mirror of
https://github.com/ppy/osu.git
synced 2025-01-19 17:03:02 +08:00
Merge branch 'master' into show-beatmap-id
This commit is contained in:
commit
29a28387d8
@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
base.UpdateAfterChildrenLife();
|
base.UpdateAfterChildrenLife();
|
||||||
|
|
||||||
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
|
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
|
||||||
speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
|
speedChangeVisualiser.UpdatePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -10,24 +10,23 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
|||||||
public interface ISpeedChangeVisualiser
|
public interface ISpeedChangeVisualiser
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Computes the states of <see cref="DrawableHitObject"/>s that are constant, such as lifetime and spatial length.
|
/// Computes the states of <see cref="DrawableHitObject"/>s that remain constant while scrolling, such as lifetime and spatial length.
|
||||||
/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
|
/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
|
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
|
||||||
/// <param name="direction">The scrolling direction.</param>
|
/// <param name="direction">The scrolling direction.</param>
|
||||||
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
|
/// <param name="timeRange">The duration required to scroll through one length of the screen before any speed adjustments.</param>
|
||||||
/// <param name="length">The length of the screen that is scrolled through.</param>
|
/// <param name="length">The length of the screen that is scrolled through.</param>
|
||||||
void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
|
void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Computes the states of <see cref="DrawableHitObject"/>s that change depending on <paramref name="currentTime"/>, such as position.
|
/// Updates the positions of <see cref="DrawableHitObject"/>s, depending on the current time. This is invoked once per frame.
|
||||||
/// This is invoked once per frame.
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
|
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose positions should be computed.</param>
|
||||||
/// <param name="direction">The scrolling direction.</param>
|
/// <param name="direction">The scrolling direction.</param>
|
||||||
/// <param name="currentTime">The current time.</param>
|
/// <param name="currentTime">The current time.</param>
|
||||||
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
|
/// <param name="timeRange">The duration required to scroll through one length of the screen before any speed adjustments.</param>
|
||||||
/// <param name="length">The length of the screen that is scrolled through.</param>
|
/// <param name="length">The length of the screen that is scrolled through.</param>
|
||||||
void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
|
void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,6 +4,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using osu.Framework.Lists;
|
using osu.Framework.Lists;
|
||||||
using osu.Game.Rulesets.Objects.Drawables;
|
using osu.Game.Rulesets.Objects.Drawables;
|
||||||
|
using osu.Game.Rulesets.Objects.Types;
|
||||||
using osu.Game.Rulesets.Timing;
|
using osu.Game.Rulesets.Timing;
|
||||||
using OpenTK;
|
using OpenTK;
|
||||||
|
|
||||||
@ -22,24 +23,45 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
|||||||
{
|
{
|
||||||
foreach (var obj in hitObjects)
|
foreach (var obj in hitObjects)
|
||||||
{
|
{
|
||||||
var controlPoint = controlPointAt(obj.HitObject.StartTime);
|
// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
|
||||||
obj.LifetimeStart = obj.HitObject.StartTime - timeRange / controlPoint.Multiplier;
|
double visibleDuration = timeRange / controlPointAt(obj.HitObject.StartTime).Multiplier;
|
||||||
|
|
||||||
|
obj.LifetimeStart = obj.HitObject.StartTime - visibleDuration;
|
||||||
|
|
||||||
|
if (obj.HitObject is IHasEndTime endTime)
|
||||||
|
{
|
||||||
|
// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
|
||||||
|
// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
|
||||||
|
var hitObjectLength = -hitObjectPositionAt(obj, endTime.EndTime, timeRange);
|
||||||
|
|
||||||
|
switch (direction)
|
||||||
|
{
|
||||||
|
case ScrollingDirection.Up:
|
||||||
|
case ScrollingDirection.Down:
|
||||||
|
obj.Height = (float)(hitObjectLength * length.Y);
|
||||||
|
break;
|
||||||
|
case ScrollingDirection.Left:
|
||||||
|
case ScrollingDirection.Right:
|
||||||
|
obj.Width = (float)(hitObjectLength * length.X);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (obj.HasNestedHitObjects)
|
if (obj.HasNestedHitObjects)
|
||||||
{
|
{
|
||||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||||
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
|
||||||
|
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||||
|
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
||||||
{
|
{
|
||||||
foreach (var obj in hitObjects)
|
foreach (var obj in hitObjects)
|
||||||
{
|
{
|
||||||
var controlPoint = controlPointAt(obj.HitObject.StartTime);
|
var position = hitObjectPositionAt(obj, currentTime, timeRange);
|
||||||
|
|
||||||
var position = (obj.HitObject.StartTime - currentTime) * controlPoint.Multiplier / timeRange;
|
|
||||||
|
|
||||||
switch (direction)
|
switch (direction)
|
||||||
{
|
{
|
||||||
@ -59,7 +81,28 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Computes the position of a <see cref="DrawableHitObject"/> at a point in time.
|
||||||
|
/// <para>
|
||||||
|
/// At t < startTime, position > 0. <br />
|
||||||
|
/// At t = startTime, position = 0. <br />
|
||||||
|
/// At t > startTime, position < 0.
