diff --git a/osu.Game.Modes.Osu/Objects/SliderCurve.cs b/osu.Game.Modes.Osu/Objects/SliderCurve.cs index e60e58da9a..e582cca580 100644 --- a/osu.Game.Modes.Osu/Objects/SliderCurve.cs +++ b/osu.Game.Modes.Osu/Objects/SliderCurve.cs @@ -29,26 +29,21 @@ namespace osu.Game.Modes.Osu.Objects case CurveTypes.Linear: return subControlPoints; case CurveTypes.PerfectCurve: - // If we have a different amount than 3 control points, use bezier for perfect curves. - if (ControlPoints.Count != 3) - return new BezierApproximator(subControlPoints).CreateBezier(); - else - { - Debug.Assert(subControlPoints.Count == 3); + //we can only use CircularArc iff we have exactly three control points and no dissection. + if (ControlPoints.Count != 3 || subControlPoints.Count != 3) + break; - // Here we have exactly 3 control points. Attempt to fit a circular arc. - List subpath = new CircularArcApproximator(subControlPoints[0], subControlPoints[1], subControlPoints[2]).CreateArc(); + // Here we have exactly 3 control points. Attempt to fit a circular arc. + List subpath = new CircularArcApproximator(subControlPoints[0], subControlPoints[1], subControlPoints[2]).CreateArc(); - if (subpath.Count == 0) - // For some reason a circular arc could not be fit to the 3 given points. Fall back - // to a numerically stable bezier approximation. - subpath = new BezierApproximator(subControlPoints).CreateBezier(); + // If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation. + if (subpath.Count == 0) + break; - return subpath; - } - default: - return new BezierApproximator(subControlPoints).CreateBezier(); + return subpath; } + + return new BezierApproximator(subControlPoints).CreateBezier(); } private void calculatePath() @@ -181,7 +176,7 @@ namespace osu.Game.Modes.Osu.Objects path.Clear(); int i = 0; - for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i); + for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i) ; path.Add(interpolateVertices(i, d0) + Offset);