- Fixed a major bug where two hit result calculations were being performed for each slider. - Fixed a bug where hit circles/sliders were being drawn for a miss. - Sliders now only expand when held to the end (as in osu!). - Use the track position as the hit result start time for circles (instead of the object time). - Added a 'color' parameter to Curve.draw(), rather than keeping an extra reference to the slider Color object. - Renamed HitResultType enum to HitObjectType, and moved it into GameData. - Removed some overloaded methods (not really necessary...). - Other style changes. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
182 lines
5.6 KiB
Java
182 lines
5.6 KiB
Java
/*
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* opsu! - an open-source osu! client
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* Copyright (C) 2014, 2015 Jeffrey Han
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*
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* opsu! is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* opsu! is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
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*/
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package itdelatrisu.opsu.objects.curves;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.OsuHitObject;
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import itdelatrisu.opsu.Utils;
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import java.util.Iterator;
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import java.util.LinkedList;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.Image;
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/**
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* Representation of a Bezier curve with equidistant points.
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* http://pomax.github.io/bezierinfo/#tracing
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*
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* @author fluddokt (https://github.com/fluddokt)
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*/
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public 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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private LinkedList<Bezier2> beziers = new LinkedList<Bezier2>();
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/** Points along the curve at equal distance. */
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private Vec2f[] curve;
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/** The number of points along the curve. */
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private int ncurve;
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/**
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* Constructor.
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* @param hitObject the associated OsuHitObject
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* @param color the color of this curve
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*/
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public LinearBezier(OsuHitObject hitObject, Color color) {
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super(hitObject, color);
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// splits points into different Beziers if has the same points (red points)
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int controlPoints = hitObject.getSliderX().length + 1;
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LinkedList<Vec2f> points = new LinkedList<Vec2f>(); // temporary list of points to separate different Bezier curves
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Vec2f lastPoi = null;
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for (int i = 0; i < controlPoints; 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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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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// trying to continue Bezier with less than 2 points
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// probably ending on a red point, just ignore it
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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 equidistant to each other
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this.ncurve = (int) (hitObject.getPixelLength() / 5f);
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this.curve = new Vec2f[ncurve + 1];
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float distanceAt = 0;
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Iterator<Bezier2> iter = beziers.iterator();
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int curPoint = 0;
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Bezier2 curBezier = iter.next();
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Vec2f lastCurve = curBezier.getCurve()[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.getXMultiplier();
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// for each distance, try to get in between the two points that are 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.getCurve()[curPoint];
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distanceAt += curBezier.getCurveDistances()[curPoint++];
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if (curPoint >= curBezier.points()) {
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if (iter.hasNext()) {
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curBezier = iter.next();
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curPoint = 0;
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} else {
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curPoint = curBezier.points() - 1;
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if (lastDistanceAt == distanceAt) {
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// out of points even though the preferred distance hasn't been reached
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break;
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}
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}
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}
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}
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Vec2f thisCurve = curBezier.getCurve()[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) / (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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} else
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curve[i] = thisCurve;
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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 (cnt <= ncurve && c2.cpy().sub(c1).len() < 1)
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c2 = curve[cnt++];
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this.startAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
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c1 = curve[ncurve];
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cnt = ncurve - 1;
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c2 = curve[cnt--];
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while (cnt >= 0 && c2.cpy().sub(c1).len() < 1)
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c2 = curve[cnt--];
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this.endAngle = (float) (Math.atan2(c2.y - c1.y, c2.x - c1.x) * 180 / Math.PI);
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// }
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}
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@Override
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public float[] pointAt(float t) {
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float indexF = t * ncurve;
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int index = (int) indexF;
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if (index >= ncurve) {
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Vec2f poi = curve[ncurve];
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return new float[] { poi.x, poi.y };
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} else {
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Vec2f poi = curve[index];
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Vec2f poi2 = curve[index + 1];
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float t2 = indexF - index;
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return new float[] {
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lerp(poi.x, poi2.x, t2),
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lerp(poi.y, poi2.y, t2)
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};
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}
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}
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@Override
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public void draw(Color color) {
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Image hitCircle = GameImage.HITCIRCLE.getImage();
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Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
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for (int i = curve.length - 2; i >= 0; i--)
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hitCircleOverlay.drawCentered(curve[i].x, curve[i].y, Utils.COLOR_WHITE_FADE);
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for (int i = curve.length - 2; i >= 0; i--)
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hitCircle.drawCentered(curve[i].x, curve[i].y, color);
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}
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@Override
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public float getEndAngle() { return endAngle; }
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@Override
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public float getStartAngle() { return startAngle; }
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}
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