Merge pull request #12 from fluddokt/omaster
New slider curve types (CircumscribedCircle, LinearBezier) and other fixes. - Better rendering of multi-repeat arrows. - Fixed circle color ordering. - Better multipliers for hit object coordinates.
This commit is contained in:
commit
94d7ff37eb
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@ -102,10 +102,17 @@ public class OsuHitObject {
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* @param height the container height
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*/
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public static void init(int width, int height) {
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xMultiplier = (width * 0.6f) / MAX_X;
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yMultiplier = (height * 0.6f) / MAX_Y;
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xOffset = width / 5;
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yOffset = height / 5;
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int swidth = width;
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int sheight = height;
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if(swidth*3>sheight*4){
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swidth = sheight*4/3;
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}else{
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sheight = swidth*3/4;
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}
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xMultiplier = swidth / 640f; //(width * 1f) / MAX_X; // width * MAX_X/800f / MAX_X
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yMultiplier = sheight / 480f;//(height * 1f) / MAX_Y;
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xOffset = (int)(width - MAX_X * xMultiplier)/2 ;//width / 5; 800-512/2
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yOffset = (int)(height - MAX_Y * yMultiplier)/2 ;//height / 5;
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}
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/**
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@ -280,4 +287,11 @@ public class OsuHitObject {
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* @return true if new combo
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*/
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public boolean isNewCombo() { return (type & TYPE_NEWCOMBO) > 0; }
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}
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/**
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* Returns the multiplier for coordinates
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* @return
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*/
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public static float getMultiplier() {
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return xMultiplier;
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}
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}
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@ -535,7 +535,7 @@ public class OsuParser {
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// set combo info
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// - new combo: get next combo index, reset combo number
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// - else: maintain combo index, increase combo number
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if (hitObject.isNewCombo()) {
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if (hitObject.isNewCombo() && !hitObject.isSpinner() || objectIndex==0) {
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comboIndex = (comboIndex + 1) % osu.combo.length;
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comboNumber = 1;
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}
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@ -18,6 +18,9 @@
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package itdelatrisu.opsu.objects;
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import java.util.Iterator;
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import java.util.LinkedList;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.GameMod;
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import itdelatrisu.opsu.GameData;
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@ -59,7 +62,7 @@ public class Slider implements HitObject {
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private Color color;
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/** The underlying Bezier object. */
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private Bezier bezier;
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private Curve bezier;
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/** The time duration of the slider, in milliseconds. */
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private float sliderTime = 0f;
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@ -88,6 +91,270 @@ public class Slider implements HitObject {
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/** Number of ticks hit and tick intervals so far. */
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private int ticksHit = 0, tickIntervals = 1;
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private abstract class Curve{
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/**
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* Returns the point on the curve at a value t.
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* @param t the t value [0, 1]
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* @return the point [x, y]
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*/
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public abstract float[] pointAt(float t);
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/**
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* Draws the full Bezier curve to the graphics context.
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*/
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public abstract void draw();
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/**
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* Returns the angle of the first control point.
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*/
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public abstract float getEndAngle();
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/**
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* Returns the angle of the last control point.
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*/
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public abstract float getStartAngle();
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}
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/**
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* A two dimensional vector
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*/
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private class Vec2f{
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float x, y;
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/**
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* Constructor of the (nx, ny) Vector
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* @param nx
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* @param ny
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*/
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public Vec2f(float nx, float ny) {
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x=nx;
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y=ny;
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}
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/**
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* Constructor of the (0,0) Vector
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*/
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public Vec2f() {
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}
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/**
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* Finds the midpoint between this Vector and "o" Vector
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* @param o the other Vector
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* @return midpoint vector
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*/
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public Vec2f midPoint(Vec2f o){
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return new Vec2f((x+o.x)/2, (y+o.y)/2);
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}
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/**
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* Subtracts the "o" vector from this vector
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* @param o the other Vector
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* @return itself for chaining
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*/
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public Vec2f sub(Vec2f o){
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x-=o.x;
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y-=o.y;
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return this;
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}
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/**
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* Sets this Vector to the normal of this Vector
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* @return itself for chaining
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*/
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public Vec2f nor(){
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float nx = -y, ny =x;
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x=nx;
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y=ny;
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return this;
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}
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/**
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* Makes a new Vector that is a copy of this Vector
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* @return a copy of this Vector
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*/
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public Vec2f cpy(){
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return new Vec2f(x, y);
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}
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/**
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* Adds nx to the x component and ny to the y component of this Vector
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* @param nx
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* @param ny
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* @return
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*/
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public Vec2f add(float nx, float ny) {
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x+=nx;
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y+=ny;
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return this;
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}
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/**
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* Finds the length of this Vector
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* @return the length of this Vector
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*/
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public float len() {
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return (float) Math.sqrt(x*x + y*y);
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}
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/**
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* Compares this vector to another Vector
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* @param o the Other Vector
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* @return true if the two Vector are numerically equal
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*/
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public boolean equals(Vec2f o){
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return x==o.x && y==o.y;
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}
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}
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/**
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* Representation of a curve along a Circumscribed Circle of three points.
