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1a5cf98e0c
PositionAt is clamped to [0, 1] where 0 denotes the beginning of the curve and 1 denotes the end of the curve. It has no concept of repeats.
174 lines
6.0 KiB
C#
174 lines
6.0 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Objects;
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using System.Linq;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public class Slider : OsuHitObject, IHasCurve
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{
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const float base_scoring_distance = 100;
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public readonly SliderCurve Curve = new SliderCurve();
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public double EndTime => StartTime + RepeatCount * Curve.Distance / Velocity;
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public double Duration => EndTime - StartTime;
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public override Vector2 EndPosition => PositionAt(1);
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public List<Vector2> ControlPoints
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{
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get { return Curve.ControlPoints; }
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set { Curve.ControlPoints = value; }
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}
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public CurveType CurveType
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{
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get { return Curve.CurveType; }
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set { Curve.CurveType = value; }
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}
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public double Distance
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{
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get { return Curve.Distance; }
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set { Curve.Distance = value; }
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}
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/// <summary>
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/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal Vector2? LazyEndPosition;
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/// <summary>
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/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
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/// with as few movements as possible. This is set and used by difficulty calculation.
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/// </summary>
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internal float LazyTravelDistance;
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public List<List<SampleInfo>> RepeatSamples { get; set; } = new List<List<SampleInfo>>();
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public int RepeatCount { get; set; } = 1;
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private int stackHeight;
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public override int StackHeight
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{
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get { return stackHeight; }
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set
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{
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stackHeight = value;
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Curve.Offset = StackOffset;
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}
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}
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public double Velocity;
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public double TickDistance;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickDistance = scoringDistance / difficulty.SliderTickRate;
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}
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public Vector2 PositionAt(double progress) => Curve.PositionAt(ProgressAt(progress));
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public double ProgressAt(double progress)
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{
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double p = progress * RepeatCount % 1;
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if (RepeatAt(progress) % 2 == 1)
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p = 1 - p;
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return p;
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}
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public int RepeatAt(double progress) => (int)(progress * RepeatCount);
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protected override void CreateNestedHitObjects()
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{
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base.CreateNestedHitObjects();
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createTicks();
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createRepeatPoints();
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}
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private void createTicks()
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{
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if (TickDistance == 0) return;
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var length = Curve.Distance;
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var tickDistance = Math.Min(TickDistance, length);
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var repeatDuration = length / Velocity;
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var minDistanceFromEnd = Velocity * 0.01;
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for (var repeat = 0; repeat < RepeatCount; repeat++)
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{
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var repeatStartTime = StartTime + repeat * repeatDuration;
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var reversed = repeat % 2 == 1;
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for (var d = tickDistance; d <= length; d += tickDistance)
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{
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if (d > length - minDistanceFromEnd)
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break;
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var distanceProgress = d / length;
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var timeProgress = reversed ? 1 - distanceProgress : distanceProgress;
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AddNested(new SliderTick
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{
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RepeatIndex = repeat,
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StartTime = repeatStartTime + timeProgress * repeatDuration,
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Position = Curve.PositionAt(distanceProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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ComboColour = ComboColour,
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Samples = new List<SampleInfo>(Samples.Select(s => new SampleInfo
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{
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Bank = s.Bank,
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Name = @"slidertick",
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Volume = s.Volume
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}))
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});
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}
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}
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}
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private void createRepeatPoints()
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{
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var repeatDuration = Distance / Velocity;
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for (var repeat = 1; repeat < RepeatCount; repeat++)
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{
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var repeatStartTime = StartTime + repeat * repeatDuration;
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AddNested(new RepeatPoint
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{
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RepeatIndex = repeat,
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StartTime = repeatStartTime,
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Position = Curve.PositionAt(repeat % 2),
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StackHeight = StackHeight,
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Scale = Scale,
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ComboColour = ComboColour,
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Samples = new List<SampleInfo>(RepeatSamples[repeat])
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});
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}
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}
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}
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}
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