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Fix sliders being reversed incorrectly in the editor.
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parent
5b44124ecf
commit
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@ -202,7 +202,7 @@ namespace osu.Game.Rulesets.Objects
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{
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ensureValid();
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return segmentEnds.Select(i => cumulativeLength[i] / calculatedLength);
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return segmentEnds.Select(i => cumulativeLength[Math.Clamp(i, 0, cumulativeLength.Count - 1)] / calculatedLength);
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}
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private void invalidate()
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@ -1,7 +1,10 @@
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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.Edit;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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@ -26,10 +29,58 @@ namespace osu.Game.Rulesets.Objects
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/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
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public static void Reverse(this SliderPath sliderPath, out Vector2 positionalOffset)
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{
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var points = sliderPath.ControlPoints.ToArray();
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var controlPoints = sliderPath.ControlPoints;
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double[] segmentEnds = sliderPath.GetSegmentEnds().ToArray();
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double[] distinctSegmentEnds = segmentEnds.Distinct().ToArray();
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// Remove control points at the end which do not affect the visual slider path ("invisible" control points).
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if (segmentEnds[^1] == segmentEnds[^2] && distinctSegmentEnds.Length > 1)
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{
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int numVisibleSegments = distinctSegmentEnds.Length - 2;
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var nonInheritedControlPoints = controlPoints.Where(p => p.Type is not null).ToList();
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var lastVisibleControlPoint = nonInheritedControlPoints[numVisibleSegments];
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int lastVisibleControlPointIndex = controlPoints.IndexOf(lastVisibleControlPoint);
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if (controlPoints.Count > lastVisibleControlPointIndex + 1)
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{
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// Make sure to include all inherited control points directly after the last visible non-inherited control point.
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do
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{
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lastVisibleControlPointIndex++;
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} while (lastVisibleControlPointIndex + 1 < controlPoints.Count && controlPoints[lastVisibleControlPointIndex].Type is null);
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}
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// Remove all control points after the first invisible non-inherited control point.
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controlPoints.RemoveRange(lastVisibleControlPointIndex + 1, controlPoints.Count - lastVisibleControlPointIndex - 1);
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}
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// Recalculate perfect curve at the end of the slider path.
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if (controlPoints.Count >= 3 && controlPoints[^3].Type == PathType.PerfectCurve && controlPoints[^2].Type is null && distinctSegmentEnds.Length > 1)
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{
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double lastSegmentStart = distinctSegmentEnds[^2];
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double lastSegmentEnd = distinctSegmentEnds[^1];
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var oldCircleArcPath = new List<Vector2>();
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sliderPath.GetPathToProgress(oldCircleArcPath, lastSegmentStart / lastSegmentEnd, 1);
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var newCircleArcPoints = new[]
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{
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oldCircleArcPath[0],
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oldCircleArcPath[oldCircleArcPath.Count / 2],
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oldCircleArcPath[^1]
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};
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var newCircleArcPath = PathApproximator.ApproximateCircularArc(newCircleArcPoints.AsSpan());
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controlPoints[^2].Position = newCircleArcPath[newCircleArcPath.Count / 2];
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}
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// Reverse the control points.
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var points = controlPoints.ToArray();
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positionalOffset = sliderPath.PositionAt(1);
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sliderPath.ControlPoints.Clear();
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controlPoints.Clear();
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PathType? lastType = null;
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@ -47,7 +98,7 @@ namespace osu.Game.Rulesets.Objects
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else if (p.Type != null)
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(p.Type, lastType) = (lastType, p.Type);
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sliderPath.ControlPoints.Insert(0, p);
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controlPoints.Insert(0, p);
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}
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}
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}
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