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Replace CumulativeRotation with RateAdjustedRotation
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5d63b5f6a5
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@ -70,11 +70,11 @@ namespace osu.Game.Rulesets.Osu.Tests
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trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
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});
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AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100));
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AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, 0, 100));
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AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
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addSeekStep(0);
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AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance));
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AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, 0, 100));
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AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
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}
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[Test]
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@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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finalSpinnerSymbolRotation = spinnerSymbol.Rotation;
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spinnerSymbolRotationTolerance = Math.Abs(finalSpinnerSymbolRotation * 0.05f);
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});
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AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.RotationTracker.CumulativeRotation);
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AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.RotationTracker.RateAdjustedRotation);
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addSeekStep(2500);
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AddAssert("disc rotation rewound",
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@ -107,7 +107,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation rewound",
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// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, finalCumulativeTrackerRotation / 2, 100));
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100));
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addSeekStep(5000);
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AddAssert("is disc rotation almost same",
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@ -115,7 +115,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddAssert("is symbol rotation almost same",
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation almost same",
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.CumulativeRotation, finalCumulativeTrackerRotation, 100));
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation, 100));
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}
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[Test]
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@ -153,7 +153,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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// multipled by 2 to nullify the score multiplier. (autoplay mod selected)
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var totalScore = ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value * 2;
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return totalScore == (int)(drawableSpinner.RotationTracker.CumulativeRotation / 360) * SpinnerTick.SCORE_PER_TICK;
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return totalScore == (int)(drawableSpinner.RotationTracker.RateAdjustedRotation / 360) * SpinnerTick.SCORE_PER_TICK;
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});
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addSeekStep(0);
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@ -185,7 +185,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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// these become implicitly hit.
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return 1;
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return Math.Clamp(RotationTracker.CumulativeRotation / 360 / Spinner.SpinsRequired, 0, 1);
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return Math.Clamp(RotationTracker.RateAdjustedRotation / 360 / Spinner.SpinsRequired, 0, 1);
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}
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}
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@ -233,7 +233,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (!SpmCounter.IsPresent && RotationTracker.Tracking)
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SpmCounter.FadeIn(HitObject.TimeFadeIn);
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SpmCounter.SetRotation(RotationTracker.CumulativeRotation);
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SpmCounter.SetRotation(RotationTracker.RateAdjustedRotation);
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updateBonusScore();
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}
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@ -245,7 +245,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (ticks.Count == 0)
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return;
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int spins = (int)(RotationTracker.CumulativeRotation / 360);
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int spins = (int)(RotationTracker.RateAdjustedRotation / 360);
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if (spins < wholeSpins)
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{
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@ -177,7 +177,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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get
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{
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int rotations = (int)(drawableSpinner.RotationTracker.CumulativeRotation / 360);
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int rotations = (int)(drawableSpinner.RotationTracker.RateAdjustedRotation / 360);
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if (wholeRotationCount == rotations) return false;
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@ -31,17 +31,28 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public readonly BindableBool Complete = new BindableBool();
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/// <summary>
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/// The total rotation performed on the spinner disc, disregarding the spin direction.
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/// The total rotation performed on the spinner disc, disregarding the spin direction,
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/// adjusted for the track's playback rate.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This value is always non-negative and is monotonically increasing with time
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/// (i.e. will only increase if time is passing forward, but can decrease during rewind).
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/// </para>
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/// <para>
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/// The rotation from each frame is multiplied by the clock's current playback rate.
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/// The reason this is done is to ensure that spinners give the same score and require the same number of spins
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/// regardless of whether speed-modifying mods are applied.
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/// </para>
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/// </remarks>
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/// <example>
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/// If the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
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/// Assuming no speed-modifying mods are active,
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/// if the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
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/// this property will return the value of 720 (as opposed to 0 for <see cref="Drawable.Rotation"/>).
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/// If Double Time is active instead (with a speed multiplier of 1.5x),
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/// in the same scenario the property will return 720 * 1.5 = 1080.
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/// </example>
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public float CumulativeRotation { get; private set; }
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public float RateAdjustedRotation { get; private set; }
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/// <summary>
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/// Whether the spinning is spinning at a reasonable speed to be considered visually spinning.
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@ -113,7 +124,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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}
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currentRotation += angle;
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CumulativeRotation += Math.Abs(angle) * Math.Sign(Clock.ElapsedFrameTime);
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// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
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// (see: ModTimeRamp)
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RateAdjustedRotation += (float)(Math.Abs(angle) * Clock.Rate);
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}
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}
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}
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