public float getStartAngle() { return drawStartAngle; }
}