mirror of
https://github.com/ppy/osu.git
synced 2026-05-30 09:30:17 +08:00
added strain to argon
This commit is contained in:
@@ -24,9 +24,6 @@ namespace osu.Game.Screens.Play.HUD
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private const float bar_height = 10;
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[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.GraphType), nameof(SongProgressStrings.GraphTypeDescription))]
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public Bindable<bool> ShowGraph { get; } = new BindableBool(true);
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[SettingSource(typeof(SongProgressStrings), nameof(SongProgressStrings.ShowTime), nameof(SongProgressStrings.ShowTimeDescription))]
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public Bindable<bool> ShowTime { get; } = new BindableBool(true);
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@@ -95,23 +92,26 @@ namespace osu.Game.Screens.Play.HUD
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{
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base.LoadComplete();
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GraphType.ValueChanged += _ => updateGraphVisibility();
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Interactive.BindValueChanged(_ => bar.Interactive = Interactive.Value, true);
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ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
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ShowTime.BindValueChanged(_ => info.FadeTo(ShowTime.Value ? 1 : 0, 200, Easing.In), true);
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AccentColour.BindValueChanged(_ => Colour = AccentColour.Value, true);
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}
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protected override void UpdateFromObjects(IEnumerable<HitObject> objects)
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protected override void UpdateTimeBounds()
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{
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graph.Objects = objects;
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info.StartTime = bar.StartTime = FirstHitTime;
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info.EndTime = bar.EndTime = LastHitTime;
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}
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protected override void UpdateFromObjects(IEnumerable<HitObject> objects) => graph.SetFromObjects(objects);
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protected override void UpdateFromStrains(double[] sectionStrains) => graph.SetFromStrains(sectionStrains);
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private void updateGraphVisibility()
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{
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graph.FadeTo(ShowGraph.Value ? 1 : 0, 200, Easing.In);
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graph.FadeTo(GraphType.Value != DifficultyGraphType.None ? 1 : 0, 200, Easing.In);
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}
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protected override void Update()
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@@ -10,49 +10,48 @@ using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Utils;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial class ArgonSongProgressGraph : SegmentedGraph<int>
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public partial class ArgonSongProgressGraph : SegmentedGraph<float>
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{
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private const int tier_count = 5;
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private const int display_granularity = 200;
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private IEnumerable<HitObject>? objects;
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public IEnumerable<HitObject> Objects
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public void SetFromObjects(IEnumerable<HitObject> objects)
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{
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set
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float[] values = new float[display_granularity];
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if (!objects.Any())
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return;
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(double firstHit, double lastHit) = BeatmapExtensions.CalculatePlayableBounds(objects);
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if (lastHit == 0)
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lastHit = objects.Last().StartTime;
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double interval = (lastHit - firstHit + 1) / display_granularity;
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foreach (var h in objects)
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{
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objects = value;
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double endTime = h.GetEndTime();
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int[] values = new int[display_granularity];
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Debug.Assert(endTime >= h.StartTime);
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if (!objects.Any())
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return;
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(double firstHit, double lastHit) = BeatmapExtensions.CalculatePlayableBounds(objects);
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if (lastHit == 0)
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lastHit = objects.Last().StartTime;
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double interval = (lastHit - firstHit + 1) / display_granularity;
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foreach (var h in objects)
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{
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double endTime = h.GetEndTime();
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Debug.Assert(endTime >= h.StartTime);
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int startRange = (int)((h.StartTime - firstHit) / interval);
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int endRange = (int)((endTime - firstHit) / interval);
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for (int i = startRange; i <= endRange; i++)
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values[i]++;
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}
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Values = values;
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int startRange = (int)((h.StartTime - firstHit) / interval);
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int endRange = (int)((endTime - firstHit) / interval);
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for (int i = startRange; i <= endRange; i++)
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values[i]++;
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}
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Values = values;
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}
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public void SetFromStrains(double[] strains)
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{
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Values = FormatUtils.ResampleStrains(strains, display_granularity).Select(value => (float)value).ToArray();
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}
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public ArgonSongProgressGraph()
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@@ -8,6 +8,7 @@ using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Utils;
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namespace osu.Game.Screens.Play.HUD
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{
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@@ -44,152 +45,7 @@ namespace osu.Game.Screens.Play.HUD
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public void SetFromStrains(double[] strains)
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{
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// For some reason it has 1 column delay, account for this by skipping first value
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Values = resampling(strains, granularity).Select(value => (float)value).ToArray();
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}
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private static double[] resampling(double[] values, int targetSize)
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{
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if (targetSize > values.Length)
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return resamplingUpscale(values, targetSize);
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else if (targetSize < values.Length)
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return resamplingDownscale(values, targetSize);
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return (double[])values.Clone();
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}
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private static double[] resamplingUpscale(double[] values, int targetSize)
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{
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// Create array filled with -inf
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double[] result = Enumerable.Repeat(double.NegativeInfinity, targetSize).ToArray();
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// First and last peaks are constant
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result[0] = values[0];
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result[^1] = values[^1];
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// On the first pass we place peaks
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int sourceIndex = 1;
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int targetIndex = 1;
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// Adjust sizes accounting for the fact that first and last elements already set-up
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int sourceSize = values.Length - 1;
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targetSize -= 1;
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for (; targetIndex < targetSize - 1; targetIndex++)
