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Mode -> Ruleset.
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osu.Game/Rulesets/Objects/CircularArcApproximator.cs
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99
osu.Game/Rulesets/Objects/CircularArcApproximator.cs
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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;
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using System.Collections.Generic;
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using osu.Framework.MathUtils;
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using OpenTK;
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namespace osu.Game.Rulesets.Objects
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{
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public class CircularArcApproximator
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{
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private readonly Vector2 a;
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private readonly Vector2 b;
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private readonly Vector2 c;
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private int amountPoints;
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private const float tolerance = 0.1f;
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public CircularArcApproximator(Vector2 a, Vector2 b, Vector2 c)
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{
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this.a = a;
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this.b = b;
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this.c = c;
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}
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/// <summary>
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/// Creates a piecewise-linear approximation of a circular arc curve.
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/// </summary>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> CreateArc()
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{
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float aSq = (b - c).LengthSquared;
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float bSq = (a - c).LengthSquared;
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float cSq = (a - b).LengthSquared;
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// If we have a degenerate triangle where a side-length is almost zero, then give up and fall
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// back to a more numerically stable method.
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if (Precision.AlmostEquals(aSq, 0) || Precision.AlmostEquals(bSq, 0) || Precision.AlmostEquals(cSq, 0))
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return new List<Vector2>();
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float s = aSq * (bSq + cSq - aSq);
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float t = bSq * (aSq + cSq - bSq);
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float u = cSq * (aSq + bSq - cSq);
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float sum = s + t + u;
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// If we have a degenerate triangle with an almost-zero size, then give up and fall
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// back to a more numerically stable method.
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if (Precision.AlmostEquals(sum, 0))
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return new List<Vector2>();
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Vector2 centre = (s * a + t * b + u * c) / sum;
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Vector2 dA = a - centre;
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Vector2 dC = c - centre;
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float r = dA.Length;
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double thetaStart = Math.Atan2(dA.Y, dA.X);
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double thetaEnd = Math.Atan2(dC.Y, dC.X);
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while (thetaEnd < thetaStart)
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thetaEnd += 2 * Math.PI;
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double dir = 1;
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double thetaRange = thetaEnd - thetaStart;
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// Decide in which direction to draw the circle, depending on which side of
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// AC B lies.
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Vector2 orthoAtoC = c - a;
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orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X);
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if (Vector2.Dot(orthoAtoC, b - a) < 0)
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{
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dir = -dir;
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thetaRange = 2 * Math.PI - thetaRange;
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}
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// We select the amount of points for the approximation by requiring the discrete curvature
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// to be smaller than the provided tolerance. The exact angle required to meet the tolerance
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// is: 2 * Math.Acos(1 - TOLERANCE / r)
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// The special case is required for extremely short sliders where the radius is smaller than
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// the tolerance. This is a pathological rather than a realistic case.
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amountPoints = 2 * r <= tolerance ? 2 : Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
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List<Vector2> output = new List<Vector2>(amountPoints);
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for (int i = 0; i < amountPoints; ++i)
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{
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double fract = (double)i / (amountPoints - 1);
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double theta = thetaStart + dir * fract * thetaRange;
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Vector2 o = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * r;
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output.Add(centre + o);
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}
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return output;
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}
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}
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}
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