mirror of
https://github.com/ppy/osu
synced 2024-12-30 10:52:30 +00:00
96 lines
4.1 KiB
C#
96 lines
4.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
|
|
namespace osu.Game.Rulesets.Objects
|
|
{
|
|
public class BarLineGenerator<TBarLine>
|
|
where TBarLine : class, IBarLine, new()
|
|
{
|
|
/// <summary>
|
|
/// The generated bar lines.
|
|
/// </summary>
|
|
public readonly List<TBarLine> BarLines = new List<TBarLine>();
|
|
|
|
/// <summary>
|
|
/// Constructs and generates bar lines for provided beatmap.
|
|
/// </summary>
|
|
/// <param name="beatmap">The beatmap to generate bar lines for.</param>
|
|
public BarLineGenerator(IBeatmap beatmap)
|
|
{
|
|
if (beatmap.HitObjects.Count == 0)
|
|
return;
|
|
|
|
double firstHitTime = beatmap.HitObjects.First().StartTime;
|
|
double lastHitTime = 1 + beatmap.GetLastObjectTime();
|
|
|
|
var timingPoints = beatmap.ControlPointInfo.TimingPoints;
|
|
|
|
if (timingPoints.Count == 0)
|
|
return;
|
|
|
|
for (int i = 0; i < timingPoints.Count; i++)
|
|
{
|
|
TimingControlPoint currentTimingPoint = timingPoints[i];
|
|
EffectControlPoint currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
|
|
int currentBeat = 0;
|
|
|
|
// Don't generate barlines before the hit object or t=0 (whichever is earliest). Some beatmaps use very unrealistic values here (although none are ranked).
|
|
// I'm not sure we ever want barlines to appear before the first hitobject, but let's keep some degree of compatibility for now.
|
|
// Of note, this will still differ from stable if the first timing control point is t<0 and is not near the first hitobject.
|
|
double generationStartTime = Math.Min(0, firstHitTime);
|
|
|
|
// Stop on the next timing point, or if there is no next timing point stop slightly past the last object
|
|
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
|
|
|
|
double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
|
|
|
|
double startTime;
|
|
|
|
if (currentTimingPoint.Time > generationStartTime)
|
|
{
|
|
startTime = currentTimingPoint.Time;
|
|
}
|
|
else
|
|
{
|
|
// If the timing point starts before the minimum allowable time for bar lines,
|
|
// we still need to compute a start time for generation that is actually properly aligned with the timing point.
|
|
int barCount = (int)Math.Ceiling((generationStartTime - currentTimingPoint.Time) / barLength);
|
|
|
|
startTime = currentTimingPoint.Time + barCount * barLength;
|
|
}
|
|
|
|
if (currentEffectPoint.OmitFirstBarLine)
|
|
{
|
|
startTime += barLength;
|
|
}
|
|
|
|
for (double t = startTime; Precision.AlmostBigger(endTime, t); t += barLength, currentBeat++)
|
|
{
|
|
double roundedTime = Math.Round(t, MidpointRounding.AwayFromZero);
|
|
|
|
// in the case of some bar lengths, rounding errors can cause t to be slightly less than
|
|
// the expected whole number value due to floating point inaccuracies.
|
|
// if this is the case, apply rounding.
|
|
if (Precision.AlmostEquals(t, roundedTime))
|
|
{
|
|
t = roundedTime;
|
|
}
|
|
|
|
BarLines.Add(new TBarLine
|
|
{
|
|
StartTime = t,
|
|
Major = currentBeat % currentTimingPoint.TimeSignature.Numerator == 0
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|