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Fix segmentEnds
being calculated incorrectly
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parent
58bffa13cd
commit
3481c41a22
@ -202,7 +202,7 @@ namespace osu.Game.Rulesets.Objects
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{
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ensureValid();
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return segmentEnds.Select(i => cumulativeLength[Math.Clamp(i, 0, cumulativeLength.Count - 1)] / calculatedLength);
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return segmentEnds.Select(i => cumulativeLength[i] / Distance);
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}
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private void invalidate()
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@ -251,8 +251,9 @@ namespace osu.Game.Rulesets.Objects
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calculatedPath.Add(t);
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}
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// Remember the index of the segment end
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segmentEnds.Add(calculatedPath.Count - 1);
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if (i > 0)
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// Remember the index of the segment end
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segmentEnds.Add(calculatedPath.Count - 1);
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// Start the new segment at the current vertex
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start = i;
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@ -314,15 +315,11 @@ namespace osu.Game.Rulesets.Objects
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if (calculatedLength > expectedDistance)
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{
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// The path will be shortened further, in which case we should trim any more unnecessary lengths and their associated path segments
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// The path will be shortened further, in which case we should trim any more unnecessary lengths
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while (cumulativeLength.Count > 0 && cumulativeLength[^1] >= expectedDistance)
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{
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cumulativeLength.RemoveAt(cumulativeLength.Count - 1);
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calculatedPath.RemoveAt(pathEndIndex--);
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// Shorten the last segment to the expected distance
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if (segmentEnds.Count > 0)
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segmentEnds[^1]--;
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}
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}
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@ -339,6 +336,12 @@ namespace osu.Game.Rulesets.Objects
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calculatedPath[pathEndIndex] = calculatedPath[pathEndIndex - 1] + dir * (float)(expectedDistance - cumulativeLength[^1]);
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cumulativeLength.Add(expectedDistance);
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// Shorten the segments to the expected distance
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for (int i = 0; i < segmentEnds.Count; i++)
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{
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segmentEnds[i] = Math.Min(segmentEnds[i], cumulativeLength.Count - 1);
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}
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}
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}
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@ -45,9 +45,9 @@ namespace osu.Game.Rulesets.Objects
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double[] distinctSegmentEnds = truncateEndingDuplicates(segmentEnds);
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// Remove control points at the end which do not affect the visual slider path ("invisible" control points).
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if (segmentEnds.Length >= 2 && Precision.AlmostEquals(segmentEnds[^1], segmentEnds[^2]) && distinctSegmentEnds.Length > 1)
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if (segmentEnds.Length >= 2 && Precision.AlmostEquals(segmentEnds[^1], segmentEnds[^2]) && distinctSegmentEnds.Length > 0)
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{
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int numVisibleSegments = distinctSegmentEnds.Length - 2;
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int numVisibleSegments = distinctSegmentEnds.Length - 1;
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var nonInheritedControlPoints = controlPoints.Where(p => p.Type is not null).ToList();
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int lastVisibleControlPointIndex = controlPoints.IndexOf(nonInheritedControlPoints[numVisibleSegments]);
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@ -69,9 +69,9 @@ namespace osu.Game.Rulesets.Objects
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inheritedLinearPoints.ForEach(p => p.Type = null);
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// Recalculate perfect curve at the end of the slider path.
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if (controlPoints.Count >= 3 && controlPoints[^3].Type == PathType.PerfectCurve && controlPoints[^2].Type is null && distinctSegmentEnds.Length > 1)
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if (controlPoints.Count >= 3 && controlPoints[^3].Type == PathType.PerfectCurve && controlPoints[^2].Type is null && distinctSegmentEnds.Length > 0)
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{
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double lastSegmentStart = distinctSegmentEnds[^2];
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double lastSegmentStart = distinctSegmentEnds.Length > 1 ? distinctSegmentEnds[^2] : 0;
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double lastSegmentEnd = distinctSegmentEnds[^1];
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var circleArcPath = new List<Vector2>();
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@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Objects
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var result = arr.ToList();
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while (Precision.AlmostEquals(result[^1], result[^2]) && result.Count > 1)
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while (result.Count > 1 && Precision.AlmostEquals(result[^1], result[^2]))
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result.RemoveAt(result.Count - 1);
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return result.ToArray();
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