osukey/osu.Game/Rulesets/Objects/BeatDivisorFinder.cs
2021-04-26 07:07:32 +08:00

56 lines
2.0 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 osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Screens.Edit;
namespace osu.Game.Rulesets.Objects
{
/// <summary>
/// Used to find the lowest beat divisor that a <see cref="HitObject"/> aligns to in an <see cref="IBeatmap"/>.
/// </summary>
public class BeatDivisorFinder
{
private readonly IBeatmap beatmap;
/// <summary>
/// Creates a new <see cref="BeatDivisorFinder"/> instance.
/// </summary>
/// <param name="beatmap">The beatmap to use when calculating beat divisor alignment.</param>
public BeatDivisorFinder(IBeatmap beatmap)
{
this.beatmap = beatmap;
}
/// <summary>
/// Finds the lowest beat divisor that the given <see cref="HitObject"/> aligns to.
/// Returns 0 if it does not align to any divisor.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to evaluate.</param>
public int FindDivisor(HitObject hitObject)
{
TimingControlPoint currentTimingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
double snapResult = hitObject.StartTime - currentTimingPoint.Time;
foreach (var divisor in BindableBeatDivisor.VALID_DIVISORS)
{
if (almostDivisibleBy(snapResult, currentTimingPoint.BeatLength / divisor))
return divisor;
}
return 0;
}
private const double leniency_ms = 1.0;
private static bool almostDivisibleBy(double dividend, double divisor)
{
double remainder = Math.Abs(dividend) % divisor;
return Precision.AlmostEquals(remainder, 0, leniency_ms) || Precision.AlmostEquals(remainder - divisor, 0, leniency_ms);
}
}
}