Make JuiceStreamPath time based instead of distance based.

And remove the "slope limit" feature.
TODO: for a juice stream with a large slope, the slider velocity of the hit object should be changed.
This commit is contained in:
ekrctb
2022-05-08 18:32:01 +09:00
parent dabe295196
commit 4e0155fa4b
9 changed files with 157 additions and 178 deletions

View File

@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
public int VertexCount => path.Vertices.Count;
protected readonly Func<float, double> PositionToDistance;
protected readonly Func<float, double> PositionToTime;
protected IReadOnlyList<VertexState> VertexStates => vertexStates;
@ -44,9 +44,9 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
[CanBeNull]
private IBeatSnapProvider beatSnapProvider { get; set; }
protected EditablePath(Func<float, double> positionToDistance)
protected EditablePath(Func<float, double> positionToTime)
{
PositionToDistance = positionToDistance;
PositionToTime = positionToTime;
Anchor = Anchor.BottomLeft;
}
@ -59,13 +59,13 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
while (InternalChildren.Count < path.Vertices.Count)
AddInternal(new VertexPiece());
double distanceToYFactor = -hitObjectContainer.LengthAtTime(hitObject.StartTime, hitObject.StartTime + 1 / hitObject.Velocity);
double timeToYFactor = -hitObjectContainer.LengthAtTime(hitObject.StartTime, hitObject.StartTime + 1);
for (int i = 0; i < VertexCount; i++)
{
var piece = (VertexPiece)InternalChildren[i];
var vertex = path.Vertices[i];
piece.Position = new Vector2(vertex.X, (float)(vertex.Distance * distanceToYFactor));
piece.Position = new Vector2(vertex.X, (float)(vertex.Time * timeToYFactor));
piece.UpdateFrom(vertexStates[i]);
}
}
@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
public void InitializeFromHitObject(JuiceStream hitObject)
{
var sliderPath = hitObject.Path;
path.ConvertFromSliderPath(sliderPath);
path.ConvertFromSliderPath(sliderPath, hitObject.Velocity);
// If the original slider path has non-linear type segments, resample the vertices at nested hit object times to reduce the number of vertices.
if (sliderPath.ControlPoints.Any(p => p.Type != null && p.Type != PathType.Linear))
@ -92,11 +92,11 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
public void UpdateHitObjectFromPath(JuiceStream hitObject)
{
path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY);
path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY, hitObject.Velocity);
if (beatSnapProvider == null) return;
double endTime = hitObject.StartTime + path.Distance / hitObject.Velocity;
double endTime = hitObject.StartTime + path.Duration;
double snappedEndTime = beatSnapProvider.SnapTime(endTime, hitObject.StartTime);
hitObject.Path.ExpectedDistance.Value = (snappedEndTime - hitObject.StartTime) * hitObject.Velocity;
}
@ -108,9 +108,9 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
protected int AddVertex(double distance, float x)
protected int AddVertex(double time, float x)
{
int index = path.InsertVertex(distance);
int index = path.InsertVertex(time);
path.SetVertexPosition(index, x);
vertexStates.Insert(index, new VertexState());
@ -138,9 +138,9 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
return true;
}
protected void MoveSelectedVertices(double distanceDelta, float xDelta)
protected void MoveSelectedVertices(double timeDelta, float xDelta)
{
// Because the vertex list may be reordered due to distance change, the state list must be reordered as well.
// Because the vertex list may be reordered due to time change, the state list must be reordered as well.
previousVertexStates.Clear();
previousVertexStates.AddRange(vertexStates);
@ -152,11 +152,11 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
for (int i = 1; i < vertexCount; i++)
{
var state = previousVertexStates[i];
double distance = state.VertexBeforeChange.Distance;
double time = state.VertexBeforeChange.Time;
if (state.IsSelected)
distance += distanceDelta;
time += timeDelta;
int newIndex = path.InsertVertex(Math.Max(0, distance));
int newIndex = path.InsertVertex(Math.Max(0, time));
vertexStates.Insert(newIndex, state);
}

