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osu-lazer/osu.Game.Mode.Osu/Objects/SliderCurve.cs

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using System.Collections.Generic;
using OpenTK;
namespace osu.Game.Modes.Osu.Objects
{
public class SliderCurve
{
public double Length;
public List<Vector2> Path;
public CurveTypes CurveType;
private List<Vector2> calculatedPath;
private List<Vector2> calculateSubpath(List<Vector2> subpath)
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{
switch (CurveType)
{
case CurveTypes.Linear:
return subpath;
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default:
return new BezierApproximator(subpath).CreateBezier();
}
}
public void Calculate()
{
calculatedPath = new List<Vector2>();
// Sliders may consist of various subpaths separated by two consecutive vertices
// with the same position. The following loop parses these subpaths and computes
// their shape independently, consecutively appending them to calculatedPath.
List<Vector2> subpath = new List<Vector2>();
for (int i = 0; i < Path.Count; ++i)
{
subpath.Add(Path[i]);
if (i == Path.Count - 1 || Path[i] == Path[i + 1])
{
// If we already constructed a subpath previously, then the new subpath
// will have as starting position the end position of the previous subpath.
// Hence we can and should remove the previous endpoint to avoid a segment
// with 0 length.
if (calculatedPath.Count > 0)
calculatedPath.RemoveAt(calculatedPath.Count - 1);
calculatedPath.AddRange(calculateSubpath(subpath));
subpath.Clear();
}
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}
}
public Vector2 PositionAt(double progress)
{
progress = MathHelper.Clamp(progress, 0, 1);
double index = progress * (calculatedPath.Count - 1);
int flooredIndex = (int)index;
Vector2 pos = calculatedPath[flooredIndex];
if (index != flooredIndex)
pos += (calculatedPath[flooredIndex + 1] - pos) * (float)(index - flooredIndex);
return pos;
}
}
}