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112 lines
4.3 KiB
C#
112 lines
4.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Collections.Generic;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class SpinFramesGenerator
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{
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/// <summary>
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/// A small amount to spin beyond a given angle to mitigate floating-point precision errors.
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/// </summary>
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public const float SPIN_ERROR = MathF.PI / 8;
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/// <summary>
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/// The offset from the centre of the spinner at which to spin.
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/// </summary>
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private const float centre_spin_offset = 50;
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private readonly double startTime;
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private readonly float startAngle;
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private readonly List<(float deltaAngle, double duration)> sequences = new List<(float deltaAngle, double duration)>();
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/// <summary>
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/// Creates a new <see cref="SpinFramesGenerator"/> that can be used to generate spinner spin frames.
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/// </summary>
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/// <param name="startTime">The time at which to start spinning.</param>
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/// <param name="startAngle">The angle, in radians, at which to start spinning from. Defaults to the positive-y-axis.</param>
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public SpinFramesGenerator(double startTime, float startAngle = -MathF.PI / 2f)
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{
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this.startTime = startTime;
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this.startAngle = startAngle;
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}
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/// <summary>
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/// Performs a single spin.
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/// </summary>
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/// <param name="delta">The amount of degrees to spin.</param>
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/// <param name="duration">The time to spend to perform the spin.</param>
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/// <returns>This <see cref="SpinFramesGenerator"/>.</returns>
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public SpinFramesGenerator Spin(float delta, double duration)
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{
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sequences.Add((delta / 360 * 2 * MathF.PI, duration));
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return this;
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}
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/// <summary>
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/// Constructs the replay frames.
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/// </summary>
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/// <returns>The replay frames.</returns>
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public List<ReplayFrame> Build()
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{
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List<ReplayFrame> frames = new List<ReplayFrame>();
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double lastTime = startTime;
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float lastAngle = startAngle;
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int lastDirection = 0;
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for (int i = 0; i < sequences.Count; i++)
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{
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var seq = sequences[i];
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int seqDirection = Math.Sign(seq.deltaAngle);
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float seqError = SPIN_ERROR * seqDirection;
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if (seqDirection == lastDirection)
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{
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// Spinning in the same direction, but the error was already added in the last rotation.
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seqError = 0;
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}
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else if (lastDirection != 0)
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{
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// Spinning in a different direction, we need to account for the error of the start angle, so double it.
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seqError *= 2;
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}
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double seqStartTime = lastTime;
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double seqEndTime = lastTime + seq.duration;
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float seqStartAngle = lastAngle;
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float seqEndAngle = seqStartAngle + seq.deltaAngle + seqError;
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// Intermediate spin frames.
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for (; lastTime < seqEndTime; lastTime += 10)
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frames.Add(new OsuReplayFrame(lastTime, calcOffsetAt((lastTime - seqStartTime) / (seqEndTime - seqStartTime), seqStartAngle, seqEndAngle), OsuAction.LeftButton));
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// Final frame at the end of the current spin.
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frames.Add(new OsuReplayFrame(seqEndTime, calcOffsetAt(1, seqStartAngle, seqEndAngle), OsuAction.LeftButton));
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lastTime = seqEndTime;
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lastAngle = seqEndAngle;
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lastDirection = seqDirection;
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}
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// Key release frame.
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if (frames.Count > 0)
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frames.Add(new OsuReplayFrame(frames[^1].Time, ((OsuReplayFrame)frames[^1]).Position));
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return frames;
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}
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private static Vector2 calcOffsetAt(double p, float startAngle, float endAngle)
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{
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float angle = startAngle + (endAngle - startAngle) * (float)p;
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return new Vector2(256, 192) + centre_spin_offset * new Vector2(MathF.Cos(angle), MathF.Sin(angle));
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}
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}
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}
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