View File

@ -15,15 +15,15 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
/// </summary>
private JuiceStreamPathVertex lastVertex;
public PlacementEditablePath(Func<float, double> positionToDistance)
: base(positionToDistance)
public PlacementEditablePath(Func<float, double> positionToTime)
: base(positionToTime)
{
}
public void AddNewVertex()
{
var endVertex = Vertices[^1];
int index = AddVertex(endVertex.Distance, endVertex.X);
int index = AddVertex(endVertex.Time, endVertex.X);
for (int i = 0; i < VertexCount; i++)
{
@ -41,9 +41,9 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
public void MoveLastVertex(Vector2 screenSpacePosition)
{
Vector2 position = ToRelativePosition(screenSpacePosition);
double distanceDelta = PositionToDistance(position.Y) - lastVertex.Distance;
double timeDelta = PositionToTime(position.Y) - lastVertex.Time;
float xDelta = position.X - lastVertex.X;
MoveSelectedVertices(distanceDelta, xDelta);
MoveSelectedVertices(timeDelta, xDelta);
}
}
}

View File

@ -27,15 +27,15 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
[CanBeNull]
private IEditorChangeHandler changeHandler { get; set; }
public SelectionEditablePath(Func<float, double> positionToDistance)
: base(positionToDistance)
public SelectionEditablePath(Func<float, double> positionToTime)
: base(positionToTime)
{
}
public void AddVertex(Vector2 relativePosition)
{
double distance = Math.Max(0, PositionToDistance(relativePosition.Y));
int index = AddVertex(distance, relativePosition.X);
double time = Math.Max(0, PositionToTime(relativePosition.Y));
int index = AddVertex(time, relativePosition.X);
selectOnly(index);
}
@ -83,9 +83,9 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
protected override void OnDrag(DragEvent e)
{
Vector2 mousePosition = ToRelativePosition(e.ScreenSpaceMousePosition);
double distanceDelta = PositionToDistance(mousePosition.Y) - PositionToDistance(dragStartPosition.Y);
double timeDelta = PositionToTime(mousePosition.Y) - PositionToTime(dragStartPosition.Y);
float xDelta = mousePosition.X - dragStartPosition.X;
MoveSelectedVertices(distanceDelta, xDelta);
MoveSelectedVertices(timeDelta, xDelta);
}
protected override void OnDragEnd(DragEndEvent e)

View File

@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
{
scrollingPath = new ScrollingPath(),
nestedOutlineContainer = new NestedOutlineContainer(),
editablePath = new PlacementEditablePath(positionToDistance)
editablePath = new PlacementEditablePath(positionToTime)
};
}
@ -119,10 +119,10 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
lastEditablePathId = editablePath.PathId;
}
private double positionToDistance(float relativeYPosition)
private double positionToTime(float relativeYPosition)
{
double time = HitObjectContainer.TimeAtPosition(relativeYPosition, HitObject.StartTime);
return (time - HitObject.StartTime) * HitObject.Velocity;
return time - HitObject.StartTime;
}
}
}

View File

@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
{
scrollingPath = new ScrollingPath(),
nestedOutlineContainer = new NestedOutlineContainer(),
editablePath = new SelectionEditablePath(positionToDistance)
editablePath = new SelectionEditablePath(positionToTime)
};
}
@ -145,10 +145,10 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints
return new RectangleF(left, top, right - left, bottom - top).Inflate(objectRadius);
}
private double positionToDistance(float relativeYPosition)
private double positionToTime(float relativeYPosition)
{
double time = HitObjectContainer.TimeAtPosition(relativeYPosition, HitObject.StartTime);
return (time - HitObject.StartTime) * HitObject.Velocity;
return time - HitObject.StartTime;
}
private void initializeJuiceStreamPath()