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:
Jeffrey Han 2015-01-29 15:04:44 -05:00
commit 94d7ff37eb
3 changed files with 590 additions and 25 deletions

View File

@ -102,10 +102,17 @@ public class OsuHitObject {
* @param height the container height * @param height the container height
*/ */
public static void init(int width, int height) { public static void init(int width, int height) {
xMultiplier = (width * 0.6f) / MAX_X; int swidth = width;
yMultiplier = (height * 0.6f) / MAX_Y; int sheight = height;
xOffset = width / 5; if(swidth*3>sheight*4){
yOffset = height / 5; swidth = sheight*4/3;
}else{
sheight = swidth*3/4;
}
xMultiplier = swidth / 640f; //(width * 1f) / MAX_X; // width * MAX_X/800f / MAX_X
yMultiplier = sheight / 480f;//(height * 1f) / MAX_Y;
xOffset = (int)(width - MAX_X * xMultiplier)/2 ;//width / 5; 800-512/2
yOffset = (int)(height - MAX_Y * yMultiplier)/2 ;//height / 5;
} }
/** /**
@ -280,4 +287,11 @@ public class OsuHitObject {
* @return true if new combo * @return true if new combo
*/ */
public boolean isNewCombo() { return (type & TYPE_NEWCOMBO) > 0; } public boolean isNewCombo() { return (type & TYPE_NEWCOMBO) > 0; }
/**
* Returns the multiplier for coordinates
* @return
*/
public static float getMultiplier() {
return xMultiplier;
}
} }

View File

@ -535,7 +535,7 @@ public class OsuParser {
// set combo info // set combo info
// - new combo: get next combo index, reset combo number // - new combo: get next combo index, reset combo number
// - else: maintain combo index, increase combo number // - else: maintain combo index, increase combo number
if (hitObject.isNewCombo()) { if (hitObject.isNewCombo() && !hitObject.isSpinner() || objectIndex==0) {
comboIndex = (comboIndex + 1) % osu.combo.length; comboIndex = (comboIndex + 1) % osu.combo.length;
comboNumber = 1; comboNumber = 1;
} }

