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Move optimisation to isolated method

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Dean Herbert 2024-03-06 19:23:29 +08:00
parent 77b3055978
commit 5b6703ec0d
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@ -90,41 +90,8 @@ namespace osu.Game.Storyboards
// Ignore the whole setup if there are loops. In theory they can be handled here too, however the logic will be overly complex.
if (loops.Count == 0)
{
// Here we are starting from maximum value and trying to minimise the end time on each step.
// There are few solid guesses we can make using which sprite's end time can be minimised: alpha = 0, scale = 0, colour.a = 0.
double[] deathTimes =
{
double.MaxValue, // alpha
double.MaxValue, // colour alpha
double.MaxValue, // scale
double.MaxValue, // scale x
double.MaxValue, // scale y
};
// The loops below are following the same pattern.
// We could be using TimelineGroup.EndValue here, however it's possible to have multiple commands with 0 value in a row
// so we are saving the earliest of them.
foreach (var alphaCommand in TimelineGroup.Alpha.Commands)
{
deathTimes[0] = alphaCommand.EndValue == 0
? Math.Min(alphaCommand.EndTime, deathTimes[0]) // commands are ordered by the start time, however end time may vary. Save the earliest.
: double.MaxValue; // If value isn't 0 (sprite becomes visible again), revert the saved state.
}
foreach (var colourCommand in TimelineGroup.Colour.Commands)
deathTimes[1] = colourCommand.EndValue.A == 0 ? Math.Min(colourCommand.EndTime, deathTimes[1]) : double.MaxValue;
foreach (var scaleCommand in TimelineGroup.Scale.Commands)
deathTimes[2] = scaleCommand.EndValue == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[2]) : double.MaxValue;
foreach (var scaleCommand in TimelineGroup.VectorScale.Commands)
{
deathTimes[3] = scaleCommand.EndValue.X == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[3]) : double.MaxValue;
deathTimes[4] = scaleCommand.EndValue.Y == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[4]) : double.MaxValue;
}
// Take the minimum time of all the potential "death" reasons.
latestEndTime = deathTimes.Min();
latestEndTime = calculateOptimisedEndTime(TimelineGroup);
}
// If the logic above fails to find anything or discarded by the fact that there are loops present, latestEndTime will be double.MaxValue
@ -238,6 +205,47 @@ namespace osu.Game.Storyboards
return commands;
}
private static double calculateOptimisedEndTime(CommandTimelineGroup timelineGroup)
{
// Here we are starting from maximum value and trying to minimise the end time on each step.
// There are few solid guesses we can make using which sprite's end time can be minimised: alpha = 0, scale = 0, colour.a = 0.
double[] deathTimes =
{
double.MaxValue, // alpha
double.MaxValue, // colour alpha
double.MaxValue, // scale
double.MaxValue, // scale x
double.MaxValue, // scale y
};
// The loops below are following the same pattern.
// We could be using TimelineGroup.EndValue here, however it's possible to have multiple commands with 0 value in a row
// so we are saving the earliest of them.
foreach (var alphaCommand in timelineGroup.Alpha.Commands)
{
if (alphaCommand.EndValue == 0)
// commands are ordered by the start time, however end time may vary. Save the earliest.
deathTimes[0] = Math.Min(alphaCommand.EndTime, deathTimes[0]);
else
// If value isn't 0 (sprite becomes visible again), revert the saved state.
deathTimes[0] = double.MaxValue;
}
foreach (var colourCommand in timelineGroup.Colour.Commands)
deathTimes[1] = colourCommand.EndValue.A == 0 ? Math.Min(colourCommand.EndTime, deathTimes[1]) : double.MaxValue;
foreach (var scaleCommand in timelineGroup.Scale.Commands)
deathTimes[2] = scaleCommand.EndValue == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[2]) : double.MaxValue;
foreach (var scaleCommand in timelineGroup.VectorScale.Commands)
{
deathTimes[3] = scaleCommand.EndValue.X == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[3]) : double.MaxValue;
deathTimes[4] = scaleCommand.EndValue.Y == 0 ? Math.Min(scaleCommand.EndTime, deathTimes[4]) : double.MaxValue;
}
return deathTimes.Min();
}
public override string ToString()
=> $"{Path}, {Origin}, {InitialPosition}";