mirror of
https://github.com/ppy/osu.git
synced 2024-12-13 07:43:00 +08:00
Reduced subpoints limit to be a more practical value
This commit is contained in:
parent
6c4def1c09
commit
542809a748
@ -339,9 +339,10 @@ namespace osu.Game.Rulesets.Objects
|
||||
//Coppied from PathApproximator.CircularArcToPiecewiseLinear
|
||||
int subPoints = (2f * circularArcProperties.Radius <= 0.1f) ? 2 : Math.Max(2, (int)Math.Ceiling(circularArcProperties.ThetaRange / (2.0 * Math.Acos(1f - (0.1f / circularArcProperties.Radius)))));
|
||||
|
||||
//if the amount of subpoints is int.MaxValue, causes an out of memory issue, so we default to bezier
|
||||
//this only occurs for very large radii, so the result should be essentially a straight line anyways
|
||||
if (subPoints == int.MaxValue)
|
||||
//theoretically can be int.MaxValue, but lets set this to a lower value anyways
|
||||
//1000 requires an arc length of over 20 thousand to surpass this limit, which should be safe.
|
||||
//See here for calculations https://www.desmos.com/calculator/210bwswkbb
|
||||
if (subPoints >= 1000)
|
||||
break;
|
||||
|
||||
List<Vector2> subPath = PathApproximator.CircularArcToPiecewiseLinear(subControlPoints);
|
||||
|
Loading…
Reference in New Issue
Block a user