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https://github.com/ppy/osu
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Use StatelessRNG
for smoke rotation
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parent
310588ad94
commit
029f896db8
@ -14,6 +14,7 @@ using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Graphics;
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@ -185,6 +186,8 @@ namespace osu.Game.Rulesets.Osu.Skinning
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private float radius;
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private Vector2 drawSize;
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private Texture? texture;
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private int rotationSeed;
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private int rotationIndex;
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// anim calculation vars (color, scale, direction)
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private double initialFadeOutDurationTrunc;
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@ -194,8 +197,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
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private double reFadeInTime;
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private double finalFadeOutTime;
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private Random rotationRNG = new Random();
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public SmokeDrawNode(ITexturedShaderDrawable source)
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: base(source)
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{
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@ -216,6 +217,8 @@ namespace osu.Game.Rulesets.Osu.Skinning
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SmokeEndTime = Source.smokeEndTime;
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CurrentTime = Source.Clock.CurrentTime;
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rotationSeed = Source.rotationSeed;
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initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime);
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firstVisiblePointTime = SmokeEndTime - initialFadeOutDurationTrunc;
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@ -231,7 +234,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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if (points.Count == 0)
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return;
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rotationRNG = new Random(Source.rotationSeed);
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rotationIndex = rotationSeed;
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quadBatch ??= renderer.CreateQuadBatch<TexturedVertex2D>(max_point_count / 10, 10);
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texture ??= renderer.WhitePixel;
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@ -311,7 +314,11 @@ namespace osu.Game.Rulesets.Osu.Skinning
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return new Vector2(MathF.Sin(angle), -MathF.Cos(angle));
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}
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private float nextRotation() => max_rotation * ((float)rotationRNG.NextDouble() * 2 - 1);
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private float nextRotation()
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{
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rotationIndex++;
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return max_rotation * (StatelessRNG.NextSingle(rotationIndex) * 2 - 1);
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}
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private void drawPointQuad(SmokePoint point, RectangleF textureRect)
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{
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