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Create BezierConverter.cs
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osu.Game/Rulesets/Objects/BezierConverter.cs
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352
osu.Game/Rulesets/Objects/BezierConverter.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Rulesets.Objects
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{
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public static class BezierConverter
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{
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private struct CircleBezierPreset
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{
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public readonly double ArcLength;
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public readonly Vector2d[] ControlPoints;
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public CircleBezierPreset(double arcLength, Vector2d[] controlPoints)
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{
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ArcLength = arcLength;
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ControlPoints = controlPoints;
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}
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}
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// Extremely accurate a bezier anchor positions for approximating circles of several arc lengths
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private static readonly CircleBezierPreset[] circle_presets =
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{
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new CircleBezierPreset(0.4993379862754501,
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new[] { new Vector2d(1, 0), new Vector2d(1, 0.2549893626632736f), new Vector2d(0.8778997558480327f, 0.47884446188920726f) }),
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new CircleBezierPreset(1.7579419829169447,
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new[] { new Vector2d(1, 0), new Vector2d(1, 0.6263026f), new Vector2d(0.42931178f, 1.0990661f), new Vector2d(-0.18605515f, 0.9825393f) }),
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new CircleBezierPreset(3.1385246920140215,
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new[] { new Vector2d(1, 0), new Vector2d(1, 0.87084764f), new Vector2d(0.002304826f, 1.5033062f), new Vector2d(-0.9973236f, 0.8739115f), new Vector2d(-0.9999953f, 0.0030679568f) }),
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new CircleBezierPreset(5.69720464620727,
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new[] { new Vector2d(1, 0), new Vector2d(1, 1.4137783f), new Vector2d(-1.4305235f, 2.0779421f), new Vector2d(-2.3410065f, -0.94017583f), new Vector2d(0.05132711f, -1.7309346f), new Vector2d(0.8331702f, -0.5530167f) }),
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new CircleBezierPreset(2 * Math.PI,
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new[] { new Vector2d(1, 0), new Vector2d(1, 1.2447058f), new Vector2d(-0.8526471f, 2.118367f), new Vector2d(-2.6211002f, 7.854936e-06f), new Vector2d(-0.8526448f, -2.118357f), new Vector2d(1, -1.2447058f), new Vector2d(1, 0) })
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};
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#region CircularArcProperties
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//TODO: Get this from osu!framework instead
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public readonly struct CircularArcProperties
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{
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public readonly bool IsValid;
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public readonly double ThetaStart;
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public readonly double ThetaRange;
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public readonly double Direction;
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public readonly float Radius;
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public readonly Vector2 Centre;
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public double ThetaEnd => ThetaStart + ThetaRange * Direction;
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public CircularArcProperties(double thetaStart, double thetaRange, double direction, float radius, Vector2 centre)
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{
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IsValid = true;
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ThetaStart = thetaStart;
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ThetaRange = thetaRange;
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Direction = direction;
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Radius = radius;
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Centre = centre;
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}
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}
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/// <summary>
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/// Computes various properties that can be used to approximate the circular arc.
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/// </summary>
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/// <param name="controlPoints">Three distinct points on the arc.</param>
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private static CircularArcProperties circularArcProperties(ReadOnlySpan<Vector2> controlPoints)
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{
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Vector2 a = controlPoints[0];
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Vector2 b = controlPoints[1];
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Vector2 c = controlPoints[2];
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// If we have a degenerate triangle where a side-length is almost zero, then give up and fallback to a more numerically stable method.
