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Add further abstraction to Sliders/IHasCurve.
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@ -72,7 +72,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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AddNested(initialCircle);
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var repeatDuration = s.Curve.Length / s.Velocity;
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var repeatDuration = s.Curve.Distance / s.Velocity;
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foreach (var tick in s.Ticks)
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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@ -104,7 +104,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int repeat = slider.RepeatAt(progress);
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progress = slider.CurveProgressAt(progress);
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progress = slider.ProgressAt(progress);
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if (repeat > currentRepeat)
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{
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@ -8,40 +8,30 @@ using osu.Game.Beatmaps.Timing;
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using osu.Game.Modes.Objects.Types;
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using System;
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using System.Collections.Generic;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Osu.Objects
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{
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public class Slider : OsuHitObject, IHasEndTime, IHasCurve, IHasDistance, IHasRepeats
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public class Slider : OsuHitObject, IHasCurve
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{
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public double EndTime => StartTime + RepeatCount * Curve.Length / Velocity;
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public IHasCurve CurveObject { get; set; }
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public SliderCurve Curve => CurveObject.Curve;
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public double EndTime => StartTime + RepeatCount * Curve.Distance / Velocity;
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public double Duration => EndTime - StartTime;
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public override Vector2 EndPosition => PositionAt(1);
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/// <summary>
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/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the slider)
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/// to 1 (end of the slider). This includes repeat logic.
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/// </summary>
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/// <param name="progress">Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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/// <returns></returns>
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public Vector2 PositionAt(double progress) => Curve.PositionAt(CurveProgressAt(progress));
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public Vector2 PositionAt(double progress) => CurveObject.PositionAt(progress);
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public double ProgressAt(double progress) => CurveObject.ProgressAt(progress);
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public int RepeatAt(double progress) => CurveObject.RepeatAt(progress);
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/// <summary>
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/// Find the current progress along the curve, accounting for repeat logic.
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/// </summary>
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public double CurveProgressAt(double progress)
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{
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var p = progress * RepeatCount % 1;
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if (RepeatAt(progress) % 2 == 1)
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p = 1 - p;
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return p;
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}
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public List<Vector2> ControlPoints => CurveObject.ControlPoints;
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public CurveType CurveType => CurveObject.CurveType;
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public double Distance => CurveObject.Distance;
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/// <summary>
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/// Determine which repeat of the slider we are on at a given progress.
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/// Range is 0..RepeatCount where 0 is the first run.
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/// </summary>
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public int RepeatAt(double progress) => (int)(progress * RepeatCount);
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public int RepeatCount => CurveObject.RepeatCount;
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private int stackHeight;
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public override int StackHeight
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@ -54,24 +44,6 @@ namespace osu.Game.Modes.Osu.Objects
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}
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}
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public List<Vector2> ControlPoints
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{
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get { return Curve.ControlPoints; }
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set { Curve.ControlPoints = value; }
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}
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public double Distance
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{
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get { return Curve.Length; }
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set { Curve.Length = value; }
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}
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public CurveType CurveType
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{
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get { return Curve.CurveType; }
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set { Curve.CurveType = value; }
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}
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public double Velocity;
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public double TickDistance;
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@ -90,17 +62,13 @@ namespace osu.Game.Modes.Osu.Objects
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TickDistance = baseVelocity / baseDifficulty.SliderTickRate;
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}
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public int RepeatCount { get; set; } = 1;
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internal readonly SliderCurve Curve = new SliderCurve();
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public IEnumerable<SliderTick> Ticks
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{
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get
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{
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if (TickDistance == 0) yield break;
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var length = Curve.Length;
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var length = Curve.Distance;
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var tickDistance = Math.Min(TickDistance, length);
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var repeatDuration = length / Velocity;
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@ -1,203 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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 osu.Framework.MathUtils;
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using osu.Game.Modes.Objects.Types;
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namespace osu.Game.Modes.Osu.Objects
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{
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public class SliderCurve
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{
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public double Length;
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public List<Vector2> ControlPoints;
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public CurveType CurveType = CurveType.PerfectCurve;
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public Vector2 Offset;
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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> subControlPoints)
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{
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switch (CurveType)
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{
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case CurveType.Linear:
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return subControlPoints;
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case CurveType.PerfectCurve:
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//we can only use CircularArc iff we have exactly three control points and no dissection.
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if (ControlPoints.Count != 3 || subControlPoints.Count != 3)
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break;
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// Here we have exactly 3 control points. Attempt to fit a circular arc.
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List<Vector2> subpath = new CircularArcApproximator(subControlPoints[0], subControlPoints[1], subControlPoints[2]).CreateArc();
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// If for some reason a circular arc could not be fit to the 3 given points, fall back to a numerically stable bezier approximation.
