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Added check for infinite subpoints for PerfectCurve

This commit is contained in:
Aurelian 2024-05-27 20:32:18 +02:00
parent 172cfdf88d
commit 6c4def1c09

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@ -330,11 +330,18 @@ namespace osu.Game.Rulesets.Objects
if (subControlPoints.Length != 3)
break;
//If a curve's theta range almost equals zero, the radius needed to have more than a
//floating point error difference is very large and results in a nearly straight path.
//Calculate it via a bezier aproximation instead.
//0.0005 corresponds with a radius of 8000 to have a more than 0.001 shift in the X value
if (Math.Abs(new CircularArcProperties(subControlPoints).ThetaRange) <= 0.0005d)
CircularArcProperties circularArcProperties = new CircularArcProperties(subControlPoints);
//if false, we'll end up breaking anyways when calculating subPath
if (!circularArcProperties.IsValid)
break;
//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)
break;
List<Vector2> subPath = PathApproximator.CircularArcToPiecewiseLinear(subControlPoints);