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536 lines
19 KiB
C#
536 lines
19 KiB
C#
// 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.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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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;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public partial class SliderPlacementBlueprint : HitObjectPlacementBlueprint
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{
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public new Slider HitObject => (Slider)base.HitObject;
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private SliderBodyPiece bodyPiece = null!;
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private HitCirclePiece headCirclePiece = null!;
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private HitCirclePiece tailCirclePiece = null!;
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private PathControlPointVisualiser<Slider> controlPointVisualiser = null!;
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private InputManager inputManager = null!;
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private PathControlPoint? cursor;
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private SliderPlacementState state;
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private PathControlPoint segmentStart;
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private int currentSegmentLength;
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private bool usingCustomSegmentType;
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[Resolved]
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private IPositionSnapProvider? positionSnapProvider { get; set; }
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[Resolved]
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private IDistanceSnapProvider? distanceSnapProvider { get; set; }
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[Resolved]
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private FreehandSliderToolboxGroup? freehandToolboxGroup { get; set; }
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private readonly IncrementalBSplineBuilder bSplineBuilder = new IncrementalBSplineBuilder { Degree = 4 };
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protected override bool IsValidForPlacement => HitObject.Path.HasValidLength;
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public SliderPlacementBlueprint()
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: base(new Slider())
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{
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RelativeSizeAxes = Axes.Both;
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HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.LINEAR));
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currentSegmentLength = 1;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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bodyPiece = new SliderBodyPiece(),
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headCirclePiece = new HitCirclePiece(),
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tailCirclePiece = new HitCirclePiece(),
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controlPointVisualiser = new PathControlPointVisualiser<Slider>(HitObject, false)
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};
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state = SliderPlacementState.Initial;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager()!;
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if (freehandToolboxGroup != null)
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{
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freehandToolboxGroup.Tolerance.BindValueChanged(e =>
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{
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bSplineBuilder.Tolerance = e.NewValue;
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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freehandToolboxGroup.CornerThreshold.BindValueChanged(e =>
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{
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bSplineBuilder.CornerThreshold = e.NewValue;
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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freehandToolboxGroup.CircleThreshold.BindValueChanged(e =>
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{
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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}
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}
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; } = null!;
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public override void UpdateTimeAndPosition(SnapResult result)
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{
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base.UpdateTimeAndPosition(result);
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switch (state)
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{
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case SliderPlacementState.Initial:
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BeginPlacement();
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double? nearestSliderVelocity = (editorBeatmap
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.HitObjects
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.LastOrDefault(h => h is Slider && h.GetEndTime() < HitObject.StartTime) as Slider)?.SliderVelocityMultiplier;
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HitObject.SliderVelocityMultiplier = nearestSliderVelocity ?? 1;
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HitObject.Position = ToLocalSpace(result.ScreenSpacePosition);
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// Replacing the DifficultyControlPoint above doesn't trigger any kind of invalidation.
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// Without re-applying defaults, velocity won't be updated.
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ApplyDefaultsToHitObject();
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break;
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case SliderPlacementState.ControlPoints:
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updateCursor();
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break;
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}
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (e.Button != MouseButton.Left)
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return base.OnMouseDown(e);
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switch (state)
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{
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case SliderPlacementState.Initial:
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beginCurve();
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break;
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case SliderPlacementState.ControlPoints:
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if (canPlaceNewControlPoint(out var lastPoint))
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placeNewControlPoint();
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else if (lastPoint != null)
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beginNewSegment(lastPoint);
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break;
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}
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return true;
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}
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private void beginNewSegment(PathControlPoint lastPoint)
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{
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segmentStart = lastPoint;
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segmentStart.Type = PathType.LINEAR;
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currentSegmentLength = 1;
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usingCustomSegmentType = false;
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}
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (e.Button != MouseButton.Left)
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return base.OnDragStart(e);
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if (state != SliderPlacementState.ControlPoints)
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return base.OnDragStart(e);
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// Only enter drawing mode if no additional control points have been placed.
