本文整理汇总了C++中TimingData::begin方法的典型用法代码示例。如果您正苦于以下问题:C++ TimingData::begin方法的具体用法?C++ TimingData::begin怎么用?C++ TimingData::begin使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TimingData
的用法示例。
在下文中一共展示了TimingData::begin方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ProcessVSpeeds
void Difficulty::ProcessVSpeeds(TimingData& BPS, TimingData& VerticalSpeeds, double SpeedConstant)
{
VerticalSpeeds.clear();
if (SpeedConstant) // We're using a CMod, so further processing is pointless
{
TimingSegment VSpeed;
VSpeed.Time = 0;
VSpeed.Value = SpeedConstant;
VerticalSpeeds.push_back(VSpeed);
return;
}
// Calculate velocity at time based on BPM at time
for (auto Time = BPS.begin();
Time != BPS.end();
++Time)
{
float VerticalSpeed;
TimingSegment VSpeed;
if (Time->Value)
{
float spb = 1 / Time->Value;
VerticalSpeed = MeasureBaseSpacing / (spb * 4);
}
else
VerticalSpeed = 0;
VSpeed.Value = VerticalSpeed;
VSpeed.Time = Time->Time; // We blindly take the BPS time that had offset and drift applied.
VerticalSpeeds.push_back(VSpeed);
}
// Let first speed be not-null.
if (VerticalSpeeds.size() && VerticalSpeeds[0].Value == 0)
{
for (auto i = VerticalSpeeds.begin();
i != VerticalSpeeds.end();
++i)
{
if (i->Value != 0)
VerticalSpeeds[0].Value = i->Value;
}
}
}
示例2: BPStoSPB
void BPStoSPB(TimingData &BPS)
{
auto BPSCopy = BPS;
for (auto i = BPS.begin(); i != BPS.end(); ++i)
{
double valueBPS = i->Value;
i->Value = 1 / valueBPS;
i->Time = IntegrateToTime(BPSCopy, i->Time); // Find time in beats based off beats in time
}
}
示例3: ProcessSpeedVariations
void Difficulty::ProcessSpeedVariations(TimingData& BPS, TimingData& VerticalSpeeds, double Drift)
{
assert(Data != NULL);
TimingData tVSpeeds = VerticalSpeeds; // We need this to store what values to change
TimingData &Scrolls = Data->Scrolls;
std::sort(Scrolls.begin(), Scrolls.end());
for (TimingData::const_iterator Change = Scrolls.begin();
Change != Scrolls.end();
++Change)
{
TimingData::const_iterator NextChange = (Change + 1);
double ChangeTime = Change->Time + Drift + Offset;
/*
Find all VSpeeds
if there exists a speed change which is virtually happening at the same time as this VSpeed
modify it to be this value * factor
*/
bool MoveOn = false;
for (auto Time = VerticalSpeeds.begin();
Time != VerticalSpeeds.end();
++Time)
{
if (abs(ChangeTime - Time->Time) < 0.00001)
{
Time->Value *= Change->Value;
MoveOn = true;
}
}
if (MoveOn) continue;
/*
There are no collisions- insert a new speed at this time
*/
if (ChangeTime < 0)
continue;
float SpeedValue;
SpeedValue = SectionValue(tVSpeeds, ChangeTime) * Change->Value;
TimingSegment VSpeed;
VSpeed.Time = ChangeTime;
VSpeed.Value = SpeedValue;
VerticalSpeeds.push_back(VSpeed);
/*
Theorically, if there were a VSpeed change after this one (such as a BPM change) we've got to modify them
if they're between this and the next speed change.
Apparently, this behaviour is a "bug" since osu!mania resets SV changes
after a BPM change.
*/
if (BPMType == VSRG::Difficulty::BT_BEATSPACE) // Okay, we're an osu!mania chart, leave the resetting.
continue;
// We're not an osu!mania chart, so it's time to do what should be done.
for (auto Time = VerticalSpeeds.begin();
Time != VerticalSpeeds.end();
++Time)
{
if (Time->Time > ChangeTime)
{
// Two options, between two speed changes, or the last one. Second case, NextChange == Scrolls.end().
// Otherwise, just move on
// Last speed change
if (NextChange == Scrolls.end())
{
Time->Value = Change->Value * SectionValue(tVSpeeds, Time->Time);
}
else
{
if (Time->Time < NextChange->Time) // Between speed changes
Time->Value = Change->Value * SectionValue(tVSpeeds, Time->Time);
}
}
}
}
std::sort(VerticalSpeeds.begin(), VerticalSpeeds.end());
}
示例4: ProcessBPS
void Difficulty::ProcessBPS(TimingData& BPS, double Drift)
{
/*
Calculate BPS. The algorithm is basically the same as VSpeeds.
BPS time is calculated applying the offset and drift.
*/
assert(Data != NULL);
TimingData &StopsTiming = Data->Stops;
BPS.clear();
for (auto Time = Timing.begin();
Time != Timing.end();
++Time)
{
TimingSegment Seg;
Seg.Time = TimeFromTimingKind(Timing, StopsTiming, *Time, BPMType, Offset, Drift);
Seg.Value = BPSFromTimingKind(Time->Value, BPMType);
BPS.push_back(Seg);
}
/* Sort for justice */
sort(BPS.begin(), BPS.end());
if (!StopsTiming.size() || BPMType != VSRG::Difficulty::BT_BEAT) // Stops only supported in Beat mode.
return;
/* Here on, just working with stops. */
for (auto Time = StopsTiming.begin();
Time != StopsTiming.end();
++Time)
{
TimingSegment Seg;
double TValue = TimeAtBeat(Timing, Offset + Drift, Time->Time) + StopTimeAtBeat(StopsTiming, Time->Time);
double TValueN = TimeAtBeat(Timing, Offset + Drift, Time->Time) + StopTimeAtBeat(StopsTiming, Time->Time) + Time->Value;
/* Initial Stop */
Seg.Time = TValue;
Seg.Value = 0;
/* First, eliminate collisions. */
for (auto k = BPS.begin(); k != BPS.end();)
{
if (k->Time == TValue) /* Equal? Remove the collision, leaving only the 0 in front. */
{
k = BPS.erase(k);
if (k == BPS.end())
break;
else continue;
}
++k;
}
// Okay, the collision is out. Let's push our 0-speeder.
BPS.push_back(Seg);
// Now we find what bps to restore to.
float bpsRestore = bps(SectionValue(Timing, Time->Time));
for (auto k = BPS.begin(); k != BPS.end(); )
{
if (k->Time > TValue && k->Time <= TValueN) // So wait, there's BPM changes in between? Holy shit.
{
bpsRestore = k->Value; /* This is the last speed change in the interval that the stop lasts. We'll use it. */
/* Eliminate this since we're not going to use it. */
k = BPS.erase(k);
if (k == BPS.end())
break;
continue;
}
++k;
}
/* Restored speed after stop */
Seg.Time = TValueN;
Seg.Value = bpsRestore;
BPS.push_back(Seg);
}
std::sort(BPS.begin(), BPS.end());
}