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mirror of https://github.com/ppy/osu.git synced 2024-11-11 10:07:52 +08:00

Add deceleration and rework depth handling

This commit is contained in:
Andrei Zavatski 2023-12-04 09:43:09 +03:00
parent b90000f7b7
commit ec5c7d7830

View File

@ -4,7 +4,6 @@
using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Utils;
@ -30,6 +29,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(ModWithVisibilityAdjustment) }).ToArray();
private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -100);
private readonly float minDepth = depthForScale(1.5f);
[SettingSource("Maximum depth", "How far away objects appear.", 0)]
public BindableFloat MaxDepth { get; } = new BindableFloat(100)
@ -58,25 +58,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{
switch (drawable)
{
case DrawableSliderHead head:
if (!ShowApproachCircles.Value)
{
var hitObject = (OsuHitObject)drawable.HitObject;
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
using (head.BeginAbsoluteSequence(appearTime))
head.ApproachCircle.Hide();
}
break;
case DrawableSliderTail:
case DrawableSliderTick:
case DrawableSliderRepeat:
return;
case DrawableHitCircle circle:
if (!ShowApproachCircles.Value)
{
var hitObject = (OsuHitObject)drawable.HitObject;
@ -86,25 +68,7 @@ namespace osu.Game.Rulesets.Osu.Mods
circle.ApproachCircle.Hide();
}
setStartPosition(drawable);
break;
case DrawableSlider:
setStartPosition(drawable);
break;
}
}
private void setStartPosition(DrawableHitObject drawable)
{
var hitObject = (OsuHitObject)drawable.HitObject;
float d = mappedDepth(MaxDepth.Value);
using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
{
drawable.MoveTo(positionAtDepth(d, hitObject.Position));
drawable.ScaleTo(new Vector2(d));
}
}
@ -114,34 +78,63 @@ namespace osu.Game.Rulesets.Osu.Mods
foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
{
switch (drawable)
{
case DrawableSliderHead:
case DrawableSliderTail:
case DrawableSliderTick:
case DrawableSliderRepeat:
continue;
if (drawable is not DrawableOsuHitObject d)
continue;
switch (d)
{
case DrawableHitCircle:
case DrawableSlider:
var hitObject = (OsuHitObject)drawable.HitObject;
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
float z = Interpolation.ValueAt(Math.Clamp(time, appearTime, hitObject.StartTime), MaxDepth.Value, 0f, appearTime, hitObject.StartTime);
float d = mappedDepth(z);
drawable.Position = positionAtDepth(d, hitObject.Position);
drawable.Scale = new Vector2(d);
processObject(time, d);
break;
}
}
}
private static float mappedDepth(float depth) => 100 / (depth - camera_position.Z);
private static Vector2 positionAtDepth(float mappedDepth, Vector2 positionAtZeroDepth)
private void processObject(double time, DrawableOsuHitObject drawable)
{
return (positionAtZeroDepth - camera_position.Xy) * mappedDepth + camera_position.Xy;
var hitObject = drawable.HitObject;
double baseSpeed = MaxDepth.Value / hitObject.TimePreempt;
double hitObjectDuration = hitObject is Slider s ? s.Duration : 0.0;
double offsetAfterStartTime = hitObjectDuration + hitObject.MaximumJudgementOffset + 500;
double slowSpeed = -minDepth / offsetAfterStartTime;
float decelerationDistance = MaxDepth.Value * 0.2f;
double decelerationTime = (slowSpeed - baseSpeed) * 2 * decelerationDistance / (slowSpeed * slowSpeed - baseSpeed * baseSpeed);
float z;
if (time < hitObject.StartTime - decelerationTime)
{
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
float fullDistance = decelerationDistance + (float)(baseSpeed * (hitObject.TimePreempt - decelerationTime));
z = Interpolation.ValueAt(Math.Max(time, appearTime), fullDistance, decelerationDistance, appearTime, hitObject.StartTime - decelerationTime);
}
else if (time < hitObject.StartTime)
{
double timeOffset = time - (hitObject.StartTime - decelerationTime);
double deceleration = (slowSpeed - baseSpeed) / decelerationTime;
z = decelerationDistance - (float)(baseSpeed * timeOffset + deceleration * timeOffset * timeOffset * 0.5);
}
else
{
double endTime = hitObject.StartTime + offsetAfterStartTime;
z = Interpolation.ValueAt(Math.Min(time, endTime), 0f, minDepth, hitObject.StartTime, endTime);
}
float scale = scaleForDepth(z);
drawable.Position = positionAtDepth(scale, hitObject.Position);
drawable.Scale = new Vector2(scale);
}
private static float scaleForDepth(float depth) => 100 / (depth - camera_position.Z);
private static float depthForScale(float scale) => 100 / scale + camera_position.Z;
private static Vector2 positionAtDepth(float scale, Vector2 positionAtZeroDepth)
{
return (positionAtZeroDepth - camera_position.Xy) * scale + camera_position.Xy;
}
}
}