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Refactor flow of snapping through HitObjectComposer
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a6458fdeab
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@ -142,10 +142,9 @@ namespace osu.Game.Rulesets.Osu.Tests
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private void assertSnappedDistance(float expectedDistance) => AddAssert($"snap distance = {expectedDistance}", () =>
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{
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Vector2 snappedPosition = grid.GetSnappedPosition(grid.ToLocalSpace(InputManager.CurrentState.Mouse.Position));
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float distance = Vector2.Distance(snappedPosition, grid_position);
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Vector2 snappedPosition = grid.GetSnappedPosition(grid.ToLocalSpace(InputManager.CurrentState.Mouse.Position)).position;
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return Precision.AlmostEquals(expectedDistance, distance);
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return Precision.AlmostEquals(expectedDistance, Vector2.Distance(snappedPosition, grid_position));
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});
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private void createGrid()
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@ -160,7 +159,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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Colour = Color4.SlateGray
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},
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grid = new TestOsuDistanceSnapGrid(new HitCircle { Position = grid_position }),
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new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)) }
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new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)).position }
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};
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});
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}
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@ -137,7 +137,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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Vector2[] newControlPoints = segments.SelectMany(s => s.ControlPoints).Concat(cursor.Yield()).ToArray();
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var unsnappedPath = new SliderPath(newControlPoints.Length > 2 ? PathType.Bezier : PathType.Linear, newControlPoints);
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var snappedDistance = composer?.GetSnappedDistance((float)unsnappedPath.Distance) ?? (float)unsnappedPath.Distance;
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var snappedDistance = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)unsnappedPath.Distance) ?? (float)unsnappedPath.Distance;
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HitObject.Path = new SliderPath(unsnappedPath.Type, newControlPoints, snappedDistance);
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@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void onNewControlPoints(Vector2[] controlPoints)
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{
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var unsnappedPath = new SliderPath(controlPoints.Length > 2 ? PathType.Bezier : PathType.Linear, controlPoints);
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var snappedDistance = composer?.GetSnappedDistance((float)unsnappedPath.Distance) ?? (float)unsnappedPath.Distance;
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var snappedDistance = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)unsnappedPath.Distance) ?? (float)unsnappedPath.Distance;
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HitObject.Path = new SliderPath(unsnappedPath.Type, controlPoints, snappedDistance);
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}
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -15,15 +13,5 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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Masking = true;
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}
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protected override float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(time);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(time);
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double scoringDistance = OsuHitObject.BASE_SCORING_DISTANCE * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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return (float)(scoringDistance / timingPoint.BeatLength);
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}
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}
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}
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@ -7,7 +7,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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@ -93,23 +92,27 @@ namespace osu.Game.Tests.Visual.Editor
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[TestCase(2)]
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public void TestGridVelocity(float velocity)
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{
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createGrid(g => g.Velocity = velocity);
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// Todo:
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float expectedDistance = (float)beat_length * velocity;
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AddAssert($"spacing is {expectedDistance}", () => Precision.AlmostEquals(grid.DistanceSpacing, expectedDistance));
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// createGrid(g => g.Velocity = velocity);
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//
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// float expectedDistance = (float)beat_length * velocity;
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// AddAssert($"spacing is {expectedDistance}", () => Precision.AlmostEquals(grid.DistanceSpacing, expectedDistance));
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}
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[Test]
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public void TestGetSnappedTime()
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{
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createGrid();
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//Todo:
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Vector2 snapPosition = Vector2.Zero;
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AddStep("get first tick position", () => snapPosition = grid_position + new Vector2((float)beat_length, 0));
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AddAssert("snap time is 1 beat away", () => Precision.AlmostEquals(beat_length, grid.GetSnappedTime(snapPosition), 0.01));
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createGrid(g => g.Velocity = 2, "with velocity = 2");
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AddAssert("snap time is now 0.5 beats away", () => Precision.AlmostEquals(beat_length / 2, grid.GetSnappedTime(snapPosition), 0.01));
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// createGrid();
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//
