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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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Dan Balasescu 2024-05-29 14:23:19 +09:00 committed by GitHub
commit ba3880ad54
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@ -10,9 +10,7 @@ using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
@ -63,22 +61,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
base.ApplyTransformsAt(time, false);
}
private Vector2? lastPosition;
public void UpdateProgress(double completionProgress)
{
Position = drawableSlider.HitObject.CurvePositionAt(completionProgress);
Slider slider = drawableSlider.HitObject;
Position = slider.CurvePositionAt(completionProgress);
var diff = lastPosition.HasValue ? lastPosition.Value - Position : Position - drawableSlider.HitObject.CurvePositionAt(completionProgress + 0.01f);
bool rewinding = (Clock as IGameplayClock)?.IsRewinding == true;
//0.1 / slider.Path.Distance is the additional progress needed to ensure the diff length is 0.1
var diff = slider.CurvePositionAt(completionProgress) - slider.CurvePositionAt(Math.Min(1, completionProgress + 0.1 / slider.Path.Distance));
// Ensure the value is substantially high enough to allow for Atan2 to get a valid angle.
// Needed for when near completion, or in case of a very short slider.
if (diff.LengthFast < 0.01f)
return;
ball.Rotation = -90 + (float)(-Math.Atan2(diff.X, diff.Y) * 180 / Math.PI) + (rewinding ? 180 : 0);
lastPosition = Position;
ball.Rotation = -90 + (float)(-Math.Atan2(diff.X, diff.Y) * 180 / Math.PI);
}
}
}