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if (Precision.AlmostEquals(0, (b.Y - a.Y) * (c.X - a.X) - (b.X - a.X) * (c.Y - a.Y)))
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return default; // Implicitly sets `IsValid` to false
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// See: https://en.wikipedia.org/wiki/Circumscribed_circle#Cartesian_coordinates_2
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float d = 2 * (a.X * (b - c).Y + b.X * (c - a).Y + c.X * (a - b).Y);
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float aSq = a.LengthSquared;
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float bSq = b.LengthSquared;
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float cSq = c.LengthSquared;
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Vector2 centre = new Vector2(
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aSq * (b - c).Y + bSq * (c - a).Y + cSq * (a - b).Y,
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aSq * (c - b).X + bSq * (a - c).X + cSq * (b - a).X) / d;
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Vector2 dA = a - centre;
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Vector2 dC = c - centre;
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float r = dA.Length;
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double thetaStart = Math.Atan2(dA.Y, dA.X);
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double thetaEnd = Math.Atan2(dC.Y, dC.X);
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while (thetaEnd < thetaStart)
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thetaEnd += 2 * Math.PI;
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double dir = 1;
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double thetaRange = thetaEnd - thetaStart;
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// Decide in which direction to draw the circle, depending on which side of
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// AC B lies.
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Vector2 orthoAtoC = c - a;
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orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X);
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if (Vector2.Dot(orthoAtoC, b - a) < 0)
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{
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dir = -dir;
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thetaRange = 2 * Math.PI - thetaRange;
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}
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return new CircularArcProperties(thetaStart, thetaRange, dir, r, centre);
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}
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#endregion
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public static IEnumerable<Vector2> ConvertToLegacyBezier(IList<PathControlPoint> controlPoints, Vector2 position)
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{
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Vector2[] vertices = new Vector2[controlPoints.Count];
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for (int i = 0; i < controlPoints.Count; i++)
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vertices[i] = controlPoints[i].Position;
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var result = new List<Vector2>();
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int start = 0;
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for (int i = 0; i < controlPoints.Count; i++)
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{
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if (controlPoints[i].Type == null && i < controlPoints.Count - 1)
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continue;
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// The current vertex ends the segment
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var segmentVertices = vertices.AsSpan().Slice(start, i - start + 1);
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var segmentType = controlPoints[start].Type ?? PathType.Linear;
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switch (segmentType)
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{
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case PathType.Catmull:
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result.AddRange(from segment in ConvertCatmullToBezierAnchors(segmentVertices) from v in segment select v + position);
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break;
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case PathType.Linear:
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result.AddRange(from segment in ConvertLinearToBezierAnchors(segmentVertices) from v in segment select v + position);
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break;
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case PathType.PerfectCurve:
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result.AddRange(ConvertCircleToBezierAnchors(segmentVertices).Select(v => v + position));
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break;
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default:
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foreach (Vector2 v in segmentVertices)
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{
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result.Add(v + position);
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}
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break;
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}
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// Start the new segment at the current vertex
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start = i;
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}
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return result;
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}
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public static List<PathControlPoint> ConvertToModernBezier(IList<PathControlPoint> controlPoints)
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{
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Vector2[] vertices = new Vector2[controlPoints.Count];
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for (int i = 0; i < controlPoints.Count; i++)
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vertices[i] = controlPoints[i].Position;
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var result = new List<PathControlPoint>();
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int start = 0;
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for (int i = 0; i < controlPoints.Count; i++)
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{
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if (controlPoints[i].Type == null && i < controlPoints.Count - 1)
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continue;
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// The current vertex ends the segment
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var segmentVertices = vertices.AsSpan().Slice(start, i - start + 1);
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var segmentType = controlPoints[start].Type ?? PathType.Linear;
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switch (segmentType)
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{
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case PathType.Catmull:
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foreach (var segment in ConvertCatmullToBezierAnchors(segmentVertices))
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{
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for (int j = 0; j < segment.Length - 1; j++)
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{
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result.Add(new PathControlPoint(segment[j], j == 0 ? PathType.Bezier : null));
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}
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}
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break;
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case PathType.Linear:
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foreach (var segment in ConvertLinearToBezierAnchors(segmentVertices))
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{
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for (int j = 0; j < segment.Length - 1; j++)
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{
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result.Add(new PathControlPoint(segment[j], j == 0 ? PathType.Bezier : null));
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}
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}
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break;
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case PathType.PerfectCurve:
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var circleResult = ConvertCircleToBezierAnchors(segmentVertices);
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for (int j = 0; j < circleResult.Length - 1; j++)
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{
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result.Add(new PathControlPoint(circleResult[j], j == 0 ? PathType.Bezier : null));
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}
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break;
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default:
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for (int j = 0; j < segmentVertices.Length - 1; j++)
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{
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result.Add(new PathControlPoint(segmentVertices[j], j == 0 ? PathType.Bezier : null));
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}
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break;
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}
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// Start the new segment at the current vertex
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start = i;
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}
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result.Add(new PathControlPoint(controlPoints[^1].Position));
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return result;
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}
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/// <summary>
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/// Converts perfect curve anchors to bezier anchors.
