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Add IScrollAlgorithm.TimeAt()
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@ -17,6 +17,9 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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public float PositionAt(double time, double currentTime, double timeRange, float scrollLength)
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=> (float)((time - currentTime) / timeRange * scrollLength);
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public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
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=> position * timeRange / scrollLength + currentTime;
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public void Reset()
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{
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}
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@ -36,6 +36,16 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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/// <returns>The absolute spatial position.</returns>
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float PositionAt(double time, double currentTime, double timeRange, float scrollLength);
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/// <summary>
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/// Computes the time which brings a point to a provided spatial position given the current time.
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/// </summary>
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/// <param name="position">The absolute spatial position.</param>
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/// <param name="currentTime">The current time.</param>
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/// <param name="timeRange">The amount of visible time.</param>
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/// <param name="scrollLength">The absolute spatial length through <see cref="timeRange"/>.</param>
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/// <returns>The time at which <see cref="PositionAt(t)"/> == <paramref name="position"/>.</returns>
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double TimeAt(float position, double currentTime, double timeRange, float scrollLength);
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/// <summary>
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/// Resets this <see cref="IScrollAlgorithm"/> to a default state.
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/// </summary>
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@ -3,6 +3,7 @@
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using osu.Framework.Lists;
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using osu.Game.Rulesets.Timing;
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using OpenTK;
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namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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{
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@ -36,6 +37,33 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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public float PositionAt(double time, double currentTime, double timeRange, float scrollLength)
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=> (float)((time - currentTime) / timeRange * controlPointAt(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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// Find the control point relating to the 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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int i = 0;
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float pos = 0;
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for (; i < controlPoints.Count; i++)
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{
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float lastPos = pos;
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pos = PositionAt(controlPoints[i].StartTime, currentTime, timeRange, scrollLength);
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if (pos > position)
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{
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i--;
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pos = lastPos;
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break;
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}
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}
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i = MathHelper.Clamp(i, 0, controlPoints.Count - 1);
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return controlPoints[i].StartTime + (position - pos) * timeRange / controlPoints[i].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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@ -35,6 +35,36 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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return (float)((relativePositionAtCached(time, timeRange) - timelinePosition) * scrollLength);
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}
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public double TimeAt(float position, double currentTime, double timeRange, float scrollLength)
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{
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// Convert the position to a length relative to time = 0
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double length = position / scrollLength + relativePositionAt(currentTime, timeRange);
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// We need to consider all timing points until the specified time and not just the currently-active one,
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// since each timing point individually affects the positions of _all_ hitobjects after its start time
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for (int i = 0; i < controlPoints.Count; i++)
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{
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var current = controlPoints[i];
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var next = i < controlPoints.Count - 1 ? controlPoints[i + 1] : null;
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// Duration of the current control point
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var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
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// Figure out the length of control point
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var currentLength = currentDuration / timeRange * current.Multiplier;
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if (currentLength > length)
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{
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// The point is within this control point
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return current.StartTime + length * timeRange / current.Multiplier;
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}
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length -= currentLength;
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}
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return 0; // Should never occur
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}
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private double relativePositionAtCached(double time, double timeRange)
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{
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if (!positionCache.TryGetValue(time, out double existing))
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