|
||||||
|
/// </para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="obj">The <see cref="DrawableHitObject"/>.</param>
|
||||||
|
/// <param name="time">The time to find the position of <paramref name="obj"/> at.</param>
|
||||||
|
/// <param name="timeRange">The amount of time visualised by the scrolling area.</param>
|
||||||
|
/// <returns>The position of <paramref name="obj"/> in the scrolling area at time = <paramref name="time"/>.</returns>
|
||||||
|
private double hitObjectPositionAt(DrawableHitObject obj, double time, double timeRange)
|
||||||
|
=> (obj.HitObject.StartTime - time) / timeRange * controlPointAt(obj.HitObject.StartTime).Multiplier;
|
||||||
|
|
||||||
private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
|
private readonly MultiplierControlPoint searchPoint = new MultiplierControlPoint();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
|
||||||
|
/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
|
||||||
private MultiplierControlPoint controlPointAt(double time)
|
private MultiplierControlPoint controlPointAt(double time)
|
||||||
{
|
{
|
||||||
if (controlPoints.Count == 0)
|
if (controlPoints.Count == 0)
|
||||||
|
@ -25,23 +25,25 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
|||||||
{
|
{
|
||||||
foreach (var obj in hitObjects)
|
foreach (var obj in hitObjects)
|
||||||
{
|
{
|
||||||
|
// To reduce iterations when updating hitobject positions later on, their initial positions are cached
|
||||||
var startPosition = hitObjectPositions[obj] = positionAt(obj.HitObject.StartTime, timeRange);
|
var startPosition = hitObjectPositions[obj] = positionAt(obj.HitObject.StartTime, timeRange);
|
||||||
|
|
||||||
|
// Todo: This is approximate and will be incorrect in the case of extreme speed changes
|
||||||
obj.LifetimeStart = obj.HitObject.StartTime - timeRange - 1000;
|
obj.LifetimeStart = obj.HitObject.StartTime - timeRange - 1000;
|
||||||
|
|
||||||
if (obj.HitObject is IHasEndTime endTime)
|
if (obj.HitObject is IHasEndTime endTime)
|
||||||
{
|
{
|
||||||
var diff = positionAt(endTime.EndTime, timeRange) - startPosition;
|
var hitObjectLength = positionAt(endTime.EndTime, timeRange) - startPosition;
|
||||||
|
|
||||||
switch (direction)
|
switch (direction)
|
||||||
{
|
{
|
||||||
case ScrollingDirection.Up:
|
case ScrollingDirection.Up:
|
||||||
case ScrollingDirection.Down:
|
case ScrollingDirection.Down:
|
||||||
obj.Height = (float)(diff * length.Y);
|
obj.Height = (float)(hitObjectLength * length.Y);
|
||||||
break;
|
break;
|
||||||
case ScrollingDirection.Left:
|
case ScrollingDirection.Left:
|
||||||
case ScrollingDirection.Right:
|
case ScrollingDirection.Right:
|
||||||
obj.Width = (float)(diff * length.X);
|
obj.Width = (float)(hitObjectLength * length.X);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -49,12 +51,14 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
|||||||
if (obj.HasNestedHitObjects)
|
if (obj.HasNestedHitObjects)
|
||||||
{
|
{
|
||||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||||
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
|
||||||
|
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||||
|
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
||||||
{
|
{
|
||||||
var timelinePosition = positionAt(currentTime, timeRange);
|
var timelinePosition = positionAt(currentTime, timeRange);
|
||||||
|
|
||||||
@ -80,21 +84,38 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Finds the position which corresponds to a point in time.
|
||||||
|
/// This is a non-linear operation that depends on all the control points up to and including the one active at the time value.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="time">The time to find the position at.</param>
|
||||||
|
/// <param name="timeRange">The amount of time visualised by the scrolling area.</param>
|
||||||
|
/// <returns>A positive value indicating the position at <paramref name="time"/>.</returns>
|
||||||
private double positionAt(double time, double timeRange)
|
private double positionAt(double time, double timeRange)
|
||||||
{
|
{
|
||||||
double length = 0;
|
double length = 0;
|
||||||
|
|
||||||
|
// We need to consider all timing points until the specified time and not just the currently-active one,
|
||||||
|
// since each timing point individually affects the positions of _all_ hitobjects after its start time
|
||||||
for (int i = 0; i < controlPoints.Count; i++)
|
for (int i = 0; i < controlPoints.Count; i++)
|
||||||
{
|
{
|
||||||
var current = controlPoints[i];
|
var current = controlPoints[i];
|
||||||
var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
|
var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
|
||||||
|
|
||||||
|
// We don't need to consider any control points beyond the current time, since it will not yet
|
||||||
|
// affect any hitobjects
|
||||||
if (i > 0 && current.StartTime > time)
|
if (i > 0 && current.StartTime > time)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// Duration of the current control point
|
// Duration of the current control point
|
||||||
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
|
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
|
||||||
|
|
||||||
length += Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / timeRange;
|
// We want to consider the minimal amount of time that this control point has affected,
|
||||||
|
// which may be either its duration, or the amount of time that has passed within it
|
||||||
|
var durationInCurrent = Math.Min(currentDuration, time - current.StartTime);
|
||||||
|
|
||||||
|
// Figure out how much of the time range the duration represents, and adjust it by the speed multiplier
|
||||||
|
length += durationInCurrent / timeRange * current.Multiplier;
|
||||||
}
|
}
|
||||||
|
|
||||||
return length;
|
return length;
|
||||||
|
Loading…
Reference in New Issue
Block a user