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Improve performance of sequential scrolling algorithm
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@ -3,21 +3,26 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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{
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public class SequentialScrollAlgorithm : IScrollAlgorithm
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{
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private readonly Dictionary<double, double> positionCache;
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private static readonly IComparer<PositionMapping> by_position_comparer = Comparer<PositionMapping>.Create((c1, c2) => c1.Position.CompareTo(c2.Position));
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private readonly IReadOnlyList<MultiplierControlPoint> controlPoints;
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/// <summary>
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/// Stores a mapping of time -> position for each control point.
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/// </summary>
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private readonly List<PositionMapping> positionMappings = new List<PositionMapping>();
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public SequentialScrollAlgorithm(IReadOnlyList<MultiplierControlPoint> controlPoints)
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{
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this.controlPoints = controlPoints;
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positionCache = new Dictionary<double, double>();
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}
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public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
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@ -27,55 +32,31 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
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{
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var objectLength = relativePositionAtCached(endTime, timeRange) - relativePositionAtCached(startTime, timeRange);
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var objectLength = relativePositionAt(endTime, timeRange) - relativePositionAt(startTime, timeRange);
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return (float)(objectLength * scrollLength);
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}
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public float PositionAt(double time, double currentTime, double timeRange, float scrollLength)
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{
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// Caching is not used here as currentTime is unlikely to have been previously cached
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double timelinePosition = relativePositionAt(currentTime, timeRange);
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return (float)((relativePositionAtCached(time, timeRange) - timelinePosition) * scrollLength);
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double timelineLength = relativePositionAt(time, timeRange) - relativePositionAt(currentTime, timeRange);
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return (float)(timelineLength * scrollLength);
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}
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public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
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{
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// Convert the position to a length relative to time = 0
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double length = position / scrollLength + relativePositionAt(currentTime, timeRange);
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if (controlPoints.Count == 0)
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return position * timeRange;
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// We need to consider all timing points until the specified time and not just the currently-active one,
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// since each timing point individually affects the positions of _all_ hitobjects after its start time
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for (int i = 0; i < controlPoints.Count; i++)
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{
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var current = controlPoints[i];
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var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
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// Find the position at the current time, and the given length.
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double relativePosition = relativePositionAt(currentTime, timeRange) + position / scrollLength;
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// Duration of the current control point
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var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
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var positionMapping = findControlPointMapping(timeRange, new PositionMapping(0, null, relativePosition), by_position_comparer);
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// Figure out the length of control point
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var currentLength = currentDuration / timeRange * current.Multiplier;
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if (currentLength > length)
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{
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// The point is within this control point
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return current.StartTime + length * timeRange / current.Multiplier;
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}
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length -= currentLength;
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}
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return 0; // Should never occur
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// Begin at the control point's time and add the remaining time to reach the given position.
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return positionMapping.Time + (relativePosition - positionMapping.Position) * timeRange / positionMapping.ControlPoint.Multiplier;
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}
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private double relativePositionAtCached(double time, double timeRange)
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{
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if (!positionCache.TryGetValue(time, out double existing))
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positionCache[time] = existing = relativePositionAt(time, timeRange);
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return existing;
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}
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public void Reset() => positionCache.Clear();
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public void Reset() => positionMappings.Clear();
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/// <summary>
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/// Finds the position which corresponds to a point in time.
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@ -84,37 +65,100 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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/// <param name="time">The time to find the position at.</param>
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/// <param name="timeRange">The amount of time visualised by the scrolling area.</param>
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/// <returns>A positive value indicating the position at <paramref name="time"/>.</returns>
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private double relativePositionAt(double time, double timeRange)
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private double relativePositionAt(in double time, in double timeRange)
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{
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if (controlPoints.Count == 0)
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return time / timeRange;
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double length = 0;
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var mapping = findControlPointMapping(timeRange, new PositionMapping(time));
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// We need to consider all timing points until the specified time and not just the currently-active one,
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// since each timing point individually affects the positions of _all_ hitobjects after its start time
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for (int i = 0; i < controlPoints.Count; i++)
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// Begin at the control point's position and add the remaining distance to reach the given time.