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// Vector2 snapPosition = Vector2.Zero;
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// AddStep("get first tick position", () => snapPosition = grid_position + new Vector2((float)beat_length, 0));
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// AddAssert("snap time is 1 beat away", () => Precision.AlmostEquals(beat_length, grid.GetSnappedPosition(snapPosition).time, 0.01));
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//
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// createGrid(g => g.Velocity = 2, "with velocity = 2");
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// AddAssert("snap time is now 0.5 beats away", () => Precision.AlmostEquals(beat_length / 2, grid.GetSnappedPosition(snapPosition).time, 0.01));
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}
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private void createGrid(Action<TestDistanceSnapGrid> func = null, string description = null)
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@ -132,8 +135,6 @@ namespace osu.Game.Tests.Visual.Editor
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private class TestDistanceSnapGrid : DistanceSnapGrid
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{
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public new float Velocity = 1;
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public new float DistanceSpacing => base.DistanceSpacing;
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public TestDistanceSnapGrid(HitObject hitObject, Vector2 centrePosition)
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@ -203,11 +204,8 @@ namespace osu.Game.Tests.Visual.Editor
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}
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}
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protected override float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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=> Velocity;
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public override Vector2 GetSnappedPosition(Vector2 screenSpacePosition)
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=> Vector2.Zero;
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 screenSpacePosition)
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=> (Vector2.Zero, 0);
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}
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}
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}
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@ -14,6 +14,7 @@ using osu.Framework.Logging;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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@ -39,6 +40,9 @@ namespace osu.Game.Rulesets.Edit
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[Resolved]
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protected IFrameBasedClock EditorClock { get; private set; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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private IWorkingBeatmap workingBeatmap;
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private Beatmap<TObject> playableBeatmap;
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private IBeatmapProcessor beatmapProcessor;
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@ -246,7 +250,7 @@ namespace osu.Game.Rulesets.Edit
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public void BeginPlacement(HitObject hitObject)
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{
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if (distanceSnapGrid != null)
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hitObject.StartTime = GetSnappedTime(hitObject.StartTime, distanceSnapGrid.ToLocalSpace(inputManager.CurrentState.Mouse.Position));
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hitObject.StartTime = GetSnappedPosition(distanceSnapGrid.ToLocalSpace(inputManager.CurrentState.Mouse.Position), hitObject.StartTime).time;
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}
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public void EndPlacement(HitObject hitObject)
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@ -257,11 +261,45 @@ namespace osu.Game.Rulesets.Edit
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public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject);
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public override Vector2 GetSnappedPosition(Vector2 position) => distanceSnapGrid?.GetSnappedPosition(position) ?? position;
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time) => distanceSnapGrid?.GetSnappedPosition(position) ?? (position, time);
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public override double GetSnappedTime(double startTime, Vector2 position) => distanceSnapGrid?.GetSnappedTime(position) ?? startTime;
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public override float GetBeatSnapDistanceAt(double referenceTime)
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{
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DifficultyControlPoint difficultyPoint = EditorBeatmap.ControlPointInfo.DifficultyPointAt(referenceTime);
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return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / beatDivisor.Value);
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}
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public override float GetSnappedDistance(float distance) => distanceSnapGrid?.GetSnappedDistance(distance) ?? distance;
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public override float DurationToDistance(double referenceTime, double duration)
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{
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double beatLength = EditorBeatmap.ControlPointInfo.TimingPointAt(referenceTime).BeatLength / beatDivisor.Value;
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return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceTime));
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}
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public override double DistanceToDuration(double referenceTime, float distance)
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{
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double beatLength = EditorBeatmap.ControlPointInfo.TimingPointAt(referenceTime).BeatLength / beatDivisor.Value;
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return distance / GetBeatSnapDistanceAt(referenceTime) * beatLength;
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}
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public override double GetSnappedDurationFromDistance(double referenceTime, float distance)
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=> beatSnap(referenceTime, DistanceToDuration(referenceTime, distance));
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public override float GetSnappedDistanceFromDistance(double referenceTime, float distance)
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=> DurationToDistance(referenceTime, beatSnap(referenceTime, DistanceToDuration(referenceTime, distance)));
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/// <summary>
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/// Snaps a duration to the closest beat of a timing point applicable at the reference time.
