diff --git a/osu.Game/Rulesets/Objects/SliderPathExtensions.cs b/osu.Game/Rulesets/Objects/SliderPathExtensions.cs
index a312f872b8..2c8a6393af 100644
--- a/osu.Game/Rulesets/Objects/SliderPathExtensions.cs
+++ b/osu.Game/Rulesets/Objects/SliderPathExtensions.cs
@@ -4,6 +4,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Utils;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects.Types;
@@ -30,31 +31,40 @@ namespace osu.Game.Rulesets.Objects
public static void Reverse(this SliderPath sliderPath, out Vector2 positionalOffset)
{
var controlPoints = sliderPath.ControlPoints;
+ var originalControlPointTypes = controlPoints.Select(p => p.Type).ToArray();
+
+ controlPoints[0].Type ??= PathType.Linear;
+
+ // Inherited points after a linear point should be treated as linear points.
+ controlPoints.Where(p => sliderPath.PointsInSegment(p)[0].Type == PathType.Linear).ForEach(p => p.Type = PathType.Linear);
+
double[] segmentEnds = sliderPath.GetSegmentEnds().ToArray();
double[] distinctSegmentEnds = segmentEnds.Distinct().ToArray();
// Remove control points at the end which do not affect the visual slider path ("invisible" control points).
- if (segmentEnds[^1] == segmentEnds[^2] && distinctSegmentEnds.Length > 1)
+ if (Math.Abs(segmentEnds[^1] - segmentEnds[^2]) < 1e-10 && distinctSegmentEnds.Length > 1)
{
int numVisibleSegments = distinctSegmentEnds.Length - 2;
var nonInheritedControlPoints = controlPoints.Where(p => p.Type is not null).ToList();
- var lastVisibleControlPoint = nonInheritedControlPoints[numVisibleSegments];
- int lastVisibleControlPointIndex = controlPoints.IndexOf(lastVisibleControlPoint);
+ int lastVisibleControlPointIndex = controlPoints.IndexOf(nonInheritedControlPoints[numVisibleSegments]);
- if (controlPoints.Count > lastVisibleControlPointIndex + 1)
+ // Make sure to include all inherited control points directly after the last visible non-inherited control point.
+ while (lastVisibleControlPointIndex + 1 < controlPoints.Count)
{
- // Make sure to include all inherited control points directly after the last visible non-inherited control point.
- do
- {
- lastVisibleControlPointIndex++;
- } while (lastVisibleControlPointIndex + 1 < controlPoints.Count && controlPoints[lastVisibleControlPointIndex].Type is null);
+ lastVisibleControlPointIndex++;
+
+ if (controlPoints[lastVisibleControlPointIndex].Type is not null)
+ break;
}
// Remove all control points after the first invisible non-inherited control point.
controlPoints.RemoveRange(lastVisibleControlPointIndex + 1, controlPoints.Count - lastVisibleControlPointIndex - 1);
}
+ // Restore original control point types.
+ controlPoints.Zip(originalControlPointTypes).ForEach(x => x.First.Type = x.Second);
+
// Recalculate perfect curve at the end of the slider path.
if (controlPoints.Count >= 3 && controlPoints[^3].Type == PathType.PerfectCurve && controlPoints[^2].Type is null && distinctSegmentEnds.Length > 1)
{
@@ -75,12 +85,20 @@ namespace osu.Game.Rulesets.Objects
controlPoints[^2].Position = newCircleArcPath[newCircleArcPath.Count / 2];
}
- // Reverse the control points.
+ sliderPath.reverseControlPoints(out positionalOffset);
+ }
- var points = controlPoints.ToArray();
+ ///
+ /// Reverses the order of the provided 's s.
+ ///
+ /// The .
+ /// The positional offset of the resulting path. It should be added to the start position of this path.
+ private static void reverseControlPoints(this SliderPath sliderPath, out Vector2 positionalOffset)
+ {
+ var points = sliderPath.ControlPoints.ToArray();
positionalOffset = sliderPath.PositionAt(1);
- controlPoints.Clear();
+ sliderPath.ControlPoints.Clear();
PathType? lastType = null;
@@ -98,7 +116,7 @@ namespace osu.Game.Rulesets.Objects
else if (p.Type != null)
(p.Type, lastType) = (lastType, p.Type);
- controlPoints.Insert(0, p);
+ sliderPath.ControlPoints.Insert(0, p);
}
}
}