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Improve closest segment algorithm

This commit is contained in:
smoogipoo 2019-11-12 14:37:07 +09:00
parent 10fd5ef5a7
commit 13b11996e0

View File

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