osu/osu.Game/Rulesets/Objects/BarLineGenerator.cs

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
});
}
}
}
}
}