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Merge pull request #28343 from Hecatia-Lapislazuli/reworked-slider-ball-rotation
Always compute slider ball rotation based on tangent
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commit
ba3880ad54
@ -10,9 +10,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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@ -63,22 +61,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.ApplyTransformsAt(time, false);
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}
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private Vector2? lastPosition;
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public void UpdateProgress(double completionProgress)
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{
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Position = drawableSlider.HitObject.CurvePositionAt(completionProgress);
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Slider slider = drawableSlider.HitObject;
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Position = slider.CurvePositionAt(completionProgress);
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var diff = lastPosition.HasValue ? lastPosition.Value - Position : Position - drawableSlider.HitObject.CurvePositionAt(completionProgress + 0.01f);
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bool rewinding = (Clock as IGameplayClock)?.IsRewinding == true;
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//0.1 / slider.Path.Distance is the additional progress needed to ensure the diff length is 0.1
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var diff = slider.CurvePositionAt(completionProgress) - slider.CurvePositionAt(Math.Min(1, completionProgress + 0.1 / slider.Path.Distance));
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// Ensure the value is substantially high enough to allow for Atan2 to get a valid angle.
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// Needed for when near completion, or in case of a very short slider.
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if (diff.LengthFast < 0.01f)
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return;
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ball.Rotation = -90 + (float)(-Math.Atan2(diff.X, diff.Y) * 180 / Math.PI) + (rewinding ? 180 : 0);
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lastPosition = Position;
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ball.Rotation = -90 + (float)(-Math.Atan2(diff.X, diff.Y) * 180 / Math.PI);
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}
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}
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}
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