mirror of
https://github.com/SK-la/Ez2Lazer.git
synced 2026-03-13 11:20:28 +00:00
93 lines
4.0 KiB
C#
93 lines
4.0 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 System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Utils;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
|
|
{
|
|
/// <summary>
|
|
/// Represents a group of <see cref="TaikoDifficultyHitObject"/>s with no rhythm variation.
|
|
/// </summary>
|
|
public class SameRhythmHitObjectGrouping : IHasInterval
|
|
{
|
|
public readonly List<TaikoDifficultyHitObject> HitObjects;
|
|
|
|
public TaikoDifficultyHitObject FirstHitObject => HitObjects[0];
|
|
|
|
public readonly SameRhythmHitObjectGrouping? Previous;
|
|
|
|
private const double snap_tolerance = IntervalGroupingUtils.MARGIN_OF_ERROR;
|
|
|
|
/// <summary>
|
|
/// <see cref="DifficultyHitObject.StartTime"/> of the first hit object.
|
|
/// </summary>
|
|
public double StartTime => HitObjects[0].StartTime;
|
|
|
|
/// <summary>
|
|
/// The interval between the first and final hit object within this group.
|
|
/// </summary>
|
|
public double Duration => HitObjects[^1].StartTime - HitObjects[0].StartTime;
|
|
|
|
/// <summary>
|
|
/// The normalised interval in ms of each hit object in this <see cref="SameRhythmHitObjectGrouping"/>. This is only defined if there is
|
|
/// more than two hit objects in this <see cref="SameRhythmHitObjectGrouping"/>.
|
|
/// </summary>
|
|
public readonly double? HitObjectInterval;
|
|
|
|
/// <summary>
|
|
/// The normalised ratio of <see cref="HitObjectInterval"/> between this and the previous <see cref="SameRhythmHitObjectGrouping"/>. In the
|
|
/// case where one or both of the <see cref="HitObjectInterval"/> is undefined, this will have a value of 1.
|
|
/// </summary>
|
|
public readonly double HitObjectIntervalRatio;
|
|
|
|
/// <inheritdoc/>
|
|
public double Interval { get; } = double.PositiveInfinity;
|
|
|
|
public SameRhythmHitObjectGrouping(SameRhythmHitObjectGrouping? previous, List<TaikoDifficultyHitObject> hitObjects)
|
|
{
|
|
Previous = previous;
|
|
HitObjects = hitObjects;
|
|
|
|
// Cluster and normalise each hitobjects delta-time.
|
|
var normaliseHitObjects = DeltaTimeNormaliser.Normalise(hitObjects, snap_tolerance);
|
|
|
|
var normalisedHitObjectDeltaTime = hitObjects
|
|
.Skip(1)
|
|
.Select(hitObject => normaliseHitObjects[hitObject])
|
|
.ToList();
|
|
|
|
// Secondary check to ensure there isn't any 'noise' or outliers by taking the modal delta time.
|
|
double modalDelta = normalisedHitObjectDeltaTime.Count > 0
|
|
? Math.Round(normalisedHitObjectDeltaTime[0])
|
|
: 0;
|
|
|
|
// Calculate the average interval between hitobjects.
|
|
if (normalisedHitObjectDeltaTime.Count > 0)
|
|
{
|
|
if (previous?.HitObjectInterval is double previousDelta && Math.Abs(modalDelta - previousDelta) <= snap_tolerance)
|
|
HitObjectInterval = previousDelta;
|
|
else
|
|
HitObjectInterval = modalDelta;
|
|
}
|
|
|
|
// Calculate the ratio between this group's interval and the previous group's interval
|
|
HitObjectIntervalRatio = previous?.HitObjectInterval is double previousInterval && HitObjectInterval is double currentInterval
|
|
? currentInterval / previousInterval
|
|
: 1.0;
|
|
|
|
// Calculate the interval from the previous group's start time
|
|
if (previous != null)
|
|
{
|
|
if (Math.Abs(StartTime - previous.StartTime) <= snap_tolerance)
|
|
Interval = 0;
|
|
else
|
|
Interval = StartTime - previous.StartTime;
|
|
}
|
|
}
|
|
}
|
|
}
|