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Code optimisation
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9090e75020
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@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
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@ -22,6 +23,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModTarget)).ToArray();
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private Random? rng;
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public void ApplyToBeatmap(IBeatmap beatmap)
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@ -43,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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bool invertFlow = false;
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if (i == 0 ||
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(positionInfos[i - 1].HitObject.NewCombo && (i <= 1 || !positionInfos[i - 2].HitObject.NewCombo) && (i <= 2 || !positionInfos[i - 3].HitObject.NewCombo)) ||
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(positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 && positionInfos[i - 1].HitObject.NewCombo && rng.NextDouble() < 0.6) ||
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OsuHitObjectGenerationUtils.IsHitObjectOnBeat(osuBeatmap, positionInfos[i - 1].HitObject, true) ||
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(OsuHitObjectGenerationUtils.IsHitObjectOnBeat(osuBeatmap, positionInfos[i - 1].HitObject) && rng.NextDouble() < 0.25))
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{
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@ -63,7 +66,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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float flowChangeOffset = 0;
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float oneTimeOffset = OsuHitObjectGenerationUtils.RandomGaussian(rng, 0, 0.03f);
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if (positionInfos[i - 1].HitObject.NewCombo && (i <= 1 || !positionInfos[i - 2].HitObject.NewCombo) && rng.NextDouble() < 0.6)
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if (positionInfos[Math.Max(0, i - 2)].HitObject.IndexInCurrentCombo > 1 && positionInfos[i - 1].HitObject.NewCombo && rng.NextDouble() < 0.6)
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{
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flowChangeOffset = OsuHitObjectGenerationUtils.RandomGaussian(rng, 0, 0.05f);
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@ -72,12 +75,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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if (invertFlow)
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flowDirection ^= true;
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flowDirection = !flowDirection;
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positionInfos[i].RelativeAngle = OsuHitObjectGenerationUtils.GetRelativeTargetAngle(
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positionInfos[i].RelativeAngle = getRelativeTargetAngle(
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positionInfos[i].DistanceFromPrevious,
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(sequenceOffset + oneTimeOffset) * (float)Math.Sqrt(positionInfos[i].DistanceFromPrevious) +
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flowChangeOffset * (float)Math.Sqrt(640 - positionInfos[i].DistanceFromPrevious),
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flowChangeOffset * (float)Math.Sqrt(playfield_diagonal - positionInfos[i].DistanceFromPrevious),
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flowDirection
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);
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}
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@ -85,5 +88,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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osuBeatmap.HitObjects = OsuHitObjectGenerationUtils.RepositionHitObjects(positionInfos);
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}
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/// <param name="targetDistance">The target distance between the previous and the current <see cref="OsuHitObject"/>.</param>
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/// <param name="offset">The angle (in rad) by which the target angle should be offset.</param>
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/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
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private static float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
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{
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float angle = (float)(3 / (1 + 200 * Math.Exp(0.016 * (targetDistance - 466))) + 0.45 + offset);
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float relativeAngle = (float)Math.PI - angle;
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return flowDirection ? -relativeAngle : relativeAngle;
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}
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}
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}
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@ -196,7 +196,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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public static bool IsHitObjectOnBeat(OsuBeatmap beatmap, OsuHitObject hitObject, bool downbeatsOnly = false)
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{
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var timingPoints = beatmap.ControlPointInfo.TimingPoints;
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var currentTimingPoint = timingPoints.Reverse().FirstOrDefault(p => p.Time <= hitObject.StartTime);
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var currentTimingPoint = timingPoints.LastOrDefault(p => p.Time <= hitObject.StartTime);
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if (currentTimingPoint == null)
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return false;
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@ -210,21 +210,11 @@ namespace osu.Game.Rulesets.Osu.Utils
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return (timeSinceTimingPoint + 1) % length < 2;
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}
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/// <param name="targetDistance">The target distance between the previous and the current <see cref="OsuHitObject"/>.</param>
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/// <param name="offset">The angle (in rad) by which the target angle should be offset.</param>
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/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
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public static float GetRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
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{
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float angle = (float)(3 / (1 + 200 * Math.Pow(MathHelper.E, 0.016 * (targetDistance - 466))) + 0.45 + offset);
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float relativeAngle = MathHelper.Pi - angle;
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return flowDirection ? -relativeAngle : relativeAngle;
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}
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public static float RandomGaussian(Random rng, float mean = 0, float stdDev = 1)
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{
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double x1 = 1 - rng.NextDouble();
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double x2 = 1 - rng.NextDouble();
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double stdNormal = Math.Sqrt(-2 * Math.Log(x1)) * Math.Sin(MathHelper.TwoPi * x2);
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double x1 = rng.NextDouble();
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double x2 = rng.NextDouble();
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double stdNormal = Math.Sqrt(-2 * Math.Log(x1)) * Math.Sin(2 * Math.PI * x2);
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return mean + stdDev * (float)stdNormal;
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}
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}
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