View File

@ -18,6 +18,9 @@
package itdelatrisu.opsu.objects; package itdelatrisu.opsu.objects;
import java.util.Iterator;
import java.util.LinkedList;
import itdelatrisu.opsu.GameImage; import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.GameMod; import itdelatrisu.opsu.GameMod;
import itdelatrisu.opsu.GameData; import itdelatrisu.opsu.GameData;
@ -59,7 +62,7 @@ public class Slider implements HitObject {
private Color color; private Color color;
/** The underlying Bezier object. */ /** The underlying Bezier object. */
private Bezier bezier; private Curve bezier;
/** The time duration of the slider, in milliseconds. */ /** The time duration of the slider, in milliseconds. */
private float sliderTime = 0f; private float sliderTime = 0f;
@ -88,6 +91,270 @@ public class Slider implements HitObject {
/** Number of ticks hit and tick intervals so far. */ /** Number of ticks hit and tick intervals so far. */
private int ticksHit = 0, tickIntervals = 1; private int ticksHit = 0, tickIntervals = 1;
private abstract class Curve{
/**
* Returns the point on the curve at a value t.
* @param t the t value [0, 1]
* @return the point [x, y]
*/
public abstract float[] pointAt(float t);
/**
* Draws the full Bezier curve to the graphics context.
*/
public abstract void draw();
/**
* Returns the angle of the first control point.
*/
public abstract float getEndAngle();
/**
* Returns the angle of the last control point.
*/
public abstract float getStartAngle();
}
/**
* A two dimensional vector
*/
private class Vec2f{
float x, y;
/**
* Constructor of the (nx, ny) Vector
* @param nx
* @param ny
*/
public Vec2f(float nx, float ny) {
x=nx;
y=ny;
}
/**
* Constructor of the (0,0) Vector
*/
public Vec2f() {
}
/**
* Finds the midpoint between this Vector and "o" Vector
* @param o the other Vector
* @return midpoint vector
*/
public Vec2f midPoint(Vec2f o){
return new Vec2f((x+o.x)/2, (y+o.y)/2);
}
/**
* Subtracts the "o" vector from this vector
* @param o the other Vector
* @return itself for chaining
*/
public Vec2f sub(Vec2f o){
x-=o.x;
y-=o.y;
return this;
}
/**
* Sets this Vector to the normal of this Vector
* @return itself for chaining
*/
public Vec2f nor(){
float nx = -y, ny =x;
x=nx;
y=ny;
return this;
}
/**
* Makes a new Vector that is a copy of this Vector
* @return a copy of this Vector
*/
public Vec2f cpy(){
return new Vec2f(x, y);
}
/**
* Adds nx to the x component and ny to the y component of this Vector
* @param nx
* @param ny
* @return
*/
public Vec2f add(float nx, float ny) {
x+=nx;
y+=ny;
return this;
}
/**
* Finds the length of this Vector
* @return the length of this Vector
*/
public float len() {
return (float) Math.sqrt(x*x + y*y);
}
/**
* Compares this vector to another Vector
* @param o the Other Vector
* @return true if the two Vector are numerically equal
*/
public boolean equals(Vec2f o){
return x==o.x && y==o.y;
}
}
/**
* Representation of a curve along a Circumscribed Circle of three points.
* http://en.wikipedia.org/wiki/Circumscribed_circle
*/
private class CircumscribedCircle extends Curve{
/** The center of the Circumscribed Circle */
Vec2f circleCenter;
/** The radius of the Circumscribed Circle */
float radius;
/** * The three points to create the Circumscribed Circle from */
Vec2f start ,mid ,end;
/** The three angles relative to the circle center */
float startAng,endAng,midAng;
/** The start and end angles for drawing */
float drawStartAngle,drawEndAngle;
/** Two times Pi or one full circle in radians */
final float TWO_PI = (float) (2*Math.PI);
/** Pi divided by two or a quarter of a circle in radians */
final float HALF_PI = (float) (Math.PI/2);
/** The number of steps in the curve to draw */
private float step;
/**
* Constructor
*/
public CircumscribedCircle(){
this.step = hitObject.getPixelLength() / 5;
//construct the three points
start = new Vec2f(getX(0), getY(0));
mid = new Vec2f(getX(1), getY(1));
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();
circleCenter = intersect(mida, nora, midb, norb);
//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);
startAng = (float) Math.atan2(startAngPoint.y, startAngPoint.x);
midAng = (float) Math.atan2(midAngPoint.y, midAngPoint.x);
endAng = (float) Math.atan2(endAngPoint.y, endAngPoint.x);
//find angles that passes thru 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{
throw new Error("Cannot find Angles between midAng "+startAng+" "+midAng+" "+endAng);
}
}
//Find an angle with an arc length of pixellength along this cirlce
radius = startAngPoint.len();
float pixelLength = hitObject.getPixelLength() * OsuHitObject.getMultiplier();
float arcAng = pixelLength / radius; //len = theta * r / theta = len/r
//now use it for our new end angle
if(endAng>startAng){
endAng=startAng+arcAng;
}else{
endAng=startAng-arcAng;
}
//finds the angles to draw for repeats
drawEndAngle = (float) ((endAng+(startAng>endAng?HALF_PI:-HALF_PI)) * 180 / Math.PI);
drawStartAngle = (float) ((startAng+(startAng>endAng?-HALF_PI:HALF_PI)) * 180 / Math.PI);
}
/**
* Checks to see if "b" is between "a" and "c"
* @param a
* @param b
* @param 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 two parametric lines of A = a + ta*t and B = b + tb*u
* http://gamedev.stackexchange.com/questions/44720/line-intersection-from-parametric-equation
* @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 interssect
*/
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){
throw new Error("parallel ");
}
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();
// draw overlay and hit circle
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;
}
}
/** /**
* Representation of a Bezier curve, the main component of a slider. * Representation of a Bezier curve, the main component of a slider.
* *
@ -225,6 +492,278 @@ public class Slider implements HitObject {
} }
} }
/**
* Representation of a Bezier curve with equal distant points.
* http://pomax.github.io/bezierinfo/#tracing
*/
private class LinearBezier extends Curve{
/** The angles of the first and last control points for drawing. */
