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Fix linear sliders sometimes being reversed incorrectly
Extract control point reversing to separate method
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@ -4,6 +4,7 @@
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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.Extensions.IEnumerableExtensions;
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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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@ -30,31 +31,40 @@ namespace osu.Game.Rulesets.Objects
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public static void Reverse(this SliderPath sliderPath, out Vector2 positionalOffset)
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{
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var controlPoints = sliderPath.ControlPoints;
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var originalControlPointTypes = controlPoints.Select(p => p.Type).ToArray();
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controlPoints[0].Type ??= PathType.Linear;
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// Inherited points after a linear point should be treated as linear points.
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controlPoints.Where(p => sliderPath.PointsInSegment(p)[0].Type == PathType.Linear).ForEach(p => p.Type = PathType.Linear);
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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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if (Math.Abs(segmentEnds[^1] - segmentEnds[^2]) < 1e-10 && 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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int lastVisibleControlPointIndex = controlPoints.IndexOf(nonInheritedControlPoints[numVisibleSegments]);
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if (controlPoints.Count > lastVisibleControlPointIndex + 1)
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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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while (lastVisibleControlPointIndex + 1 < controlPoints.Count)
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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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lastVisibleControlPointIndex++;
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if (controlPoints[lastVisibleControlPointIndex].Type is not null)
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break;
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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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// Restore original control point types.
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controlPoints.Zip(originalControlPointTypes).ForEach(x => x.First.Type = x.Second);
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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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@ -75,12 +85,20 @@ namespace osu.Game.Rulesets.Objects
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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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sliderPath.reverseControlPoints(out positionalOffset);
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}
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var points = controlPoints.ToArray();
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/// <summary>
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/// Reverses the order of the provided <see cref="SliderPath"/>'s <see cref="PathControlPoint"/>s.
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/// </summary>
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/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
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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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private static void reverseControlPoints(this SliderPath sliderPath, out Vector2 positionalOffset)
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{
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var points = sliderPath.ControlPoints.ToArray();
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positionalOffset = sliderPath.PositionAt(1);
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controlPoints.Clear();
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sliderPath.ControlPoints.Clear();
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PathType? lastType = null;
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@ -98,7 +116,7 @@ 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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controlPoints.Insert(0, p);
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sliderPath.ControlPoints.Insert(0, p);
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}
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}
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}
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