Esempio n. 1
0
void Difficulty::GetPlayableData(VectorTN NotesOut,
    TimingData& BPS,
    TimingData& VerticalSpeeds,
    TimingData& Warps,
    float Drift, double SpeedConstant)
{
    /*
        We'd like to build the notes' position from 0 to infinity,
        however the real "zero" position would be the judgment line
        in other words since "up" is negative relative to 0
        and 0 is the judgment line
        position would actually be
        judgeline - positiveposition
        and positiveposition would just be
        measure * measuresize + fraction * fractionsize

        In practice, since we use a ms-based model rather than a beat one,
        we just do regular integration of
        position = sum(speed_i * duration_i) + speed_current * (time_current - speed_start_time)
    */

    assert(Data != nullptr);

    ProcessBPS(BPS, Drift);
    ProcessVSpeeds(BPS, VerticalSpeeds, SpeedConstant);

    if (!SpeedConstant) // If there is a speed constant having speed changes is not what we want
        ProcessSpeedVariations(BPS, VerticalSpeeds, Drift);

    if (SpeedConstant) Warps.clear();
    else Warps = Data->Warps;

    // From here on, we'll just copy the notes out. Otherwise, just leave the processed data.
    if (!NotesOut)
        return;

    for (int KeyIndex = 0; KeyIndex < Channels; KeyIndex++)
        NotesOut[KeyIndex].clear();

    /* For all channels of this difficulty */
    for (int KeyIndex = 0; KeyIndex < Channels; KeyIndex++)
    {
        int MIdx = 0;

        /* For each measure of this channel */
        for (auto Msr = Data->Measures.begin();
        Msr != Data->Measures.end();
            ++Msr)
        {
            /* For each note in the measure... */
            ptrdiff_t total_notes = Msr->Notes[KeyIndex].size();

            for (auto Note = 0; Note < total_notes; Note++)
            {
                /*
                    Calculate position. (Change this to TrackNote instead of processing?)
                    issue is not having the speed change data there.
                */
                NoteData &CurrentNote = (*Msr).Notes[KeyIndex][Note];
                TrackNote NewNote;

                NewNote.AssignNotedata(CurrentNote);

                NewNote.AddTime(Drift);

                float VerticalPosition = IntegrateToTime(VerticalSpeeds, NewNote.GetStartTime());
                float HoldEndPosition = IntegrateToTime(VerticalSpeeds, NewNote.GetTimeFinal());

                // if upscroll change minus for plus as well as matrix at screengameplay7k
                if (!CurrentNote.EndTime)
                    NewNote.AssignPosition(VerticalPosition);
                else
                    NewNote.AssignPosition(VerticalPosition, HoldEndPosition);

                // Okay, now we want to know what fraction of a beat we're dealing with
                // this way we can display colored (a la Stepmania) notes.
                // We should do this before changing time by drift.
                double cBeat = IntegrateToTime(BPS, NewNote.GetStartTime());
                double iBeat = floor(cBeat);
                double dBeat = (cBeat - iBeat);

                NewNote.AssignFraction(dBeat);

                double Wamt = -GetWarpAmountAtTime(CurrentNote.StartTime);
                NewNote.AddTime(Wamt);

                if (!SpeedConstant || (NewNote.IsJudgable() && !IsWarpingAt(CurrentNote.StartTime)))
                    NotesOut[KeyIndex].push_back(NewNote);
            }

            MIdx++;
        }

        // done with the channel - sort it
        std::stable_sort(NotesOut[KeyIndex].begin(), NotesOut[KeyIndex].end(),
            [](const TrackNote &A, const TrackNote &B) -> bool
        {
            return A.GetVertical() < B.GetVertical();
        });
    }
}
Esempio n. 2
0
int nSort (const TrackNote &i, const TrackNote &j)
{
	return i.GetStartTime() < j.GetStartTime();
}