2019-01-24 08:43:03 +00:00
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// 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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2018-04-13 09:19:50 +00:00
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2022-06-17 07:37:17 +00:00
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#nullable disable
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2017-10-07 07:31:42 +00:00
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using System.Collections.Generic;
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2017-11-06 08:22:22 +00:00
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using System.Linq;
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2021-01-29 19:32:45 +00:00
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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2020-01-09 04:43:44 +00:00
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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2020-12-04 11:21:53 +00:00
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public class SpinnerSpmCalculator : Component
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{
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private readonly Queue<RotationRecord> records = new Queue<RotationRecord>();
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private const double spm_count_duration = 595; // not using hundreds to avoid frame rounding issues
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/// <summary>
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/// The resultant spins per minute value, which is updated via <see cref="SetRotation"/>.
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/// </summary>
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public IBindable<double> Result => result;
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private readonly Bindable<double> result = new BindableDouble();
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[Resolved]
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private DrawableHitObject drawableSpinner { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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drawableSpinner.HitObjectApplied += resetState;
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}
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public void SetRotation(float currentRotation)
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{
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2019-12-18 00:03:12 +00:00
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// Never calculate SPM by same time of record to avoid 0 / 0 = NaN or X / 0 = Infinity result.
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if (Precision.AlmostEquals(0, Time.Elapsed))
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return;
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2017-11-06 08:22:22 +00:00
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// If we've gone back in time, it's fine to work with a fresh set of records for now
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if (records.Count > 0 && Time.Current < records.Last().Time)
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records.Clear();
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if (records.Count > 0)
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{
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var record = records.Peek();
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while (records.Count > 0 && Time.Current - records.Peek().Time > spm_count_duration)
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record = records.Dequeue();
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result.Value = (currentRotation - record.Rotation) / (Time.Current - record.Time) * 1000 * 60 / 360;
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}
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records.Enqueue(new RotationRecord { Rotation = currentRotation, Time = Time.Current });
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}
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private void resetState(DrawableHitObject hitObject)
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{
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result.Value = 0;
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records.Clear();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableSpinner != null)
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drawableSpinner.HitObjectApplied -= resetState;
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}
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private struct RotationRecord
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{
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public float Rotation;
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public double Time;
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}
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}
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}
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