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Fix illegal circle arc with center out of polygon
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@ -379,37 +379,56 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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double loss = 0;
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Vector2? lastPoint = null;
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Vector2? lastVec = null;
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Vector2? lastVec2 = null;
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int? lastDir = null;
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int? lastDir2 = null;
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double totalWinding = 0;
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// Loop through the points and check if they are not too far away from the circular arc.
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// Also make sure it curves monotonically in one direction and at most one loop is done.
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foreach (var point in points)
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{
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loss += Math.Pow((Vector2.Distance(point, circleArc.Centre) - circleArc.Radius) / length, 2);
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var vec = point - circleArc.Centre;
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loss += Math.Pow((vec.Length - circleArc.Radius) / length, 2);
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if (lastVec.HasValue)
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{
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double det = lastVec.Value.X * vec.Y - lastVec.Value.Y * vec.X;
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int dir = Math.Sign(det);
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if (dir == 0)
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continue;
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if (lastDir.HasValue && dir != lastDir)
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return null; // Circle center is not inside the polygon
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lastDir = dir;
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}
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lastVec = vec;
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if (lastPoint.HasValue)
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{
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var vec = point - lastPoint.Value;
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var vec2 = point - lastPoint.Value;
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if (lastVec.HasValue)
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if (lastVec2.HasValue)
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{
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double dot = Vector2.Dot(vec, lastVec.Value);
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double det = lastVec.Value.X * vec.Y - lastVec.Value.Y * vec.X;
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double dot = Vector2.Dot(vec2, lastVec2.Value);
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double det = lastVec2.Value.X * vec2.Y - lastVec2.Value.Y * vec2.X;
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double angle = Math.Atan2(det, dot);
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int dir = Math.Sign(angle);
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int dir2 = Math.Sign(angle);
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if (dir == 0)
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if (dir2 == 0)
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continue;
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if (lastDir.HasValue && dir != lastDir)
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if (lastDir2.HasValue && dir2 != lastDir2)
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return null; // Curvature changed, like in an S-shape
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totalWinding += Math.Abs(angle);
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lastDir = dir;
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lastDir2 = dir2;
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}
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lastVec = vec;
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lastVec2 = vec2;
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}
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lastPoint = point;
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