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* http://en.wikipedia.org/wiki/Circumscribed_circle
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*/
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private class CircumscribedCircle extends Curve{
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/** The center of the Circumscribed Circle */
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Vec2f circleCenter;
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/** The radius of the Circumscribed Circle */
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float radius;
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/** * The three points to create the Circumscribed Circle from */
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Vec2f start ,mid ,end;
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/** The three angles relative to the circle center */
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float startAng,endAng,midAng;
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/** The start and end angles for drawing */
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float drawStartAngle,drawEndAngle;
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/** Two times Pi or one full circle in radians */
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final float TWO_PI = (float) (2*Math.PI);
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/** Pi divided by two or a quarter of a circle in radians */
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final float HALF_PI = (float) (Math.PI/2);
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/** The number of steps in the curve to draw */
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private float step;
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/**
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* Constructor
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*/
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public CircumscribedCircle(){
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this.step = hitObject.getPixelLength() / 5;
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//construct the three points
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start = new Vec2f(getX(0), getY(0));
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mid = new Vec2f(getX(1), getY(1));
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end = new Vec2f(getX(2), getY(2));
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//find the circle center
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Vec2f mida = start.midPoint(mid);
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Vec2f midb = end.midPoint(mid);
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Vec2f nora = mid.cpy().sub(start).nor();
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Vec2f norb = mid.cpy().sub(end).nor();
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circleCenter = intersect(mida, nora, midb, norb);
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//find the angles relative to the circle center
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Vec2f startAngPoint = start.cpy().sub(circleCenter);
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Vec2f midAngPoint = mid.cpy().sub(circleCenter);
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Vec2f endAngPoint = end.cpy().sub(circleCenter);
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startAng = (float) Math.atan2(startAngPoint.y, startAngPoint.x);
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midAng = (float) Math.atan2(midAngPoint.y, midAngPoint.x);
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endAng = (float) Math.atan2(endAngPoint.y, endAngPoint.x);
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//find angles that passes thru midAng
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if(!isIn(startAng,midAng,endAng)){
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if(Math.abs(startAng+TWO_PI-endAng)<TWO_PI && isIn(startAng+(TWO_PI),midAng,endAng)){
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startAng+=TWO_PI;
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}else if(Math.abs(startAng-(endAng+TWO_PI))<TWO_PI && isIn(startAng,midAng,endAng+(TWO_PI))){
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endAng+=TWO_PI;
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}else if(Math.abs(startAng-TWO_PI-endAng)<TWO_PI && isIn(startAng-(TWO_PI),midAng,endAng)){
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startAng-=TWO_PI;
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}else if(Math.abs(startAng-(endAng-TWO_PI))<TWO_PI && isIn(startAng,midAng,endAng-(TWO_PI))){
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endAng-=TWO_PI;
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}else{
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throw new Error("Cannot find Angles between midAng "+startAng+" "+midAng+" "+endAng);
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}
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}
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//Find an angle with an arc length of pixellength along this cirlce
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radius = startAngPoint.len();
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float pixelLength = hitObject.getPixelLength() * OsuHitObject.getMultiplier();
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float arcAng = pixelLength / radius; //len = theta * r / theta = len/r
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//now use it for our new end angle
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if(endAng>startAng){
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endAng=startAng+arcAng;
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}else{
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endAng=startAng-arcAng;
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}
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//finds the angles to draw for repeats
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drawEndAngle = (float) ((endAng+(startAng>endAng?HALF_PI:-HALF_PI)) * 180 / Math.PI);
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drawStartAngle = (float) ((startAng+(startAng>endAng?-HALF_PI:HALF_PI)) * 180 / Math.PI);
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}
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/**
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* Checks to see if "b" is between "a" and "c"
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* @param a
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* @param b
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* @param c
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* @return true if b is between a and c
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*/
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private boolean isIn(float a,float b,float c){
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return (b>a && b<c) || (b<a && b>c);
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}
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/**
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* Finds the point of intersection between two parametric lines of A = a + ta*t and B = b + tb*u
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* http://gamedev.stackexchange.com/questions/44720/line-intersection-from-parametric-equation
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* @param a the initial position of the line A
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* @param ta the direction of the line A
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* @param b the initial position of the line B
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* @param tb the direction of the line B
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* @return the point at which the two lines interssect
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*/
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private Vec2f intersect(Vec2f a, Vec2f ta, Vec2f b, Vec2f tb) {
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// xy = a + ta * t = b + tb * u
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// t =(b + tb*u -a)/ta
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//t(x) == t(y)
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//(b.x + tb.x*u -a.x)/ta.x = (b.y + tb.y*u -a.y)/ta.y
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// 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
