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139 lines
5.0 KiB
C#
139 lines
5.0 KiB
C#
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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/// <summary>
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/// Stores the spinning history of a single spinner.<br />
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/// Instants of movement deltas may be added or removed from this in order to calculate the total rotation for the spinner.
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/// </summary>
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/// <remarks>
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/// A single, full rotation of the spinner is defined as a 360-degree rotation of the spinner, starting from 0, going in a single direction.<br />
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/// </remarks>
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/// <example>
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/// If the player spins 90-degrees clockwise, then changes direction, they need to spin 90-degrees counter-clockwise to return to 0
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/// and then continue rotating the spinner for another 360-degrees in the same direction.
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/// </example>
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public class SpinnerSpinHistory
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{
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/// <summary>
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/// The sum of all complete spins and any current partial spin, in degrees.
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/// </summary>
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/// <remarks>
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/// This is the final scoring value.
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/// </remarks>
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public float TotalRotation => 360 * segments.Count + currentMaxRotation;
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/// <summary>
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/// The list of all segments where either:
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/// <list type="bullet">
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/// <item>The spinning direction was changed.</item>
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/// <item>A full spin of 360 degrees was performed in either direction.</item>
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/// </list>
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/// </summary>
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private readonly Stack<SpinSegment> segments = new Stack<SpinSegment>();
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/// <summary>
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/// The total accumulated rotation.
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/// </summary>
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private float currentAbsoluteRotation;
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private float lastCompletionAbsoluteRotation;
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/// <summary>
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/// For the current spin, represents the maximum rotation (from 0..360) achieved by the user.
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/// </summary>
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private float currentMaxRotation;
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/// <summary>
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/// The current spin, from -360..360.
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/// </summary>
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private float currentRotation => currentAbsoluteRotation - lastCompletionAbsoluteRotation;
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private double lastReportTime = double.NegativeInfinity;
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/// <summary>
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/// Report a delta update based on user input.
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/// </summary>
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/// <param name="currentTime">The current time.</param>
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/// <param name="delta">The delta of the angle moved through since the last report.</param>
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public void ReportDelta(double currentTime, float delta)
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{
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// TODO: Debug.Assert(Math.Abs(delta) < 180);
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// This will require important frame guarantees.
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currentAbsoluteRotation += delta;
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if (currentTime >= lastReportTime)
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addDelta(currentTime, delta);
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else
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rewindDelta(currentTime, delta);
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lastReportTime = currentTime;
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}
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private void addDelta(double currentTime, float delta)
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{
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if (delta == 0)
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return;
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currentMaxRotation = Math.Max(currentMaxRotation, Math.Abs(currentRotation));
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while (currentMaxRotation >= 360)
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{
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int direction = Math.Sign(currentRotation);
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segments.Push(new SpinSegment(currentTime, direction));
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lastCompletionAbsoluteRotation += direction * 360;
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currentMaxRotation = Math.Abs(currentRotation);
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}
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}
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private void rewindDelta(double currentTime, float delta)
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{
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while (segments.TryPeek(out var segment) && segment.StartTime > currentTime)
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{
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segments.Pop();
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lastCompletionAbsoluteRotation -= segment.Direction * 360;
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currentMaxRotation = Math.Abs(currentRotation);
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}
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currentMaxRotation = Math.Abs(currentRotation);
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}
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/// <summary>
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/// Represents a single segment of history.
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/// </summary>
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/// <remarks>
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/// Each time the player changes direction, a new segment is recorded.
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/// A segment stores the current absolute angle of rotation. Generally this would be either -360 or 360 for a completed spin, or
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/// a number representing the last incomplete spin.
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/// </remarks>
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private class SpinSegment
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{
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/// <summary>
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/// The start time of this segment, when the direction change occurred.
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/// </summary>
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public readonly double StartTime;
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/// <summary>
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/// The direction this segment started in.
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/// </summary>
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public readonly int Direction;
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public SpinSegment(double startTime, int direction)
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{
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Debug.Assert(direction == -1 || direction == 1);
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StartTime = startTime;
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Direction = direction;
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}
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}
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}
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}
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