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{
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double sourceProgress = (double)sourceIndex / sourceSize;
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double targetProgressNext = (targetIndex + 1.0) / targetSize;
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// If we reached the point where source is between current and next - then peak is either current or next
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if (sourceProgress <= targetProgressNext)
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{
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double targetProgressCurrent = (double)targetIndex / targetSize;
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double distanceToCurrent = sourceProgress - targetProgressCurrent;
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double distanceToNext = targetProgressNext - sourceProgress;
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// If it's next what is closer - abbadon current and move to next immediatly
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if (distanceToNext < distanceToCurrent)
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{
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result[targetIndex] = double.NegativeInfinity;
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targetIndex++;
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}
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result[targetIndex] = values[sourceIndex];
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sourceIndex++;
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}
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}
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// On second pass we interpolate between peaks
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sourceIndex = 0;
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targetIndex = 1;
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for (; targetIndex < targetSize; targetIndex++)
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{
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// If we're on peak - skip iteration
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if (result[targetIndex] != double.NegativeInfinity)
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{
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sourceIndex++;
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continue;
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}
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double targetProgress = (double)targetIndex / targetSize;
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double previousPeakProgress = (double)sourceIndex / sourceSize;
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double nextPeakProgress = (sourceIndex + 1.0) / sourceSize;
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double distanceToPreviousPeak = targetProgress - previousPeakProgress;
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double distanceToNextPeak = nextPeakProgress - targetProgress;
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double lerpCoef = distanceToPreviousPeak / (distanceToPreviousPeak + distanceToNextPeak);
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result[targetIndex] = double.Lerp(values[sourceIndex], values[sourceIndex + 1], lerpCoef);
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}
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return result;
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}
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private static double[] resamplingDownscale(double[] values, int targetSize)
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{
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double[] result = new double[targetSize];
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int sourceIndex = 0;
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int targetIndex = 0;
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double currentSampleMax = double.NegativeInfinity;
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for (; sourceIndex < values.Length; sourceIndex++)
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{
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double currentValue = values[sourceIndex];
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double sourceProgress = (sourceIndex + 0.5) / values.Length;
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double targetProgressBorder = (targetIndex + 1.0) / targetSize;
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double distanceToBorder = targetProgressBorder - sourceProgress;
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// Handle transition to next sample
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if (distanceToBorder < 0)
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{
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double targetProgressCurrent = (targetIndex + 0.5) / targetSize;
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double targetProgressNext = (targetIndex + 1.5) / targetSize;
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// Try fit weighted current into still current sample
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// It would always be closer to Next than to Current
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double weight = (targetProgressNext - sourceProgress) / (sourceProgress - targetProgressCurrent);
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double weightedValue = currentValue * weight;
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if (currentSampleMax < weightedValue) currentSampleMax = weightedValue;
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// Flush current max
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result[targetIndex] = currentSampleMax;
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targetIndex++;
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currentSampleMax = double.NegativeInfinity;
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// Try to fit weighted previous into future sample
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if (sourceIndex > 0)
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{
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double prevValue = values[sourceIndex - 1];
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double sourceProgressPrev = (sourceIndex - 0.5) / values.Length;
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// It would always be closer to Current than to Current
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weight = (sourceProgressPrev - targetProgressCurrent) / (targetProgressNext - sourceProgressPrev);
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weightedValue = prevValue * weight;
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currentSampleMax = weightedValue;
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}
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}
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// Replace with maximum of the sample
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if (currentSampleMax < currentValue) currentSampleMax = currentValue;
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}
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// Flush last value
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result[targetIndex] = currentSampleMax;
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return result;
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Values = FormatUtils.ResampleStrains(strains, granularity).Select(value => (float)value).ToArray();
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}
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}
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}
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@@ -222,7 +222,7 @@ namespace osu.Game.Screens.Play.HUD
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.GroupBy(x => x.index)
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.Select(g => g.Max(x => x.value));
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return convertStrains(result);
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return result.ToArray();
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}
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private double[] getTotalStrains(List<double[]> allStrains)
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@@ -232,13 +232,7 @@ namespace osu.Game.Screens.Play.HUD
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.GroupBy(x => x.index)
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.Select(g => Math.Sqrt(g.Sum(x => x.value * x.value)));
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return convertStrains(result);
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}
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// Strains are ending with StartTime of last object, so we need to add
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private double[] convertStrains(IEnumerable<double> strains)
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{
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return strains.ToArray();
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return result.ToArray();
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}
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protected virtual void UpdateFromStrains(double[] sectionStrains) { }
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@@ -2,6 +2,7 @@
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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 System.Linq;
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using Humanizer;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Localisation;
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@@ -59,5 +60,156 @@ namespace osu.Game.Utils
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/// <param name="baseBpm">The base BPM to round.</param>
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/// <param name="rate">Rate adjustment, if applicable.</param>
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public static int RoundBPM(double baseBpm, double rate = 1) => (int)Math.Round(Math.Round(baseBpm) * rate);
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/// <summary>
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/// Resampling strain values to certain bin size.