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// 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
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//u *(tb.x*ta.y - tb.y*ta.x) = (b.y-a.y)ta.x +(a.x-b.x)ta.y
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//u = ((b.y-a.y)ta.x +(a.x-b.x)ta.y) / (tb.x*ta.y - tb.y*ta.x);
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float des = tb.x*ta.y - tb.y*ta.x;
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if(Math.abs(des)<0.00001f){
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throw new Error("parallel ");
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}
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float u = ((b.y-a.y)*ta.x + (a.x-b.x)*ta.y) / des;
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return b.cpy().add(tb.x*u,tb.y*u);
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}
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@Override
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public float[] pointAt(float t) {
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float ang = lerp(startAng, endAng, t);
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return new float[]{(float) (Math.cos(ang)*radius+circleCenter.x),(float) (Math.sin(ang)*radius+circleCenter.y)};
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}
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@Override
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public void draw() {
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Image hitCircle = GameImage.HITCIRCLE.getImage();
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Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
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// draw overlay and hit circle
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for(int i=0; i<step; i++){
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float[] xy = pointAt(i/step);
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Utils.drawCentered(hitCircleOverlay, xy[0], xy[1], Utils.COLOR_WHITE_FADE);
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}
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for(int i=0; i<step; i++){
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float[] xy = pointAt(i/step);
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Utils.drawCentered(hitCircle, xy[0], xy[1], color);
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}
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}
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@Override
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public float getEndAngle() {
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return drawEndAngle;
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}
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@Override
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public float getStartAngle() {
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return drawStartAngle;
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}
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}
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/**
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* Representation of a Bezier curve, the main component of a slider.
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*
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@ -224,7 +491,279 @@ public class Slider implements HitObject {
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Utils.drawCentered(hitCircle, curveX[i], curveY[i], color);
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}
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}
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/**
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* Representation of a Bezier curve with equal distant points.
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* http://pomax.github.io/bezierinfo/#tracing
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*/
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private class LinearBezier extends Curve{
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/** The angles of the first and last control points for drawing. */
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private float startAngle, endAngle;
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/** List of Bezier curves in the set of points */
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LinkedList<Bezier2> beziers = new LinkedList<Bezier2>();
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/** Points along the curve at equal distance. */
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Vec2f[] curve;
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/** The number of points along the curve */
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int ncurve;
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/**
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* Constructor
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*/
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public LinearBezier(){
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//splits points into different beziers if has the same points(Red points)
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int npoints = hitObject.getSliderX().length + 1; //The number of control points
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LinkedList<Vec2f> points = new LinkedList<Vec2f>(); // a temporary list of points to separete different bezier curves
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Vec2f lastPoi = null;
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for(int i=0; i<npoints; i++){
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Vec2f tpoi = new Vec2f(getX(i), getY(i));
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if(lastPoi!=null && tpoi.equals(lastPoi)){
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if(points.size()>=2){
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beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
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}
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points.clear();
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}
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points.add(tpoi);
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lastPoi = tpoi;
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}
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if(points.size()<2){
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//Ending on a red point (probably) just ignore
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//throw new Error("trying to continue Beziers with less than 2 points");
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}else{
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beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
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points.clear();
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}
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//find the length of all beziers
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//int totalDistance = 0;
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//for(Bezier2 bez : beziers){
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// totalDistance += bez.totalDistance();
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//}
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//now try to creates points the are equal distance to eachother
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ncurve = (int) (hitObject.getPixelLength()/5f);
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curve = new Vec2f[ncurve+1];
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float distanceAt = 0;
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Iterator<Bezier2> ita = beziers.iterator();
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int curPoint=0;
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Bezier2 curBezier=ita.next();
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Vec2f lastCurve = curBezier.curve[0];
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float lastDistanceAt = 0;
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//length of Bezier should equal pixel length (in 640x480)
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float pixelLength = hitObject.getPixelLength()*OsuHitObject.getMultiplier();
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//For each distance, try to get in between the two points that is between it.
