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mirror of https://github.com/ppy/osu.git synced 2025-01-27 02:32:59 +08:00

Fix incorrect angle being used (at object vs into object)

This commit is contained in:
smoogipoo 2018-12-09 20:42:27 +09:00
parent 162774ce27
commit 1972f1f279
2 changed files with 31 additions and 26 deletions

View File

@ -39,11 +39,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < objects.Count; i++)
{
var prev = objects[i - 1];
var lastLast = i > 1 ? objects[i - 2] : null;
var last = objects[i - 1];
var current = objects[i];
var next = i < objects.Count - 1 ? objects[i + 1] : null;
yield return new OsuDifficultyHitObject(prev, current, next, timeRate);
yield return new OsuDifficultyHitObject(lastLast, last, current, timeRate);
}
}
}

View File

@ -40,19 +40,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
/// </summary>
public double StrainTime { get; private set; }
/// <summary>
/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
/// Calculated as the angle between the circles (current-2, current-1, current).
/// </summary>
public double? Angle { get; private set; }
private readonly OsuHitObject lastLastObject;
private readonly OsuHitObject lastObject;
private readonly OsuHitObject nextObject;
private readonly double timeRate;
/// <summary>
/// Initializes the object calculating extra data required for difficulty calculation.
/// </summary>
public OsuDifficultyHitObject(OsuHitObject lastObject, OsuHitObject currentObject, OsuHitObject nextObject, double timeRate)
public OsuDifficultyHitObject(OsuHitObject lastLastObject, OsuHitObject lastObject, OsuHitObject currentObject, double timeRate)
{
this.lastLastObject = lastLastObject;
this.lastObject = lastObject;
this.nextObject = nextObject;
this.timeRate = timeRate;
BaseObject = currentObject;
@ -72,34 +76,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
scalingFactor *= 1 + smallCircleBonus;
}
Vector2 lastCursorPosition = lastObject.StackedPosition;
var lastSlider = lastObject as Slider;
if (lastSlider != null)
{
computeSliderCursorPosition(lastSlider);
lastCursorPosition = lastSlider.LazyEndPosition ?? lastCursorPosition;
if (lastObject is Slider lastSlider)
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
}
Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
// Don't need to jump to reach spinners
if (!(BaseObject is Spinner))
JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
if (nextObject != null)
if (lastLastObject != null)
{
var endCursorPosition = BaseObject.StackedPosition;
Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject);
var currentSlider = BaseObject as Slider;
if (currentSlider != null)
{
computeSliderCursorPosition(currentSlider);
endCursorPosition = currentSlider.LazyEndPosition ?? endCursorPosition;
}
Vector2 v1 = lastCursorPosition - BaseObject.StackedPosition;
Vector2 v2 = nextObject.StackedPosition - endCursorPosition;
Vector2 v1 = lastLastCursorPosition - lastObject.StackedPosition;
Vector2 v2 = BaseObject.StackedPosition - lastCursorPosition;
float dot = Vector2.Dot(v1, v2);
float det = v1.X * v2.Y - v1.Y * v2.X;
@ -151,5 +142,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
computeVertex(time);
computeVertex(slider.EndTime);
}
private Vector2 getEndCursorPosition(OsuHitObject hitObject)
{
Vector2 pos = hitObject.StackedPosition;
var slider = hitObject as Slider;
if (slider != null)
{
computeSliderCursorPosition(slider);
pos = slider.LazyEndPosition ?? pos;
}
return pos;
}
}
}