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/// </summary>
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/// <param name="referenceTime">The time of the timing point which <paramref name="duration"/> resides in.</param>
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/// <param name="duration">The duration to snap.</param>
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/// <returns>A value that represents <paramref name="duration"/> snapped to the closest beat of the timing point.</returns>
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private double beatSnap(double referenceTime, double duration)
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{
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double beatLength = EditorBeatmap.ControlPointInfo.TimingPointAt(referenceTime).BeatLength / beatDivisor.Value;
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// A 1ms offset prevents rounding errors due to minute variations in duration
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return (int)((duration + 1) / beatLength) * beatLength;
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}
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protected override void Dispose(bool isDisposing)
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{
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@ -312,10 +350,45 @@ namespace osu.Game.Rulesets.Edit
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[CanBeNull]
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protected virtual DistanceSnapGrid CreateDistanceSnapGrid([NotNull] IEnumerable<HitObject> selectedHitObjects) => null;
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public abstract Vector2 GetSnappedPosition(Vector2 position);
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public abstract (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time);
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public abstract double GetSnappedTime(double startTime, Vector2 screenSpacePosition);
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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/// <param name="referenceTime">The time of the timing point.</param>
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/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
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public abstract float GetBeatSnapDistanceAt(double referenceTime);
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public abstract float GetSnappedDistance(float distance);
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/// <summary>
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/// Converts a duration to a distance.
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/// </summary>
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/// <param name="referenceTime">The time of the timing point which <paramref name="duration"/> resides in.</param>
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/// <param name="duration">The duration to convert.</param>
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/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
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public abstract float DurationToDistance(double referenceTime, double duration);
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/// <summary>
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/// Converts a distance to a duration.
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/// </summary>
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/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
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public abstract double DistanceToDuration(double referenceTime, float distance);
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/// <summary>
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/// Converts a distance to a snapped duration.
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/// </summary>
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/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
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public abstract double GetSnappedDurationFromDistance(double referenceTime, float distance);
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/// <summary>
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/// Converts an unsnapped distance to a snapped distance.
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/// </summary>
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/// <param name="referenceTime">The time of the timing point which <paramref name="distance"/> resides in.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
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public abstract float GetSnappedDistanceFromDistance(double referenceTime, float distance);
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}
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}
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@ -185,7 +185,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updatePlacementPosition(Vector2 screenSpacePosition)
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{
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Vector2 snappedGridPosition = composer.GetSnappedPosition(ToLocalSpace(screenSpacePosition));
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Vector2 snappedGridPosition = composer.GetSnappedPosition(ToLocalSpace(screenSpacePosition), 0).position;
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Vector2 snappedScreenSpacePosition = ToScreenSpace(snappedGridPosition);
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currentPlacement.UpdatePosition(snappedScreenSpacePosition);
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@ -232,15 +232,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void onDragRequested(SelectionBlueprint blueprint, DragEvent dragEvent)
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{
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HitObject draggedObject = blueprint.DrawableObject.HitObject;
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Vector2 movePosition = blueprint.ScreenSpaceMovementStartPosition + dragEvent.ScreenSpaceMousePosition - dragEvent.ScreenSpaceMouseDownPosition;
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Vector2 snappedPosition = composer.GetSnappedPosition(ToLocalSpace(movePosition));
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(Vector2 snappedPosition, double snappedTime) = composer.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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// Move the hitobjects
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selectionHandler.HandleMovement(new MoveSelectionEvent(blueprint, blueprint.ScreenSpaceMovementStartPosition, ToScreenSpace(snappedPosition)));
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// Apply the start time at the newly snapped-to position
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double offset = composer.GetSnappedTime(draggedObject.StartTime, snappedPosition) - draggedObject.StartTime;
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double offset = snappedTime - draggedObject.StartTime;
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foreach (HitObject obj in selectionHandler.SelectedHitObjects)
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obj.StartTime += offset;
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}
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@ -2,9 +2,11 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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@ -12,6 +14,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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public abstract class CircularDistanceSnapGrid : DistanceSnapGrid
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{
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[Resolved]
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private HitObjectComposer composer { get; set; }
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protected CircularDistanceSnapGrid(HitObject hitObject, Vector2 centrePosition)
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: base(hitObject, centrePosition)
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{
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@ -63,7 +68,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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}
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public override Vector2 GetSnappedPosition(Vector2 position)
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 position)
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{
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Vector2 direction = position - CentrePosition;
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@ -76,7 +81,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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int radialCount = Math.Max(1, (int)Math.Round(distance / radius));
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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return CentrePosition + normalisedDirection * radialCount * radius;
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Vector2 snappedPosition = CentrePosition + normalisedDirection * radialCount * radius;
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return (snappedPosition, StartTime + composer.GetSnappedDurationFromDistance(StartTime, (snappedPosition - CentrePosition).Length));
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}
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}
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}
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@ -6,9 +6,8 @@ using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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@ -20,16 +19,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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public abstract class DistanceSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The velocity of the beatmap at the point of placement in pixels per millisecond.