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for(int i=0;i<ncurve+1;i++){
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int prefDistance = (int) (i*pixelLength/ncurve);
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while(distanceAt<prefDistance){
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lastDistanceAt = distanceAt;
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lastCurve = curBezier.curve[curPoint];
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distanceAt+=curBezier.curveDis[curPoint++];
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if(curPoint >= curBezier.ncurve){
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if(ita.hasNext()){
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curBezier = ita.next();
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curPoint = 0;
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}else{
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curPoint = curBezier.ncurve -1;
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}
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}
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}
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Vec2f thisCurve = curBezier.curve[curPoint];
|
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//interpolate the point between the two closest distances
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if(distanceAt-lastDistanceAt > 1){
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float t = (prefDistance-lastDistanceAt)/(float)(distanceAt-lastDistanceAt);
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curve[i] = new Vec2f( lerp(lastCurve.x,thisCurve.x,t), lerp(lastCurve.y,thisCurve.y,t));
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//System.out.println("Dis "+i+" "+prefDistance+" "+lastDistanceAt+" "+distanceAt+" "+curPoint+" "+t);
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}else{
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curve[i] = thisCurve;
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}
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}
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//if (hitObject.getRepeatCount() > 1) {
|
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Vec2f c1 = curve[0];
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int cnt = 1;
|
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Vec2f c2 = curve[cnt++];
|
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while(c2.cpy().sub(c1).len()<1){
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c2 = curve[cnt++];
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}
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startAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
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c1 = curve[ncurve-1];
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cnt= ncurve-2;
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c2 = curve[cnt];
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while(c2.cpy().sub(c1).len()<1){
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c2 = curve[cnt--];
|
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}
|
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endAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
|
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//}
|
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//System.out.println("Total Distance: "+totalDistance+" "+distanceAt+" "+beziers.size()+" "+hitObject.getPixelLength()+" "+hitObject.xMultiplier);
|
||||
}
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||||
@Override
|
||||
public float[] pointAt(float t) {
|
||||
|
||||
float index = t * ncurve;
|
||||
|
||||
if((int)index>=ncurve){
|
||||
Vec2f poi = curve[ncurve-1];
|
||||
return new float[]{poi.x, poi.y};
|
||||
}
|
||||
|
||||
Vec2f poi = curve[(int)index];
|
||||
float t2 = index - (int)index;
|
||||
Vec2f poi2 = curve[(int)index+1];
|
||||
return new float[]{lerp(poi.x,poi2.x,t2),lerp(poi.y,poi2.y,t2)};
|
||||
}
|
||||
@Override
|
||||
public void draw() {
|
||||
Image hitCircle = GameImage.HITCIRCLE.getImage();
|
||||
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
|
||||
|
||||
// draw overlay and hit circle
|
||||
for (int i = curve.length - 2; i >= 0; i--)
|
||||
Utils.drawCentered(hitCircleOverlay, curve[i].x, curve[i].y, Utils.COLOR_WHITE_FADE);
|
||||
for (int i = curve.length - 2; i >= 0; i--)
|
||||
Utils.drawCentered(hitCircle, curve[i].x, curve[i].y, color);
|
||||
}
|
||||
@Override
|
||||
public float getEndAngle() {
|
||||
return endAngle;
|
||||
}
|
||||
@Override
|
||||
public float getStartAngle() {
|
||||
return startAngle;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Representation of a Bezier curve with the distance between each point calculated.