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int controlPointCount = HitObject.Path.ControlPoints.Count;
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if (controlPointCount > 2 || (controlPointCount == 2 && HitObject.Path.ControlPoints.Last() != cursor))
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return base.OnDragStart(e);
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bSplineBuilder.AddLinearPoint(Vector2.Zero);
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bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMouseDownPosition) - HitObject.Position);
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state = SliderPlacementState.Drawing;
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return true;
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}
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protected override void OnDrag(DragEvent e)
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{
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base.OnDrag(e);
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if (state == SliderPlacementState.Drawing)
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{
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bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMousePosition) - HitObject.Position);
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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base.OnDragEnd(e);
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if (state == SliderPlacementState.Drawing)
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{
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bSplineBuilder.Finish();
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updateSliderPathFromBSplineBuilder();
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// Change the state so it will snap the expected distance in endCurve.
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state = SliderPlacementState.Finishing;
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endCurve();
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}
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (state == SliderPlacementState.ControlPoints && e.Button == MouseButton.Right)
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endCurve();
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base.OnMouseUp(e);
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}
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private static readonly PathType[] path_types =
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[
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PathType.LINEAR,
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PathType.BEZIER,
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PathType.PERFECT_CURVE,
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PathType.BSpline(4),
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];
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Repeat)
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return false;
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if (state != SliderPlacementState.ControlPoints)
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return false;
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switch (e.Key)
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{
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case Key.S:
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{
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if (!canPlaceNewControlPoint(out _))
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return false;
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placeNewControlPoint();
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var last = HitObject.Path.ControlPoints.Last(p => p != cursor);
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beginNewSegment(last);
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return true;
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}
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case Key.Number1:
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case Key.Number2:
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case Key.Number3:
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case Key.Number4:
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{
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if (!e.AltPressed)
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return false;
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usingCustomSegmentType = true;
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segmentStart.Type = path_types[e.Key - Key.Number1];
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controlPointVisualiser.EnsureValidPathTypes();
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return true;
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}
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case Key.Tab:
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{
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usingCustomSegmentType = true;
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int currentTypeIndex = segmentStart.Type.HasValue ? Array.IndexOf(path_types, segmentStart.Type.Value) : -1;
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if (currentTypeIndex < 0 && e.ShiftPressed)
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currentTypeIndex = 0;
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do
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{
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currentTypeIndex = (path_types.Length + currentTypeIndex + (e.ShiftPressed ? -1 : 1)) % path_types.Length;
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segmentStart.Type = path_types[currentTypeIndex];
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controlPointVisualiser.EnsureValidPathTypes();
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} while (segmentStart.Type != path_types[currentTypeIndex]);
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return true;
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}
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}
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return false;
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}
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protected override void Update()
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{
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base.Update();
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updateSlider();
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// Maintain the path type in case it got defaulted to bezier at some point during the drag.
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updatePathType();
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}
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private void beginCurve()
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{
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BeginPlacement(commitStart: true);
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state = SliderPlacementState.ControlPoints;
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}
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private void endCurve()
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{
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updateSlider();
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EndPlacement(true);
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}
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private void updatePathType()
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{
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if (usingCustomSegmentType)
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{
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controlPointVisualiser.EnsureValidPathTypes();
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return;
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}
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if (state == SliderPlacementState.Drawing)
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{
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segmentStart.Type = PathType.BSpline(4);
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return;
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}
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switch (currentSegmentLength)
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{
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case 1:
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case 2:
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segmentStart.Type = PathType.LINEAR;
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break;
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case 3:
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segmentStart.Type = PathType.PERFECT_CURVE;
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break;
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default:
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segmentStart.Type = PathType.BEZIER;
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break;
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}
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controlPointVisualiser.EnsureValidPathTypes();
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}
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private void updateCursor()
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{
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if (canPlaceNewControlPoint(out _))
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{
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// The cursor does not overlap a previous control point, so it can be added if not already existing.
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if (cursor == null)
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{
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HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = Vector2.Zero });
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// The path type should be adjusted in the progression of updatePathType() (LINEAR -> PC -> BEZIER).
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currentSegmentLength++;
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updatePathType();
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}
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// Update the cursor position.
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cursor.Position = getCursorPosition();
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}
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else if (cursor != null)
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{
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// The cursor overlaps a previous control point, so it's removed.
