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Improve closest segment algorithm
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@ -66,27 +66,33 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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var controlPoints = new Vector2[HitObject.Path.ControlPoints.Length + 1];
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HitObject.Path.ControlPoints.CopyTo(controlPoints);
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// Find the index at which the point will be inserted, by increasing x-coordinates
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int insertionIndex = Array.FindIndex(controlPoints, 0, controlPoints.Length - 1, c => c.X >= position.X);
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int insertionIndex = 0;
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float minDistance = float.MaxValue;
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// If no index was found, it should be inserted at the end
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if (insertionIndex == -1)
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insertionIndex = controlPoints.Length - 1;
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for (int i = 0; i < controlPoints.Length - 2; i++)
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{
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Vector2 p1 = controlPoints[i];
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Vector2 p2 = controlPoints[i + 1];
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if (p1 == p2)
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continue;
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Vector2 dir = p2 - p1;
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float projLength = MathHelper.Clamp(Vector2.Dot(position - p1, dir) / dir.LengthSquared, 0, 1);
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Vector2 proj = p1 + projLength * dir;
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float dist = Vector2.Distance(position, proj);
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if (dist < minDistance)
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{
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insertionIndex = i + 1;
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minDistance = dist;
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}
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}
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// Move the control points from the insertion index onwards to make room for the insertion
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Array.Copy(controlPoints, insertionIndex, controlPoints, insertionIndex + 1, controlPoints.Length - insertionIndex - 1);
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if (insertionIndex == 0)
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{
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// Special case for a new first control point being added - the entire slider moves
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HitObject.Position += position;
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// The first control point is always at (0, 0), but all other control points need to be re-referenced
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for (int i = 1; i < controlPoints.Length; i++)
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controlPoints[i] -= position;
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}
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else
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controlPoints[insertionIndex] = position;
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controlPoints[insertionIndex] = position;
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onNewControlPoints(controlPoints);
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}
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