|
||||
*/
|
||||
private class Bezier2{
|
||||
/** The control points of the Bezier curve */
|
||||
Vec2f[] points;
|
||||
|
||||
/** Points along the curve of the Bezier curve */
|
||||
Vec2f[] curve;
|
||||
|
||||
/** distance between this point of the curve and the last point */
|
||||
float[] curveDis;
|
||||
|
||||
/** The number of points along the curve */
|
||||
int ncurve;
|
||||
|
||||
/** The total distances of this Bezier */
|
||||
float totalDistance;
|
||||
|
||||
/*
|
||||
* Constructor
|
||||
*/
|
||||
public Bezier2(Vec2f[] points) {
|
||||
|
||||
this.points = points;
|
||||
//approximate by finding the length of all points(which should be the max possible length of the curve)
|
||||
float approxlength = 0;
|
||||
for(int i=0;i<points.length-1;i++){
|
||||
approxlength+= points[i].cpy().sub(points[i+1]).len();
|
||||
}
|
||||
|
||||
//subdivide the curve
|
||||
ncurve= (int)(approxlength/4);
|
||||
curve = new Vec2f[ncurve];
|
||||
for(int i=0; i<ncurve; i++){
|
||||
curve[i] = pointAt(i/(float)ncurve);
|
||||
}
|
||||
|
||||
//find the distance of each point from the previous point
|
||||
curveDis= new float[ncurve];
|
||||
for(int i=0; i<ncurve; i++){
|
||||
if(i==0)
|
||||
curveDis[i] = 0;
|
||||
else
|
||||
curveDis[i] = curve[i].cpy().sub(curve[i-1]).len();
|
||||
totalDistance+=curveDis[i];
|
||||
}
|
||||
|
||||
//System.out.println("New Bezier2 "+points.length+" "+approxlength+" "+totalDistance());
|
||||
|
||||
}
|
||||
/**
|
||||
* Returns the total Distances of this Bezier Curve
|
||||
*/
|
||||
public float totalDistance(){
|
||||
return totalDistance;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Returns the point on the Bezier curve at a value t.
|
||||
* @param t the t value [0, 1]
|
||||
* @return the point [x, y]
|
||||
*/
|
||||
public Vec2f pointAt(float t) {
|
||||
Vec2f c = new Vec2f();
|
||||
int n = points.length-1;
|
||||
for (int i = 0; i <= n; i++) {
|
||||
c.x += points[i].x * bernstein(i, n, t);
|
||||
c.y += points[i].y * bernstein(i, n, t);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
/**
|
||||
* Calculates the factorial of a number.
|
||||
*/
|
||||
private long factorial(int n) {
|
||||
return (n <= 1 || n > 20) ? 1 : n * factorial(n - 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the Bernstein polynomial.
|
||||
* @param i the index
|
||||
* @param n the degree of the polynomial (i.e. number of points)
|
||||
* @param t the t value [0, 1]
|
||||
*/
|
||||
private double bernstein(int i, int n, float t) {
|
||||
return factorial(n) / (factorial(i) * factorial(n-i)) *
|
||||
Math.pow(t, i) * Math.pow(1-t, n-i);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Linear interpolation of a and b at t
|
||||
* @param a
|
||||
* @param b
|
||||
* @param t
|
||||
* @return
|
||||
*/
|
||||
private float lerp(float a, float b, float t){
|
||||
return a*(1-t) + b*t;
|
||||
}
|
||||
/**
|
||||
* "a recursive method to evaluate polynomials in Bernstein form or Bezier curves"
|
||||
* http://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm
|
||||
*/
|
||||
private float deCasteljau (float[] a, int i, int order, float t){
|
||||
if(order==0)
|
||||
return a[i];
|
||||
return lerp( deCasteljau(a,i,order-1,t), deCasteljau(a,i+1,order-1,t), t);
|
||||
}
|
||||
/**
|
||||
* Returns the x coordinate of the control point at index i.
|
||||
*/
|
||||
private float getX(int i) {
|
||||
return (i == 0) ? hitObject.getX() : hitObject.getSliderX()[i - 1];
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the y coordinate of the control point at index i.
|
||||
*/
|
||||
private float getY(int i) {
|
||||
return (i == 0) ? hitObject.getY() : hitObject.getSliderY()[i - 1];
|
||||
}
|
||||
/**
|
||||
* Initializes the Slider data type with images and dimensions.
