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https://github.com/ppy/osu
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72 lines
3.6 KiB
C#
72 lines
3.6 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.Diagnostics;
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using System.Linq;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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{
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public class OverlappingScrollAlgorithm : IScrollAlgorithm
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{
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private readonly SortedList<MultiplierControlPoint> controlPoints;
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public OverlappingScrollAlgorithm(SortedList<MultiplierControlPoint> controlPoints)
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{
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this.controlPoints = controlPoints;
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}
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public double GetDisplayStartTime(double originTime, float offset, double timeRange, float scrollLength)
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{
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var controlPoint = controlPointAt(originTime);
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// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
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double visibleDuration = (scrollLength + offset) * timeRange / controlPoint.Multiplier / scrollLength;
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return originTime - visibleDuration;
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}
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public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
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{
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// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
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// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
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return -PositionAt(startTime, endTime, timeRange, scrollLength);
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}
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public float PositionAt(double time, double currentTime, double timeRange, float scrollLength, double? originTime = null)
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=> (float)((time - currentTime) / timeRange * controlPointAt(originTime ?? time).Multiplier * scrollLength);
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public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
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{
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Debug.Assert(controlPoints.Count > 0);
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// Iterate over control points and find the most relevant for the provided position.
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// Note: Due to velocity adjustments, overlapping control points will provide multiple valid time values for a single position
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// As such, this operation provides unexpected results by using the latter of the control points.
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var relevantControlPoint = controlPoints.LastOrDefault(cp => PositionAt(cp.Time, currentTime, timeRange, scrollLength) <= position) ?? controlPoints.First();
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float positionAtControlPoint = PositionAt(relevantControlPoint.Time, currentTime, timeRange, scrollLength);
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return relevantControlPoint.Time + (position - positionAtControlPoint) * timeRange / relevantControlPoint.Multiplier / scrollLength;
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}
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public void Reset()
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{
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}
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/// <summary>
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/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
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/// </summary>
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/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
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/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
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private MultiplierControlPoint controlPointAt(double time)
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{
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return ControlPointInfo.BinarySearch(controlPoints, time)
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// The standard binary search will fail if there's no control points, or if the time is before the first.
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// For this method, we want to use the first control point in the latter case.
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?? controlPoints.FirstOrDefault()
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?? new MultiplierControlPoint(double.NegativeInfinity);
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}
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}
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}
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