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Fix incorrect way of calculating SliderCurve.PositionAt.
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@ -1,5 +1,8 @@
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using System.Collections.Generic;
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using OpenTK;
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using System.Linq;
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using System.Diagnostics;
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using osu.Framework.MathUtils;
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namespace osu.Game.Modes.Osu.Objects
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{
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@ -11,7 +14,8 @@ namespace osu.Game.Modes.Osu.Objects
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public CurveTypes CurveType;
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private List<Vector2> calculatedPath;
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private List<Vector2> calculatedPath = new List<Vector2>();
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private List<double> cumulativeLength = new List<double>();
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private List<Vector2> calculateSubpath(List<Vector2> subpath)
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{
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@ -26,7 +30,7 @@ namespace osu.Game.Modes.Osu.Objects
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public void Calculate()
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{
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calculatedPath = new List<Vector2>();
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calculatedPath.Clear();
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// Sliders may consist of various subpaths separated by two consecutive vertices
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// with the same position. The following loop parses these subpaths and computes
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@ -48,20 +52,44 @@ namespace osu.Game.Modes.Osu.Objects
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subpath.Clear();
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}
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}
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cumulativeLength.Clear();
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cumulativeLength.Add(Length = 0);
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for (int i = 0; i < calculatedPath.Count - 1; ++i)
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{
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double d = (calculatedPath[i + 1] - calculatedPath[i]).Length;
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Debug.Assert(d >= 0, "Cumulative lengths have to be strictly increasing.");
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cumulativeLength.Add(Length += d);
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}
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}
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public Vector2 PositionAt(double progress)
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{
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progress = MathHelper.Clamp(progress, 0, 1);
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double index = progress * (calculatedPath.Count - 1);
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int flooredIndex = (int)index;
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double d = progress * Length;
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int i = cumulativeLength.BinarySearch(d);
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if (i < 0) i = ~i;
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Vector2 pos = calculatedPath[flooredIndex];
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if (index != flooredIndex)
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pos += (calculatedPath[flooredIndex + 1] - pos) * (float)(index - flooredIndex);
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if (i >= calculatedPath.Count)
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return calculatedPath.Last();
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return pos;
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if (i <= 0)
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return calculatedPath.First();
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Vector2 p0 = calculatedPath[i - 1];
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Vector2 p1 = calculatedPath[i];
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double d0 = cumulativeLength[i - 1];
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double d1 = cumulativeLength[i];
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// Avoid division by and almost-zero number in case two points are extremely close to each other.
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if (Precision.AlmostEquals(d0, d1))
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return p0;
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double w = (d - d0) / (d1 - d0);
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return p0 + (p1 - p0) * (float)w;
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}
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}
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}
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