|
||||
* @param container the game container
|
||||
|
@ -268,8 +807,12 @@ public class Slider implements HitObject {
|
|||
this.data = data;
|
||||
this.color = color;
|
||||
this.comboEnd = comboEnd;
|
||||
if(hitObject.getSliderType() == 'P' && hitObject.getSliderX().length==2){
|
||||
this.bezier = new CircumscribedCircle();
|
||||
}else {
|
||||
this.bezier = new LinearBezier();
|
||||
}
|
||||
|
||||
this.bezier = new Bezier();
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -301,10 +844,11 @@ public class Slider implements HitObject {
|
|||
Image hitCircle = GameImage.HITCIRCLE.getImage();
|
||||
|
||||
// end circle
|
||||
int lastIndex = sliderX.length - 1;
|
||||
Utils.drawCentered(hitCircleOverlay, sliderX[lastIndex], sliderY[lastIndex], Utils.COLOR_WHITE_FADE);
|
||||
Utils.drawCentered(hitCircle, sliderX[lastIndex], sliderY[lastIndex], color);
|
||||
|
||||
//int lastIndex = sliderX.length - 1;
|
||||
float[] endPos = bezier.pointAt(1);
|
||||
Utils.drawCentered(hitCircle, endPos[0], endPos[1], color);
|
||||
Utils.drawCentered(hitCircleOverlay, endPos[0], endPos[1], Utils.COLOR_WHITE_FADE);
|
||||
|
||||
// start circle
|
||||
Utils.drawCentered(hitCircleOverlay, x, y, Utils.COLOR_WHITE_FADE);
|
||||
Utils.drawCentered(hitCircle, x, y, color);
|
||||
|
@ -318,17 +862,23 @@ public class Slider implements HitObject {
|
|||
Utils.COLOR_WHITE_FADE.a = oldAlphaFade;
|
||||
|
||||
// repeats
|
||||
if (hitObject.getRepeatCount() - 1 > currentRepeats) {
|
||||
Image arrow = GameImage.REVERSEARROW.getImage();
|
||||
arrow.setAlpha(alpha);
|
||||
if (currentRepeats % 2 == 0) { // last circle
|
||||
arrow.setRotation(bezier.getEndAngle());
|
||||
arrow.drawCentered(sliderX[lastIndex], sliderY[lastIndex]);
|
||||
} else { // first circle
|
||||
arrow.setRotation(bezier.getStartAngle());
|
||||
arrow.drawCentered(x, y);
|
||||
for(int tcurRepeat = currentRepeats; tcurRepeat<=currentRepeats+1; tcurRepeat++){
|
||||
if (hitObject.getRepeatCount() - 1 > tcurRepeat) {
|
||||
Image arrow = GameImage.REVERSEARROW.getImage();
|
||||
if(tcurRepeat != currentRepeats){
|
||||
float t = getT(trackPosition, true);
|
||||
arrow.setAlpha((float) (t-Math.floor(t)));
|
||||
}else{
|
||||
arrow.setAlpha(1f);
|
||||
}
|
||||
if (tcurRepeat % 2 == 0) { // last circle
|
||||
arrow.setRotation(bezier.getEndAngle());
|
||||
arrow.drawCentered(endPos[0], endPos[1]);
|
||||
} else { // first circle
|
||||
arrow.setRotation(bezier.getStartAngle());
|
||||
arrow.drawCentered(x, y);
|
||||
}
|
||||
}
|
||||
arrow.setAlpha(1f);
|
||||
}
|
||||
|
||||
if (timeDiff >= 0) {
|
||||
|
@ -364,11 +914,12 @@ public class Slider implements HitObject {
|
|||
else
|
||||
result = GameData.HIT_MISS;
|
||||
|
||||
if (currentRepeats % 2 == 0) // last circle
|
||||
if (currentRepeats % 2 == 0) {// last circle
|
||||
float[] lastPos = bezier.pointAt(1);
|
||||
data.hitResult(hitObject.getTime() + (int) sliderTimeTotal, result,
|
||||
hitObject.getSliderX()[lastIndex], hitObject.getSliderY()[lastIndex],
|
||||
lastPos[0],lastPos[1],
|
||||
color, comboEnd, hitObject.getHitSoundType());
|
||||
else // first circle
|
||||
}else // first circle
|
||||
data.hitResult(hitObject.getTime() + (int) sliderTimeTotal, result,
|
||||
hitObject.getX(), hitObject.getY(), color, comboEnd, hitObject.getHitSoundType());
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user