Avoid rapid triangle repositioning during editor slider placement

This commit is contained in:
Dean Herbert 2020-10-02 01:48:41 +09:00
parent e2934dff0e
commit dde7f706aa
3 changed files with 21 additions and 8 deletions

View File

@ -6,6 +6,7 @@
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
@ -25,7 +26,7 @@ public CirclePiece()
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
private void load(TextureStore textures, DrawableHitObject drawableHitObject)
{
InternalChildren = new Drawable[]
{
@ -35,7 +36,7 @@ private void load(TextureStore textures)
Origin = Anchor.Centre,
Texture = textures.Get(@"Gameplay/osu/disc"),
},
new TrianglesPiece
new TrianglesPiece((int)drawableHitObject.HitObject.StartTime)
{
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,

View File

@ -11,7 +11,8 @@ public class TrianglesPiece : Triangles
protected override bool CreateNewTriangles => false;
protected override float SpawnRatio => 0.5f;
public TrianglesPiece()
public TrianglesPiece(int? seed = null)
: base(seed)
{
TriangleScale = 1.2f;
HideAlphaDiscrepancies = false;

View File

@ -86,13 +86,24 @@ public Color4 ColourDark
/// </summary>
public float Velocity = 1;
private readonly Random stableRandom;
private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle());
private readonly SortedList<TriangleParticle> parts = new SortedList<TriangleParticle>(Comparer<TriangleParticle>.Default);
private IShader shader;
private readonly Texture texture;
public Triangles()
/// <summary>
/// Construct a new triangle visualisation.
/// </summary>
/// <param name="seed">An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time.</param>
public Triangles(int? seed = null)
{
if (seed != null)
stableRandom = new Random(seed.Value);
texture = Texture.WhitePixel;
}
@ -175,8 +186,8 @@ private TriangleParticle createTriangle(bool randomY)
{
TriangleParticle particle = CreateTriangle();
particle.Position = new Vector2(RNG.NextSingle(), randomY ? RNG.NextSingle() : 1);
particle.ColourShade = RNG.NextSingle();
particle.Position = new Vector2(nextRandom(), randomY ? nextRandom() : 1);
particle.ColourShade = nextRandom();
particle.Colour = CreateTriangleShade(particle.ColourShade);
return particle;
@ -191,8 +202,8 @@ protected virtual TriangleParticle CreateTriangle()
const float std_dev = 0.16f;
const float mean = 0.5f;
float u1 = 1 - RNG.NextSingle(); //uniform(0,1] random floats
float u2 = 1 - RNG.NextSingle();
float u1 = 1 - nextRandom(); //uniform(0,1] random floats
float u2 = 1 - nextRandom();
float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1)
var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)