private float startAngle, endAngle;
/** List of Bezier curves in the set of points */
LinkedList<Bezier2> beziers = new LinkedList<Bezier2>();
/** Points along the curve at equal distance. */
Vec2f[] curve;
/** The number of points along the curve */
int ncurve;
/**
* Constructor
*/
public LinearBezier(){
//splits points into different beziers if has the same points(Red points)
int npoints = hitObject.getSliderX().length + 1; //The number of control points
LinkedList<Vec2f> points = new LinkedList<Vec2f>(); // a temporary list of points to separete different bezier curves
Vec2f lastPoi = null;
for(int i=0; i<npoints; i++){
Vec2f tpoi = new Vec2f(getX(i), getY(i));
if(lastPoi!=null && tpoi.equals(lastPoi)){
if(points.size()>=2){
beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
}
points.clear();
}
points.add(tpoi);
lastPoi = tpoi;
}
if(points.size()<2){
//Ending on a red point (probably) just ignore
//throw new Error("trying to continue Beziers with less than 2 points");
}else{
beziers.add(new Bezier2(points.toArray(new Vec2f[0])));
points.clear();
}
//find the length of all beziers
//int totalDistance = 0;
//for(Bezier2 bez : beziers){
// totalDistance += bez.totalDistance();
//}
//now try to creates points the are equal distance to eachother
ncurve = (int) (hitObject.getPixelLength()/5f);
curve = new Vec2f[ncurve+1];
float distanceAt = 0;
Iterator<Bezier2> ita = beziers.iterator();
int curPoint=0;
Bezier2 curBezier=ita.next();
Vec2f lastCurve = curBezier.curve[0];
float lastDistanceAt = 0;
//length of Bezier should equal pixel length (in 640x480)
float pixelLength = hitObject.getPixelLength()*OsuHitObject.getMultiplier();
//For each distance, try to get in between the two points that is between it.
for(int i=0;i<ncurve+1;i++){
int prefDistance = (int) (i*pixelLength/ncurve);
while(distanceAt<prefDistance){
lastDistanceAt = distanceAt;
lastCurve = curBezier.curve[curPoint];
distanceAt+=curBezier.curveDis[curPoint++];
if(curPoint >= curBezier.ncurve){
if(ita.hasNext()){
curBezier = ita.next();
curPoint = 0;
}else{
curPoint = curBezier.ncurve -1;
}
}
}
Vec2f thisCurve = curBezier.curve[curPoint];
//interpolate the point between the two closest distances
if(distanceAt-lastDistanceAt > 1){
float t = (prefDistance-lastDistanceAt)/(float)(distanceAt-lastDistanceAt);
curve[i] = new Vec2f( lerp(lastCurve.x,thisCurve.x,t), lerp(lastCurve.y,thisCurve.y,t));
//System.out.println("Dis "+i+" "+prefDistance+" "+lastDistanceAt+" "+distanceAt+" "+curPoint+" "+t);
}else{
curve[i] = thisCurve;
}
}
//if (hitObject.getRepeatCount() > 1) {
Vec2f c1 = curve[0];
int cnt = 1;
Vec2f c2 = curve[cnt++];
while(c2.cpy().sub(c1).len()<1){
c2 = curve[cnt++];
}
startAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
c1 = curve[ncurve-1];
cnt= ncurve-2;
c2 = curve[cnt];
while(c2.cpy().sub(c1).len()<1){
c2 = curve[cnt--];
}
endAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
//}
//System.out.println("Total Distance: "+totalDistance+" "+distanceAt+" "+beziers.size()+" "+hitObject.getPixelLength()+" "+hitObject.xMultiplier);
}
@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. * Initializes the Slider data type with images and dimensions.
* @param container the game container * @param container the game container
@ -268,8 +807,12 @@ public class Slider implements HitObject {
this.data = data; this.data = data;
this.color = color; this.color = color;
this.comboEnd = comboEnd; 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 @Override
@ -301,9 +844,10 @@ public class Slider implements HitObject {
Image hitCircle = GameImage.HITCIRCLE.getImage(); Image hitCircle = GameImage.HITCIRCLE.getImage();
// end circle // end circle
int lastIndex = sliderX.length - 1; //int lastIndex = sliderX.length - 1;
Utils.drawCentered(hitCircleOverlay, sliderX[lastIndex], sliderY[lastIndex], Utils.COLOR_WHITE_FADE); float[] endPos = bezier.pointAt(1);
Utils.drawCentered(hitCircle, sliderX[lastIndex], sliderY[lastIndex], color); Utils.drawCentered(hitCircle, endPos[0], endPos[1], color);
Utils.drawCentered(hitCircleOverlay, endPos[0], endPos[1], Utils.COLOR_WHITE_FADE);
// start circle // start circle
Utils.drawCentered(hitCircleOverlay, x, y, Utils.COLOR_WHITE_FADE); Utils.drawCentered(hitCircleOverlay, x, y, Utils.COLOR_WHITE_FADE);
@ -318,17 +862,23 @@ public class Slider implements HitObject {
Utils.COLOR_WHITE_FADE.a = oldAlphaFade; Utils.COLOR_WHITE_FADE.a = oldAlphaFade;
// repeats // repeats
if (hitObject.getRepeatCount() - 1 > currentRepeats) { for(int tcurRepeat = currentRepeats; tcurRepeat<=currentRepeats+1; tcurRepeat++){
if (hitObject.getRepeatCount() - 1 > tcurRepeat) {
Image arrow = GameImage.REVERSEARROW.getImage(); Image arrow = GameImage.REVERSEARROW.getImage();
arrow.setAlpha(alpha); if(tcurRepeat != currentRepeats){
if (currentRepeats % 2 == 0) { // last circle 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.setRotation(bezier.getEndAngle());
arrow.drawCentered(sliderX[lastIndex], sliderY[lastIndex]); arrow.drawCentered(endPos[0], endPos[1]);
} else { // first circle } else { // first circle
arrow.setRotation(bezier.getStartAngle()); arrow.setRotation(bezier.getStartAngle());
arrow.drawCentered(x, y); arrow.drawCentered(x, y);
} }
arrow.setAlpha(1f); }
} }
if (timeDiff >= 0) { if (timeDiff >= 0) {
@ -364,11 +914,12 @@ public class Slider implements HitObject {
else else
result = GameData.HIT_MISS; 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, data.hitResult(hitObject.getTime() + (int) sliderTimeTotal, result,
hitObject.getSliderX()[lastIndex], hitObject.getSliderY()[lastIndex], lastPos[0],lastPos[1],
color, comboEnd, hitObject.getHitSoundType()); color, comboEnd, hitObject.getHitSoundType());
else // first circle }else // first circle
data.hitResult(hitObject.getTime() + (int) sliderTimeTotal, result, data.hitResult(hitObject.getTime() + (int) sliderTimeTotal, result,
hitObject.getX(), hitObject.getY(), color, comboEnd, hitObject.getHitSoundType()); hitObject.getX(), hitObject.getY(), color, comboEnd, hitObject.getHitSoundType());