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/// </summary>
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/// <remarks>
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/// The main feature of this resampling is that peak strains will be always preserved.
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/// This means that the highest strain can't be decreased by averaging or interpolation.
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/// </remarks>
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public static double[] ResampleStrains(double[] values, int targetSize)
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{
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if (targetSize > values.Length)
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return resamplingUpscale(values, targetSize);
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else if (targetSize < values.Length)
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return resamplingDownscale(values, targetSize);
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return (double[])values.Clone();
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}
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private static double[] resamplingUpscale(double[] values, int targetSize)
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{
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// Create array filled with -inf
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double[] result = Enumerable.Repeat(double.NegativeInfinity, targetSize).ToArray();
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// First and last peaks are constant
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result[0] = values[0];
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result[^1] = values[^1];
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// On the first pass we place peaks
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int sourceIndex = 1;
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int targetIndex = 1;
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// Adjust sizes accounting for the fact that first and last elements already set-up
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int sourceSize = values.Length - 1;
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targetSize -= 1;
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for (; targetIndex < targetSize - 1; targetIndex++)
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{
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double sourceProgress = (double)sourceIndex / sourceSize;
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double targetProgressNext = (targetIndex + 1.0) / targetSize;
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// If we reached the point where source is between current and next - then peak is either current or next
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if (sourceProgress <= targetProgressNext)
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{
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double targetProgressCurrent = (double)targetIndex / targetSize;
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double distanceToCurrent = sourceProgress - targetProgressCurrent;
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double distanceToNext = targetProgressNext - sourceProgress;
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// If it's next what is closer - abbadon current and move to next immediatly
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if (distanceToNext < distanceToCurrent)
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{
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result[targetIndex] = double.NegativeInfinity;
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targetIndex++;
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}
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result[targetIndex] = values[sourceIndex];
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sourceIndex++;
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}
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}
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// On second pass we interpolate between peaks
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sourceIndex = 0;
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targetIndex = 1;
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for (; targetIndex < targetSize; targetIndex++)
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{
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// If we're on peak - skip iteration
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if (result[targetIndex] != double.NegativeInfinity)
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{
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sourceIndex++;
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continue;
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}
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double targetProgress = (double)targetIndex / targetSize;
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double previousPeakProgress = (double)sourceIndex / sourceSize;
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double nextPeakProgress = (sourceIndex + 1.0) / sourceSize;
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double distanceToPreviousPeak = targetProgress - previousPeakProgress;
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double distanceToNextPeak = nextPeakProgress - targetProgress;
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double lerpCoef = distanceToPreviousPeak / (distanceToPreviousPeak + distanceToNextPeak);
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result[targetIndex] = double.Lerp(values[sourceIndex], values[sourceIndex + 1], lerpCoef);
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}
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return result;
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}
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private static double[] resamplingDownscale(double[] values, int targetSize)
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{
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double[] result = new double[targetSize];
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int sourceIndex = 0;
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int targetIndex = 0;
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double currentSampleMax = double.NegativeInfinity;
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for (; sourceIndex < values.Length; sourceIndex++)
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{
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double currentValue = values[sourceIndex];
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double sourceProgress = (sourceIndex + 0.5) / values.Length;
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double targetProgressBorder = (targetIndex + 1.0) / targetSize;
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double distanceToBorder = targetProgressBorder - sourceProgress;
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// Handle transition to next sample
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if (distanceToBorder < 0)
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{
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double targetProgressCurrent = (targetIndex + 0.5) / targetSize;
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double targetProgressNext = (targetIndex + 1.5) / targetSize;
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// Try fit weighted current into still current sample
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// It would always be closer to Next than to Current
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double weight = (targetProgressNext - sourceProgress) / (sourceProgress - targetProgressCurrent);
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double weightedValue = currentValue * weight;
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if (currentSampleMax < weightedValue) currentSampleMax = weightedValue;
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// Flush current max
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result[targetIndex] = currentSampleMax;
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targetIndex++;
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currentSampleMax = double.NegativeInfinity;
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// Try to fit weighted previous into future sample
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if (sourceIndex > 0)
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{
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double prevValue = values[sourceIndex - 1];
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double sourceProgressPrev = (sourceIndex - 0.5) / values.Length;
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// It would always be closer to Current than to Current
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weight = (sourceProgressPrev - targetProgressCurrent) / (targetProgressNext - sourceProgressPrev);
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weightedValue = prevValue * weight;
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currentSampleMax = weightedValue;
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}
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}
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// Replace with maximum of the sample
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if (currentSampleMax < currentValue) currentSampleMax = currentValue;
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}
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// Flush last value
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result[targetIndex] = currentSampleMax;
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return result;
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}
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}
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}
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