diff --git a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
index edfea57e94..36c6b07f54 100644
--- a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
@@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
base.UpdateAfterChildrenLife();
// 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);
}
}
}
diff --git a/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs b/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs
index 02791e0517..097e28b2dc 100644
--- a/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs
@@ -10,24 +10,23 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
public interface ISpeedChangeVisualiser
{
///
- /// Computes the states of s that are constant, such as lifetime and spatial length.
+ /// Computes the states of s that remain constant while scrolling, such as lifetime and spatial length.
/// This is invoked once whenever or changes.
///
/// The s whose states should be computed.
/// The scrolling direction.
- /// The duration required to scroll through one length of the screen before any control point adjustments.
+ /// The duration required to scroll through one length of the screen before any speed adjustments.
/// The length of the screen that is scrolled through.
void ComputeInitialStates(IEnumerable hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
///
- /// Computes the states of s that change depending on , such as position.
- /// This is invoked once per frame.
+ /// Updates the positions of s, depending on the current time. This is invoked once per frame.
///
- /// The s whose states should be computed.
+ /// The s whose positions should be computed.
/// The scrolling direction.
/// The current time.
- /// The duration required to scroll through one length of the screen before any control point adjustments.
+ /// The duration required to scroll through one length of the screen before any speed adjustments.
/// The length of the screen that is scrolled through.
- void ComputePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
+ void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
}
}
diff --git a/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs b/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs
index 2365582645..35a91275a7 100644
--- a/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs
@@ -4,6 +4,7 @@
using System.Collections.Generic;
using osu.Framework.Lists;
using osu.Game.Rulesets.Objects.Drawables;
+using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
using OpenTK;
@@ -22,24 +23,45 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
foreach (var obj in hitObjects)
{
- var controlPoint = controlPointAt(obj.HitObject.StartTime);
- obj.LifetimeStart = obj.HitObject.StartTime - timeRange / controlPoint.Multiplier;
+ // The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
+ 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)
{
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 hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
+ public void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
- var controlPoint = controlPointAt(obj.HitObject.StartTime);
-
- var position = (obj.HitObject.StartTime - currentTime) * controlPoint.Multiplier / timeRange;
+ var position = hitObjectPositionAt(obj, currentTime, timeRange);
switch (direction)
{
@@ -59,7 +81,28 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
}
}
+ ///
+ /// Computes the position of a at a point in time.
+ ///
+ /// At t < startTime, position > 0.
+ /// At t = startTime, position = 0.
+ /// At t > startTime, position < 0.
+ ///
+ ///
+ /// The .
+ /// The time to find the position of at.
+ /// The amount of time visualised by the scrolling area.
+ /// The position of in the scrolling area at time = .
+ 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();
+
+ ///
+ /// Finds the which affects the speed of hitobjects at a specific time.
+ ///
+ /// The time which the should affect.
+ /// The .
private MultiplierControlPoint controlPointAt(double time)
{
if (controlPoints.Count == 0)
diff --git a/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs b/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs
index 708a2f173b..e353c07e9f 100644
--- a/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs
@@ -25,23 +25,25 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
{
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);
+ // Todo: This is approximate and will be incorrect in the case of extreme speed changes
obj.LifetimeStart = obj.HitObject.StartTime - timeRange - 1000;
if (obj.HitObject is IHasEndTime endTime)
{
- var diff = positionAt(endTime.EndTime, timeRange) - startPosition;
+ var hitObjectLength = positionAt(endTime.EndTime, timeRange) - startPosition;
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
- obj.Height = (float)(diff * length.Y);
+ obj.Height = (float)(hitObjectLength * length.Y);
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
- obj.Width = (float)(diff * length.X);
+ obj.Width = (float)(hitObjectLength * length.X);
break;
}
}
@@ -49,12 +51,14 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
if (obj.HasNestedHitObjects)
{
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 hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
+ public void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
var timelinePosition = positionAt(currentTime, timeRange);
@@ -80,21 +84,38 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
}
}
+ ///
+ /// 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.
+ ///
+ /// The time to find the position at.
+ /// The amount of time visualised by the scrolling area.
+ /// A positive value indicating the position at .
private double positionAt(double time, double timeRange)
{
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++)
{
var current = controlPoints[i];
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)
continue;
// Duration of the current control point
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;