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HitObject.Path.ControlPoints.Remove(cursor);
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cursor = null;
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// The path type should be adjusted in the reverse progression of updatePathType() (BEZIER -> PC -> LINEAR).
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currentSegmentLength--;
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updatePathType();
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}
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}
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private Vector2 getCursorPosition()
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{
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var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All);
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return ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position;
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}
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/// <summary>
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/// Whether a new control point can be placed at the current mouse position.
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/// </summary>
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/// <param name="lastPoint">The last-placed control point. May be null, but is not null if <c>false</c> is returned.</param>
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/// <returns>Whether a new control point can be placed at the current position.</returns>
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private bool canPlaceNewControlPoint(out PathControlPoint? lastPoint)
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{
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// We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point.
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var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
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var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last);
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lastPoint = last;
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// We may only place a new control point if the cursor is not overlapping with the last control point.
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// If snapping is enabled, the cursor may not hover the last piece while still placing the control point at the same position.
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return !lastPiece.IsHovered && (last is null || Vector2.DistanceSquared(last.Position, getCursorPosition()) > 1f);
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}
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private void placeNewControlPoint()
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{
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// Place a new point by detatching the current cursor.
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updateCursor();
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cursor = null;
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}
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private void updateSlider()
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{
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if (state == SliderPlacementState.Drawing)
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HitObject.Path.ExpectedDistance.Value = (float)HitObject.Path.CalculatedDistance;
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else
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HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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tailCirclePiece.UpdateFrom(HitObject.TailCircle);
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}
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private void updateSliderPathFromBSplineBuilder()
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{
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IReadOnlyList<List<Vector2>> builderPoints = bSplineBuilder.ControlPoints;
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if (builderPoints.Count == 0 || builderPoints[0].Count == 0)
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return;
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HitObject.Path.ControlPoints.Clear();
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// Iterate through generated segments and adding non-inheriting path types where appropriate.
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for (int i = 0; i < builderPoints.Count; i++)
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{
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bool isLastSegment = i == builderPoints.Count - 1;
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var segment = builderPoints[i];
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if (segment.Count == 0)
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continue;
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// Replace this segment with a circular arc if it is a reasonable substitute.
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var circleArcSegment = tryCircleArc(segment);
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if (circleArcSegment != null)
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{
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HitObject.Path.ControlPoints.Add(new PathControlPoint(circleArcSegment[0], PathType.PERFECT_CURVE));
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HitObject.Path.ControlPoints.Add(new PathControlPoint(circleArcSegment[1]));
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}
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else
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{
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HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[0], PathType.BSpline(4)));
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for (int j = 1; j < segment.Count - 1; j++)
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HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[j]));
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}
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if (isLastSegment)
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HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[^1]));
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}
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}
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private Vector2[]? tryCircleArc(List<Vector2> segment)
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{
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if (segment.Count < 3 || freehandToolboxGroup?.CircleThreshold.Value == 0) return null;
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// Assume the segment creates a reasonable circular arc and then check if it reasonable
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var points = PathApproximator.BSplineToPiecewiseLinear(segment.ToArray(), bSplineBuilder.Degree);
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var circleArcControlPoints = new[] { points[0], points[points.Count / 2], points[^1] };
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var circleArc = new CircularArcProperties(circleArcControlPoints);
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if (!circleArc.IsValid) return null;
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double length = circleArc.ThetaRange * circleArc.Radius;
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if (length > 1000) return null;
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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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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 vec2 = point - lastPoint.Value;
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if (lastVec2.HasValue)
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{
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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 dir2 = Math.Sign(angle);
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if (dir2 == 0)
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continue;
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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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lastDir2 = dir2;
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}
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lastVec2 = vec2;
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}
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lastPoint = point;
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}
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loss /= points.Count;
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return loss > freehandToolboxGroup?.CircleThreshold.Value || totalWinding > MathHelper.TwoPi ? null : circleArcControlPoints;
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}
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private enum SliderPlacementState
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{
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Initial,
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ControlPoints,
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Drawing,
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Finishing
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}
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}
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}
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