Always apply easing, adjust heuristic a bit

This commit is contained in:
smoogipoo 2021-07-05 17:22:48 +09:00
parent 96c0ab8ded
commit 6a2c0f772e
1 changed files with 21 additions and 28 deletions

View File

@ -240,40 +240,33 @@ private void moveToHitObject(OsuHitObject h, Vector2 targetPos, Easing easing)
AddFrameToReplay(lastFrame); AddFrameToReplay(lastFrame);
} }
Vector2 lastPosition = lastFrame.Position;
double timeDifference = ApplyModsToTimeDelta(lastFrame.Time, h.StartTime); double timeDifference = ApplyModsToTimeDelta(lastFrame.Time, h.StartTime);
// Only "snap" to hitcircles if they are far enough apart. As the time between hitcircles gets shorter the snapping threshold goes up. OsuReplayFrame lastLastFrame = Frames.Count >= 2 ? (OsuReplayFrame)Frames[^2] : null;
if (timeDifference > 0 && // Sanity checks
((lastPosition - targetPos).Length > h.Radius * (1.5 + 100.0 / timeDifference) || // Either the distance is big enough // The last frame may be a key-up frame if it shares a position with the second-last frame.
timeDifference >= 266)) // ... or the beats are slow enough to tap anyway. // If it is a key-up frame and its time occurs after the "wait time" (i.e. there was no wait period), adjust its position to begin eased movement instantaneously.
if (lastLastFrame?.Position == lastFrame.Position && lastFrame.Time >= waitTime)
{ {
OsuReplayFrame lastLastFrame = Frames.Count >= 2 ? (OsuReplayFrame)Frames[^2] : null; // [lastLastFrame] ... [lastFrame] ... [current frame]
// We want to find the cursor position at lastFrame, so interpolate between lastLastFrame and the new target position.
// The last frame may be a key-up frame if it shares a position with the second-last frame. lastFrame.Position = Interpolation.ValueAt(lastFrame.Time, lastFrame.Position, targetPos, lastLastFrame.Time, h.StartTime, easing);
// If it is a key-up frame and its time occurs after the "wait time" (i.e. there was no wait period), adjust its position to begin eased movement instantaneously.
if (lastLastFrame?.Position == lastFrame.Position && lastFrame.Time >= waitTime)
{
// [lastLastFrame] ... [lastFrame] ... [current frame]
// We want to find the cursor position at lastFrame, so interpolate between lastLastFrame and the new target position.
lastFrame.Position = Interpolation.ValueAt(lastFrame.Time, lastFrame.Position, targetPos, lastLastFrame.Time, h.StartTime, easing);
lastPosition = lastFrame.Position;
}
// Perform eased movement
for (double time = lastFrame.Time + GetFrameDelay(lastFrame.Time); time < h.StartTime; time += GetFrameDelay(time))
{
Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, h.StartTime, easing);
AddFrameToReplay(new OsuReplayFrame((int)time, new Vector2(currentPosition.X, currentPosition.Y)) { Actions = lastFrame.Actions });
}
buttonIndex = 0;
} }
else
Vector2 lastPosition = lastFrame.Position;
// Perform eased movement.
for (double time = lastFrame.Time + GetFrameDelay(lastFrame.Time); time < h.StartTime; time += GetFrameDelay(time))
{ {
Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, h.StartTime, easing);
AddFrameToReplay(new OsuReplayFrame((int)time, new Vector2(currentPosition.X, currentPosition.Y)) { Actions = lastFrame.Actions });
}
// Start alternating once the time separation is too small (equivalent 120BPM @ 1/4 divisor).
if (timeDifference > 0 && timeDifference < 125)
buttonIndex++; buttonIndex++;
} else
buttonIndex = 0;
} }
/// <summary> /// <summary>