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Implement performant Start/End progress for Path
using BBH
#6613
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turbedi
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Jul 15, 2025
@EVAST9919 did you happen to benchmark against existing code under similar scenarios? |
Good idea to compare overall time of arbitrary path creation, will do that |
I've updated the pr description to include that. |
Path
Path
using BBH
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Depends on:
Path
vertex distribution by merging segments within the same line #6603 (not really, I just started to build on top of that, actual diff is half the size)Path
#6630This pr is basically plug'n'play (all use cases are preserved), so even without proper osu-side integration of new start/end progress methods everything will work as expected (though with the additional cost of tree creation).
osu-side diff to enable new performant start/end progress
Start/End progress
To create a sub-path starting at progress we will do the following:
progress*total path distance
For end progress we are doing the same but from the right side.
This approach has additional benefit - we can copy all the segments of the path to the
DrawNode
once (after tree creation), and only change the range of segments to be drawn (replacing first and last segment to modified ones).Path.SetStartProgress
benchmarkpr: