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Merge pull request #30062 from bdach/distance-snap-weirdness
Fix various distance snap grid weirdness around unsnapped objects
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commit
87ab953935
@ -401,7 +401,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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if (state == SliderPlacementState.Drawing)
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HitObject.Path.ExpectedDistance.Value = (float)HitObject.Path.CalculatedDistance;
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else
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HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance, DistanceSnapTarget.Start) ?? (float)HitObject.Path.CalculatedDistance;
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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@ -269,7 +269,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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double minDistance = distanceSnapProvider?.GetBeatSnapDistanceAt(HitObject, false) * oldVelocityMultiplier ?? 1;
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// Add a small amount to the proposed distance to make it easier to snap to the full length of the slider.
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proposedDistance = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)proposedDistance + 1) ?? proposedDistance;
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proposedDistance = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)proposedDistance + 1, DistanceSnapTarget.Start) ?? proposedDistance;
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proposedDistance = MathHelper.Clamp(proposedDistance, minDistance, HitObject.Path.CalculatedDistance);
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}
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@ -228,6 +228,42 @@ namespace osu.Game.Tests.Editing
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assertSnappedDistance(400, 400);
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}
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[Test]
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public void TestUnsnappedObject()
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{
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var slider = new Slider
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{
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StartTime = 0,
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Path = new SliderPath
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{
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ControlPoints =
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{
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new PathControlPoint(),
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// simulate object snapped to 1/3rds
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// this object's end time will be 2000 / 3 = 666.66... ms
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new PathControlPoint(new Vector2(200 / 3f, 0)),
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}
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}
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};
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AddStep("add slider", () => composer.EditorBeatmap.Add(slider));
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AddStep("set snap to 1/4", () => BeatDivisor.Value = 4);
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// with default beat length of 1000ms and snap at 1/4, the valid snap times are 500ms, 750ms, and 1000ms
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// with default settings, the snapped distance will be a tenth of the difference of the time delta
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// (500 - 666.66...) / 10 = -16.66... = -100 / 6
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assertSnappedDistance(0, -100 / 6f, slider);
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assertSnappedDistance(7, -100 / 6f, slider);
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// (750 - 666.66...) / 10 = 8.33... = 100 / 12
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assertSnappedDistance(9, 100 / 12f, slider);
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assertSnappedDistance(33, 100 / 12f, slider);
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// (1000 - 666.66...) / 10 = 33.33... = 100 / 3
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assertSnappedDistance(34, 100 / 3f, slider);
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}
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[Test]
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public void TestUseCurrentSnap()
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{
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@ -263,7 +299,7 @@ namespace osu.Game.Tests.Editing
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=> AddAssert($"distance = {distance} -> duration = {expectedDuration} (snapped)", () => composer.DistanceSnapProvider.FindSnappedDuration(referenceObject ?? new HitObject(), distance), () => Is.EqualTo(expectedDuration).Within(Precision.FLOAT_EPSILON));
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private void assertSnappedDistance(float distance, float expectedDistance, HitObject? referenceObject = null)
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=> AddAssert($"distance = {distance} -> distance = {expectedDistance} (snapped)", () => composer.DistanceSnapProvider.FindSnappedDistance(referenceObject ?? new HitObject(), distance), () => Is.EqualTo(expectedDistance).Within(Precision.FLOAT_EPSILON));
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=> AddAssert($"distance = {distance} -> distance = {expectedDistance} (snapped)", () => composer.DistanceSnapProvider.FindSnappedDistance(referenceObject ?? new HitObject(), distance, DistanceSnapTarget.End), () => Is.EqualTo(expectedDistance).Within(Precision.FLOAT_EPSILON));
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private partial class TestHitObjectComposer : OsuHitObjectComposer
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{
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@ -199,7 +199,7 @@ namespace osu.Game.Tests.Visual.Editing
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public double FindSnappedDuration(HitObject referenceObject, float distance) => 0;
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public float FindSnappedDistance(HitObject referenceObject, float distance) => 0;
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public float FindSnappedDistance(HitObject referenceObject, float distance, DistanceSnapTarget target) => 0;
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}
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}
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}
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@ -280,22 +280,36 @@ namespace osu.Game.Rulesets.Edit
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public virtual double FindSnappedDuration(HitObject referenceObject, float distance)
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=> beatSnapProvider.SnapTime(referenceObject.StartTime + DistanceToDuration(referenceObject, distance), referenceObject.StartTime) - referenceObject.StartTime;
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public virtual float FindSnappedDistance(HitObject referenceObject, float distance)
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public virtual float FindSnappedDistance(HitObject referenceObject, float distance, DistanceSnapTarget target)
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{
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double startTime = referenceObject.StartTime;
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double referenceTime;
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double actualDuration = startTime + DistanceToDuration(referenceObject, distance);
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switch (target)
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{
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case DistanceSnapTarget.Start:
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referenceTime = referenceObject.StartTime;
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break;
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double snappedEndTime = beatSnapProvider.SnapTime(actualDuration, startTime);
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case DistanceSnapTarget.End:
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referenceTime = referenceObject.GetEndTime();
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break;
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double beatLength = beatSnapProvider.GetBeatLengthAtTime(startTime);
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default:
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throw new ArgumentOutOfRangeException(nameof(target), target, $"Unknown {nameof(DistanceSnapTarget)} value");
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}
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double actualDuration = referenceTime + DistanceToDuration(referenceObject, distance);
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double snappedTime = beatSnapProvider.SnapTime(actualDuration, referenceTime);
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double beatLength = beatSnapProvider.GetBeatLengthAtTime(referenceTime);
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// we don't want to exceed the actual duration and snap to a point in the future.
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// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
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if (snappedEndTime > actualDuration + 1)
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snappedEndTime -= beatLength;
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if (snappedTime > actualDuration + 1)
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snappedTime -= beatLength;
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return DurationToDistance(referenceObject, snappedEndTime - startTime);
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return DurationToDistance(referenceObject, snappedTime - referenceTime);
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}
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#endregion
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@ -58,10 +58,17 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <param name="target">Whether the distance measured should be from the start or the end of <paramref name="referenceObject"/>.</param>
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/// <returns>
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/// A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.
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/// The distance will always be less than or equal to the provided <paramref name="distance"/>.
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/// </returns>
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float FindSnappedDistance(HitObject referenceObject, float distance);
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float FindSnappedDistance(HitObject referenceObject, float distance, DistanceSnapTarget target);
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}
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public enum DistanceSnapTarget
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{
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Start,
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End,
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}
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}
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Objects
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public static void SnapTo<THitObject>(this THitObject hitObject, IDistanceSnapProvider? snapProvider)
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where THitObject : HitObject, IHasPath
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{
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hitObject.Path.ExpectedDistance.Value = snapProvider?.FindSnappedDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
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hitObject.Path.ExpectedDistance.Value = snapProvider?.FindSnappedDistance(hitObject, (float)hitObject.Path.CalculatedDistance, DistanceSnapTarget.Start) ?? hitObject.Path.CalculatedDistance;
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}
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/// <summary>
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@ -59,7 +59,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Picture the scenario where the user has just placed an object on a 1/2 snap, then changes to
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// 1/3 snap and expects to be able to place the next object on a valid 1/3 snap, regardless of the
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// fact that the 1/2 snap reference object is not valid for 1/3 snapping.
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float offset = SnapProvider.FindSnappedDistance(ReferenceObject, 0);
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float offset = SnapProvider.FindSnappedDistance(ReferenceObject, 0, DistanceSnapTarget.End);
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for (int i = 0; i < requiredCircles; i++)
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{
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@ -104,7 +104,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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? SnapProvider.DurationToDistance(ReferenceObject, editorClock.CurrentTime - ReferenceObject.GetEndTime())
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// When interacting with the resolved snap provider, the distance spacing multiplier should first be removed
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// to allow for snapping at a non-multiplied ratio.
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: SnapProvider.FindSnappedDistance(ReferenceObject, travelLength / distanceSpacingMultiplier);
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: SnapProvider.FindSnappedDistance(ReferenceObject, travelLength / distanceSpacingMultiplier, DistanceSnapTarget.End);
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double snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
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@ -155,7 +155,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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var timingPoint = Beatmap.ControlPointInfo.TimingPointAt(StartTime);
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double beatLength = timingPoint.BeatLength / beatDivisor.Value;
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int beatIndex = (int)Math.Round((StartTime - timingPoint.Time) / beatLength);
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int beatIndex = (int)Math.Floor((StartTime - timingPoint.Time) / beatLength);
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var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
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