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/// </summary>
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/// <param name="controlPoints">The control point positions to convert.</param>
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public static Vector2[] ConvertCircleToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
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{
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var pr = circularArcProperties(controlPoints);
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if (!pr.IsValid)
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return controlPoints.ToArray();
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CircleBezierPreset preset = circle_presets.Last();
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foreach (CircleBezierPreset cbp in circle_presets)
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{
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if (cbp.ArcLength < pr.ThetaRange) continue;
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preset = cbp;
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break;
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}
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double arcLength = preset.ArcLength;
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var arc = new Vector2d[preset.ControlPoints.Length];
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preset.ControlPoints.CopyTo(arc, 0);
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// Converge on arcLength of thetaRange
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int n = arc.Length - 1;
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double tf = pr.ThetaRange / arcLength;
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while (Math.Abs(tf - 1) > 1E-7)
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{
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for (int j = 0; j < n; j++)
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{
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for (int i = n; i > j; i--)
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{
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arc[i] = arc[i] * tf + arc[i - 1] * (1 - tf);
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}
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}
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arcLength = Math.Atan2(arc.Last()[1], arc.Last()[0]);
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if (arcLength < 0)
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{
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arcLength += 2 * Math.PI;
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}
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tf = pr.ThetaRange / arcLength;
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}
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// Adjust rotation, radius, and position
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var result = new Vector2[arc.Length];
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for (int i = 0; i < arc.Length; i++)
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{
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result[i] = new Vector2(
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(float)((Math.Cos(pr.ThetaStart) * arc[i].X + -Math.Sin(pr.ThetaStart) * pr.Direction * arc[i].Y) * pr.Radius + pr.Centre.X),
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(float)((Math.Sin(pr.ThetaStart) * arc[i].X + Math.Cos(pr.ThetaStart) * pr.Direction * arc[i].Y) * pr.Radius + pr.Centre.Y));
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}
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return result;
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}
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/// <summary>
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/// Converts catmull anchors to bezier anchors.
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/// </summary>
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/// <param name="controlPoints">The control point positions to convert.</param>
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public static Vector2[][] ConvertCatmullToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
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{
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int iLen = controlPoints.Length;
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var bezier = new Vector2[iLen - 1][];
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for (int i = 0; i < iLen - 1; i++)
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{
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var v1 = i > 0 ? controlPoints[i - 1] : controlPoints[i];
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var v2 = controlPoints[i];
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var v3 = i < iLen - 1 ? controlPoints[i + 1] : v2 + v2 - v1;
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var v4 = i < iLen - 2 ? controlPoints[i + 2] : v3 + v3 - v2;
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bezier[i] = new[]
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{
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v2,
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(-v1 + 6 * v2 + v3) / 6,
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(-v4 + 6 * v3 + v2) / 6,
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v3
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};
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}
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return bezier;
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}
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/// <summary>
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/// Converts linear anchors to bezier anchors.
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/// </summary>
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/// <param name="controlPoints">The control point positions to convert.</param>
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public static Vector2[][] ConvertLinearToBezierAnchors(ReadOnlySpan<Vector2> controlPoints)
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{
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int iLen = controlPoints.Length;
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var bezier = new Vector2[iLen - 1][];
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for (int i = 0; i < iLen - 1; i++)
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{
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bezier[i] = new[]
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{
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controlPoints[i],
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controlPoints[i + 1]
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};
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}
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return bezier;
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}
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}
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}
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