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/// </summary>
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protected double Velocity { get; private set; }
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/// <summary>
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/// The spacing between each tick of the beat snapping grid.
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/// </summary>
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protected float DistanceSpacing { get; private set; }
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/// <summary>
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/// The snapping time at <see cref="CentrePosition"/>.
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/// </summary>
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protected double StartTime { get; private set; }
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/// <summary>
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/// The position which the grid is centred on.
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/// The first beat snapping tick is located at <see cref="CentrePosition"/> + <see cref="DistanceSpacing"/> in the desired direction.
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@ -45,25 +44,24 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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[Resolved]
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private HitObjectComposer composer { get; set; }
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private readonly Cached gridCache = new Cached();
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private readonly HitObject hitObject;
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private double startTime;
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private double beatLength;
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protected DistanceSnapGrid(HitObject hitObject, Vector2 centrePosition)
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{
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this.hitObject = hitObject;
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this.CentrePosition = centrePosition;
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CentrePosition = centrePosition;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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startTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime;
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beatLength = beatmap.ControlPointInfo.TimingPointAt(startTime).BeatLength;
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StartTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime;
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}
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protected override void LoadComplete()
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@ -75,8 +73,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updateSpacing()
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{
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Velocity = GetVelocity(startTime, beatmap.ControlPointInfo, beatmap.BeatmapInfo.BaseDifficulty);
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DistanceSpacing = (float)(beatLength / beatDivisor.Value * Velocity);
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DistanceSpacing = composer.GetBeatSnapDistanceAt(StartTime);
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gridCache.Invalidate();
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}
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@ -105,35 +102,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
|
||||
protected abstract void CreateContent(Vector2 centrePosition);
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the velocity of gameplay at a point in time in pixels per millisecond.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to retrieve the velocity at.</param>
|
||||
/// <param name="controlPointInfo">The beatmap's <see cref="ControlPointInfo"/> at the point in time.</param>
|
||||
/// <param name="difficulty">The beatmap's <see cref="BeatmapDifficulty"/> at the point in time.</param>
|
||||
/// <returns>The velocity.</returns>
|
||||
protected abstract float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty);
|
||||
|
||||
/// <summary>
|
||||
/// Snaps a position to this grid.
|
||||
/// </summary>
|
||||
/// <param name="position">The original position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
|
||||
/// <returns>The snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</returns>
|
||||
public abstract Vector2 GetSnappedPosition(Vector2 position);
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the time at a snapped position.
|
||||
/// </summary>
|
||||
/// <param name="position">The snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
|
||||
/// <returns>The time at the snapped position.</returns>
|
||||
public double GetSnappedTime(Vector2 position) => startTime + (position - CentrePosition).Length / Velocity;
|
||||
|
||||
/// <summary>
|
||||
/// Snaps a distance by the snap distance of this grid.
|
||||
/// </summary>
|
||||
/// <param name="distance">The distance to snap in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
|
||||
/// <returns>The snapped distance.</returns>
|
||||
public float GetSnappedDistance(float distance) => (int)(distance / DistanceSpacing) * DistanceSpacing;
|
||||
/// <returns>A tuple containing the snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/> and the respective time value.</returns>
|
||||
public abstract (Vector2 position, double time) GetSnappedPosition(Vector2 position);
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the applicable colour for a beat index.
|
||||
|
Loading…
Reference in New Issue
Block a user