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return mapping.Position + (time - mapping.Time) / timeRange * mapping.ControlPoint.Multiplier;
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}
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/// <summary>
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/// Finds a <see cref="MultiplierControlPoint"/>'s <see cref="PositionMapping"/> that is relevant to a given <see cref="PositionMapping"/>.
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/// </summary>
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/// <remarks>
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/// This is used to find the last <see cref="MultiplierControlPoint"/> occuring prior to a time value, or prior to a position value (if <see cref="by_position_comparer"/> is used).
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/// </remarks>
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/// <param name="timeRange">The time range.</param>
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/// <param name="search">The <see cref="PositionMapping"/> to find the closest <see cref="PositionMapping"/> to.</param>
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/// <param name="comparer">The comparison. If null, the default comparer is used (by time).</param>
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/// <returns>The <see cref="MultiplierControlPoint"/>'s <see cref="PositionMapping"/> that is relevant for <paramref name="search"/>.</returns>
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private PositionMapping findControlPointMapping(in double timeRange, in PositionMapping search, IComparer<PositionMapping> comparer = null)
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{
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generatePositionMappings(timeRange);
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var mappingIndex = positionMappings.BinarySearch(search, comparer ?? Comparer<PositionMapping>.Default);
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if (mappingIndex < 0)
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{
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var current = controlPoints[i];
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var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
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// If the search value isn't found, the _next_ control point is returned, but we actually want the _previous_ control point.
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// In doing so, we must make sure to not underflow the position mapping list (i.e. always use the 0th control point for time < first_control_point_time).
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mappingIndex = Math.Max(0, ~mappingIndex - 1);
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// We don't need to consider any control points beyond the current time, since it will not yet
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// affect any hitobjects
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if (i > 0 && current.StartTime > time)
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continue;
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// Duration of the current control point
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var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
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// We want to consider the minimal amount of time that this control point has affected,
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// which may be either its duration, or the amount of time that has passed within it
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var durationInCurrent = Math.Min(currentDuration, time - current.StartTime);
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// Figure out how much of the time range the duration represents, and adjust it by the speed multiplier
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length += durationInCurrent / timeRange * current.Multiplier;
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Debug.Assert(mappingIndex < positionMappings.Count);
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}
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return length;
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var mapping = positionMappings[mappingIndex];
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Debug.Assert(mapping.ControlPoint != null);
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return mapping;
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}
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/// <summary>
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/// Generates the mapping of <see cref="MultiplierControlPoint"/> (and their respective start times) to their relative position from 0.
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/// </summary>
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/// <param name="timeRange">The time range.</param>
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private void generatePositionMappings(in double timeRange)
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{
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if (positionMappings.Count > 0)
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return;
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if (controlPoints.Count == 0)
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return;
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positionMappings.Add(new PositionMapping(controlPoints[0].StartTime, controlPoints[0]));
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for (int i = 0; i < controlPoints.Count - 1; i++)
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{
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var current = controlPoints[i];
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var next = controlPoints[i + 1];
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// Figure out how much of the time range the duration represents, and adjust it by the speed multiplier
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float length = (float)((next.StartTime - current.StartTime) / timeRange * current.Multiplier);
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positionMappings.Add(new PositionMapping(next.StartTime, next, positionMappings[^1].Position + length));
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}
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}
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private readonly struct PositionMapping : IComparable<PositionMapping>
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{
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/// <summary>
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/// The time corresponding to this position.
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/// </summary>
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public readonly double Time;
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/// <summary>
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/// The <see cref="MultiplierControlPoint"/> at <see cref="Time"/>.
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/// </summary>
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[CanBeNull]
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public readonly MultiplierControlPoint ControlPoint;
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/// <summary>
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/// The relative position from 0 of <see cref="ControlPoint"/>.
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/// </summary>
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public readonly double Position;
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public PositionMapping(double time, MultiplierControlPoint controlPoint = null, double position = default)
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{
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Time = time;
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ControlPoint = controlPoint;
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Position = position;
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}
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public int CompareTo(PositionMapping other) => Time.CompareTo(other.Time);
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}
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}
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}
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