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Move optimisation to isolated method
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@ -90,41 +90,8 @@ namespace osu.Game.Storyboards
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// Ignore the whole setup if there are loops. In theory they can be handled here too, however the logic will be overly complex.
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// Ignore the whole setup if there are loops. In theory they can be handled here too, however the logic will be overly complex.
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if (loops.Count == 0)
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if (loops.Count == 0)
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{
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{
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// Here we are starting from maximum value and trying to minimise the end time on each step.
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// There are few solid guesses we can make using which sprite's end time can be minimised: alpha = 0, scale = 0, colour.a = 0.
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double[] deathTimes =
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{
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double.MaxValue, // alpha
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double.MaxValue, // colour alpha
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double.MaxValue, // scale
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double.MaxValue, // scale x
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double.MaxValue, // scale y
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};
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// The loops below are following the same pattern.
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// We could be using TimelineGroup.EndValue here, however it's possible to have multiple commands with 0 value in a row
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// so we are saving the earliest of them.
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foreach (var alphaCommand in TimelineGroup.Alpha.Commands)
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{
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deathTimes[0] = alphaCommand.EndValue == 0
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? Math.Min(alphaCommand.EndTime, deathTimes[0]) // commands are ordered by the start time, however end time may vary. Save the earliest.
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: double.MaxValue; // If value isn't 0 (sprite becomes visible again), revert the saved state.
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}
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foreach (var colourCommand in TimelineGroup.Colour.Commands)
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deathTimes[1] = colourCommand.EndValue.A == 0 ? Math.Min(colourCommand.EndTime, deathTimes[1]) : double.MaxValue;
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foreach (var scaleCommand in TimelineGroup.Scale.Commands)
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deathTimes[2] = scaleCommand.EndValue == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[2]) : double.MaxValue;
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foreach (var scaleCommand in TimelineGroup.VectorScale.Commands)
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{
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deathTimes[3] = scaleCommand.EndValue.X == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[3]) : double.MaxValue;
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deathTimes[4] = scaleCommand.EndValue.Y == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[4]) : double.MaxValue;
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}
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// Take the minimum time of all the potential "death" reasons.
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// Take the minimum time of all the potential "death" reasons.
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latestEndTime = deathTimes.Min();
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latestEndTime = calculateOptimisedEndTime(TimelineGroup);
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}
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}
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// If the logic above fails to find anything or discarded by the fact that there are loops present, latestEndTime will be double.MaxValue
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// If the logic above fails to find anything or discarded by the fact that there are loops present, latestEndTime will be double.MaxValue
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@ -238,6 +205,47 @@ namespace osu.Game.Storyboards
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return commands;
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return commands;
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}
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}
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private static double calculateOptimisedEndTime(CommandTimelineGroup timelineGroup)
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{
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// Here we are starting from maximum value and trying to minimise the end time on each step.
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// There are few solid guesses we can make using which sprite's end time can be minimised: alpha = 0, scale = 0, colour.a = 0.
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double[] deathTimes =
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{
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double.MaxValue, // alpha
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double.MaxValue, // colour alpha
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double.MaxValue, // scale
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double.MaxValue, // scale x
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double.MaxValue, // scale y
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};
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// The loops below are following the same pattern.
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// We could be using TimelineGroup.EndValue here, however it's possible to have multiple commands with 0 value in a row
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// so we are saving the earliest of them.
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foreach (var alphaCommand in timelineGroup.Alpha.Commands)
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{
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if (alphaCommand.EndValue == 0)
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// commands are ordered by the start time, however end time may vary. Save the earliest.
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deathTimes[0] = Math.Min(alphaCommand.EndTime, deathTimes[0]);
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else
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// If value isn't 0 (sprite becomes visible again), revert the saved state.
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deathTimes[0] = double.MaxValue;
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}
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foreach (var colourCommand in timelineGroup.Colour.Commands)
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deathTimes[1] = colourCommand.EndValue.A == 0 ? Math.Min(colourCommand.EndTime, deathTimes[1]) : double.MaxValue;
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foreach (var scaleCommand in timelineGroup.Scale.Commands)
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deathTimes[2] = scaleCommand.EndValue == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[2]) : double.MaxValue;
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foreach (var scaleCommand in timelineGroup.VectorScale.Commands)
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{
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deathTimes[3] = scaleCommand.EndValue.X == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[3]) : double.MaxValue;
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deathTimes[4] = scaleCommand.EndValue.Y == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[4]) : double.MaxValue;
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}
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return deathTimes.Min();
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}
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public override string ToString()
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public override string ToString()
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=> $"{Path}, {Origin}, {InitialPosition}";
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=> $"{Path}, {Origin}, {InitialPosition}";
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