Convert `IObjectPositionInfo` to a class

This commit is contained in:
Henry Lin 2022-03-10 12:02:25 +08:00
parent 3a71d81775
commit 5e36383258
1 changed files with 35 additions and 34 deletions

View File

@ -23,14 +23,14 @@ public static partial class OsuHitObjectGenerationUtils
private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
/// <summary>
/// Generate a list of <see cref="IObjectPositionInfo"/>s containing information for how the given list of
/// Generate a list of <see cref="ObjectPositionInfo"/>s containing information for how the given list of
/// <see cref="OsuHitObject"/>s are positioned.
/// </summary>
/// <param name="hitObjects">A list of <see cref="OsuHitObject"/>s to process.</param>
/// <returns>A list of <see cref="IObjectPositionInfo"/>s describing how each hit object is positioned relative to the previous one.</returns>
public static List<IObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHitObject> hitObjects)
/// <returns>A list of <see cref="ObjectPositionInfo"/>s describing how each hit object is positioned relative to the previous one.</returns>
public static List<ObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHitObject> hitObjects)
{
var positionInfos = new List<IObjectPositionInfo>();
var positionInfos = new List<ObjectPositionInfo>();
Vector2 previousPosition = playfield_centre;
float previousAngle = 0;
@ -56,12 +56,12 @@ public static List<IObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHit
/// <summary>
/// Reposition the hit objects according to the information in <paramref name="objectPositionInfos"/>.
/// </summary>
/// <param name="objectPositionInfos"></param>
/// <param name="objectPositionInfos">Position information for each hit object.</param>
/// <returns>The repositioned hit objects.</returns>
public static List<OsuHitObject> RepositionHitObjects(IEnumerable<IObjectPositionInfo> objectPositionInfos)
public static List<OsuHitObject> RepositionHitObjects(IEnumerable<ObjectPositionInfo> objectPositionInfos)
{
List<ObjectPositionInfo> positionInfos = objectPositionInfos.Cast<ObjectPositionInfo>().ToList();
ObjectPositionInfo? previous = null;
List<ObjectPositionInfoInternal> positionInfos = objectPositionInfos.Select(o => new ObjectPositionInfoInternal(o)).ToList();
ObjectPositionInfoInternal? previous = null;
for (int i = 0; i < positionInfos.Count; i++)
{
@ -115,10 +115,10 @@ public static List<OsuHitObject> RepositionHitObjects(IEnumerable<IObjectPositio
/// <summary>
/// Compute the modified position of a hit object while attempting to keep it inside the playfield.
/// </summary>
/// <param name="current">The <see cref="ObjectPositionInfo"/> representing the hit object to have the modified position computed for.</param>
/// <param name="previous">The <see cref="ObjectPositionInfo"/> representing the hit object immediately preceding the current one.</param>
/// <param name="beforePrevious">The <see cref="ObjectPositionInfo"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
private static void computeModifiedPosition(ObjectPositionInfo current, ObjectPositionInfo? previous, ObjectPositionInfo? beforePrevious)
/// <param name="current">The <see cref="ObjectPositionInfoInternal"/> representing the hit object to have the modified position computed for.</param>
/// <param name="previous">The <see cref="ObjectPositionInfoInternal"/> representing the hit object immediately preceding the current one.</param>
/// <param name="beforePrevious">The <see cref="ObjectPositionInfoInternal"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
private static void computeModifiedPosition(ObjectPositionInfoInternal current, ObjectPositionInfoInternal? previous, ObjectPositionInfoInternal? beforePrevious)
{
float previousAbsoluteAngle = 0f;
@ -147,7 +147,7 @@ private static void computeModifiedPosition(ObjectPositionInfo current, ObjectPo
/// Move the modified position of a hit circle so that it fits inside the playfield.
/// </summary>
/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
private static Vector2 clampHitCircleToPlayfield(HitCircle circle, ObjectPositionInfo objectPositionInfo)
private static Vector2 clampHitCircleToPlayfield(HitCircle circle, ObjectPositionInfoInternal objectPositionInfo)
{
var previousPosition = objectPositionInfo.PositionModified;
objectPositionInfo.EndPositionModified = objectPositionInfo.PositionModified = clampToPlayfieldWithPadding(
@ -164,7 +164,7 @@ private static Vector2 clampHitCircleToPlayfield(HitCircle circle, ObjectPositio
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
/// </summary>
/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
private static Vector2 clampSliderToPlayfield(Slider slider, ObjectPositionInfo objectPositionInfo)
private static Vector2 clampSliderToPlayfield(Slider slider, ObjectPositionInfoInternal objectPositionInfo)
{
var possibleMovementBounds = calculatePossibleMovementBounds(slider);
@ -286,7 +286,7 @@ private static Vector2 clampToPlayfieldWithPadding(Vector2 position, float paddi
);
}
public interface IObjectPositionInfo
public class ObjectPositionInfo
{
/// <summary>
/// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle.
@ -298,7 +298,7 @@ public interface IObjectPositionInfo
/// If <see cref="RelativeAngle"/> is 0, the player's cursor doesn't need to change its direction of movement when passing
/// the previous object to reach this one.
/// </example>
float RelativeAngle { get; set; }
public float RelativeAngle { get; set; }
/// <summary>
/// The jump distance from the previous hit object to this one.
@ -306,32 +306,33 @@ public interface IObjectPositionInfo
/// <remarks>
/// <see cref="DistanceFromPrevious"/> of the first hit object in a beatmap is relative to the playfield center.
/// </remarks>
float DistanceFromPrevious { get; set; }
/// <summary>
/// The hit object associated with this <see cref="IObjectPositionInfo"/>.
/// </summary>
OsuHitObject HitObject { get; }
}
private class ObjectPositionInfo : IObjectPositionInfo
{
public float RelativeAngle { get; set; }
public float DistanceFromPrevious { get; set; }
public Vector2 PositionOriginal { get; }
public Vector2 PositionModified { get; set; }
public Vector2 EndPositionModified { get; set; }
/// <summary>
/// The hit object associated with this <see cref="ObjectPositionInfo"/>.
/// </summary>
public OsuHitObject HitObject { get; }
public ObjectPositionInfo(OsuHitObject hitObject)
{
PositionModified = PositionOriginal = hitObject.Position;
EndPositionModified = hitObject.EndPosition;
HitObject = hitObject;
}
}
private class ObjectPositionInfoInternal : ObjectPositionInfo
{
public Vector2 PositionOriginal { get; }
public Vector2 PositionModified { get; set; }
public Vector2 EndPositionModified { get; set; }
public ObjectPositionInfoInternal(ObjectPositionInfo original)
: base(original.HitObject)
{
RelativeAngle = original.RelativeAngle;
DistanceFromPrevious = original.DistanceFromPrevious;
PositionModified = PositionOriginal = HitObject.Position;
EndPositionModified = HitObject.EndPosition;
}
}
}
}