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if (subpath.Count == 0)
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break;
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return subpath;
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}
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return new BezierApproximator(subControlPoints).CreateBezier();
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}
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private void calculatePath()
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{
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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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// their shape independently, consecutively appending them to calculatedPath.
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List<Vector2> subControlPoints = new List<Vector2>();
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for (int i = 0; i < ControlPoints.Count; ++i)
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{
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subControlPoints.Add(ControlPoints[i]);
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if (i == ControlPoints.Count - 1 || ControlPoints[i] == ControlPoints[i + 1])
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{
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List<Vector2> subpath = calculateSubpath(subControlPoints);
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foreach (Vector2 t in subpath)
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if (calculatedPath.Count == 0 || calculatedPath.Last() != t)
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calculatedPath.Add(t);
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subControlPoints.Clear();
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}
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}
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}
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private void calculateCumulativeLengthAndTrimPath()
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{
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double l = 0;
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cumulativeLength.Clear();
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cumulativeLength.Add(l);
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for (int i = 0; i < calculatedPath.Count - 1; ++i)
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{
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Vector2 diff = calculatedPath[i + 1] - calculatedPath[i];
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double d = diff.Length;
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// Shorten slider curves that are too long compared to what's
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// in the .osu file.
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if (Length - l < d)
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{
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calculatedPath[i + 1] = calculatedPath[i] + diff * (float)((Length - l) / d);
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calculatedPath.RemoveRange(i + 2, calculatedPath.Count - 2 - i);
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l = Length;
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cumulativeLength.Add(l);
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break;
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}
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l += d;
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cumulativeLength.Add(l);
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}
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//TODO: Figure out if the following code is needed in some cases. Judging by the map
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// "Transform" http://osu.ppy.sh/s/484689 it seems like we should _not_ be doing this.
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// Lengthen slider curves that are too short compared to what's
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// in the .osu file.
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/*if (l < Length && calculatedPath.Count > 1)
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{
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Vector2 diff = calculatedPath[calculatedPath.Count - 1] - calculatedPath[calculatedPath.Count - 2];
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double d = diff.Length;
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if (d <= 0)
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return;
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calculatedPath[calculatedPath.Count - 1] += diff * (float)((Length - l) / d);
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cumulativeLength[calculatedPath.Count - 1] = Length;
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}*/
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}
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public void Calculate()
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{
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calculatePath();
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calculateCumulativeLengthAndTrimPath();
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}
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private int indexOfDistance(double d)
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{
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int i = cumulativeLength.BinarySearch(d);
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if (i < 0) i = ~i;
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return i;
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}
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private double progressToDistance(double progress)
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{
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return MathHelper.Clamp(progress, 0, 1) * Length;
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}
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private Vector2 interpolateVertices(int i, double d)
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{
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if (calculatedPath.Count == 0)
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return Vector2.Zero;
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if (i <= 0)
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return calculatedPath.First();
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else if (i >= calculatedPath.Count)
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return calculatedPath.Last();
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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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/// <summary>
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/// Computes the slider curve until a given progress that ranges from 0 (beginning of the slider)
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/// to 1 (end of the slider) and stores the generated path in the given list.
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/// </summary>
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/// <param name="path">The list to be filled with the computed curve.</param>
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/// <param name="p0">Start progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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/// <param name="p1">End progress. Ranges from 0 (beginning of the slider) to 1 (end of the slider).</param>
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public void GetPathToProgress(List<Vector2> path, double p0, double p1)
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{
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if (calculatedPath.Count == 0 && ControlPoints.Count > 0)
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Calculate();
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double d0 = progressToDistance(p0);
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double d1 = progressToDistance(p1);
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path.Clear();
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int i = 0;
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for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i) { }
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path.Add(interpolateVertices(i, d0) + Offset);
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for (; i < calculatedPath.Count && cumulativeLength[i] <= d1; ++i)
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path.Add(calculatedPath[i] + Offset);
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path.Add(interpolateVertices(i, d1) + Offset);
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}
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/// <summary>
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/// Computes the position on the slider at a given progress that ranges from 0 (beginning of the curve)
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/// to 1 (end of the curve).
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/// </summary>
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/// <param name="progress">Ranges from 0 (beginning of the curve) to 1 (end of the curve).</param>
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/// <returns></returns>
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public Vector2 PositionAt(double progress)
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{
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if (calculatedPath.Count == 0 && ControlPoints.Count > 0)
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Calculate();
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double d = progressToDistance(progress);
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return interpolateVertices(indexOfDistance(d), d) + Offset;
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}
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}
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}
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