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update to new builder control point signature

This commit is contained in:
OliBomby 2023-12-03 20:14:00 +01:00
parent ee2a06be2f
commit 595bc9398a

View File

@ -309,12 +309,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
private void updateSliderPathFromBSplineBuilder()
{
IReadOnlyList<Vector2> builderPoints = bSplineBuilder.ControlPoints;
IReadOnlyList<List<Vector2>> builderPoints = bSplineBuilder.ControlPoints;
if (builderPoints.Count == 0)
return;
int lastSegmentStart = 0;
PathType? lastPathType = null;
HitObject.Path.ControlPoints.Clear();
@ -323,31 +322,25 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
// Importantly, the B-Spline builder returns three Vector2s at the same location when a new segment is to be started.
for (int i = 0; i < builderPoints.Count; i++)
{
bool isLastPoint = i == builderPoints.Count - 1;
bool isNewSegment = i < builderPoints.Count - 2 && builderPoints[i] == builderPoints[i + 1] && builderPoints[i] == builderPoints[i + 2];
bool isLastSegment = i == builderPoints.Count - 1;
var segment = builderPoints[i];
int pointsInSegment = segment.Count;
if (isNewSegment || isLastPoint)
{
int pointsInSegment = i - lastSegmentStart;
// Where possible, we can use the simpler LINEAR path type.
PathType? pathType = pointsInSegment == 1 ? PathType.LINEAR : PathType.BSpline(3);
// Where possible, we can use the simpler LINEAR path type.
PathType? pathType = pointsInSegment == 1 ? PathType.LINEAR : PathType.BSpline(3);
// Linear segments can be combined, as two adjacent linear sections are computationally the same as one with the points combined.
if (lastPathType == pathType && lastPathType == PathType.LINEAR)
pathType = null;
// Linear segments can be combined, as two adjacent linear sections are computationally the same as one with the points combined.
if (lastPathType == pathType && lastPathType == PathType.LINEAR)
pathType = null;
HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[0], pathType));
for (int j = 1; j < pointsInSegment - 1; j++)
HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[j]));
HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[lastSegmentStart], pathType));
for (int j = lastSegmentStart + 1; j < i; j++)
HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[j]));
if (isLastSegment)
HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[pointsInSegment - 1]));
if (isLastPoint)
HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[i]));
// Skip the redundant duplicated points (see isNewSegment above) which have been coalesced into a path type.
lastSegmentStart = (i += 2);
if (pathType != null) lastPathType = pathType;
}
if (pathType != null) lastPathType = pathType;
}
}