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mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:57:36 +08:00

Apply fixes from original Triangles

This commit is contained in:
Andrei Zavatski 2022-11-16 15:02:09 +03:00
parent bda32d71bf
commit 109aa37dd8

View File

@ -27,6 +27,11 @@ namespace osu.Game.Graphics.Backgrounds
private const float base_velocity = 50;
private const int texture_height = 128;
/// <summary>
/// sqrt(3) / 2
/// </summary>
private const float equilateral_triangle_ratio = 0.866f;
private readonly Bindable<Color4> colourTop = new Bindable<Color4>(Color4.White);
private readonly Bindable<Color4> colourBottom = new Bindable<Color4>(Color4.Black);
@ -52,7 +57,13 @@ namespace osu.Game.Graphics.Backgrounds
/// </summary>
protected virtual float SpawnRatio => 1;
private float triangleScale = 1;
private readonly BindableFloat triangleScale = new BindableFloat(1f);
public float TriangleScale
{
get => triangleScale.Value;
set => triangleScale.Value = value;
}
/// <summary>
/// The relative velocity of the triangles. Default is 1.
@ -91,7 +102,7 @@ namespace osu.Game.Graphics.Backgrounds
colourTop.BindValueChanged(_ => updateTexture());
colourBottom.BindValueChanged(_ => updateTexture(), true);
addTriangles(true);
triangleScale.BindValueChanged(_ => Reset(), true);
}
private void updateTexture()
@ -116,23 +127,6 @@ namespace osu.Game.Graphics.Backgrounds
Invalidate(Invalidation.DrawNode);
}
public float TriangleScale
{
get => triangleScale;
set
{
float change = value / triangleScale;
triangleScale = value;
for (int i = 0; i < parts.Count; i++)
{
TriangleParticle newParticle = parts[i];
newParticle.Scale *= change;
parts[i] = newParticle;
}
}
}
protected override void Update()
{
base.Update();
@ -146,7 +140,7 @@ namespace osu.Game.Graphics.Backgrounds
// Since position is relative, the velocity needs to scale inversely with DrawHeight.
// Since we will later multiply by the scale of individual triangles we normalize by
// dividing by triangleScale.
float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * triangleScale);
float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * TriangleScale);
for (int i = 0; i < parts.Count; i++)
{
@ -157,7 +151,7 @@ namespace osu.Game.Graphics.Backgrounds
parts[i] = newParticle;
float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * 0.866f / DrawHeight;
float bottomPos = parts[i].Position.Y + triangle_size * parts[i].Scale * equilateral_triangle_ratio / DrawHeight;
if (bottomPos < 0)
parts.RemoveAt(i);
}
@ -183,9 +177,11 @@ namespace osu.Game.Graphics.Backgrounds
// Limited by the maximum size of QuadVertexBuffer for safety.
const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2);
AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (TriangleScale * TriangleScale) * SpawnRatio);
for (int i = 0; i < AimCount - parts.Count; i++)
int currentCount = parts.Count;
for (int i = 0; i < AimCount - currentCount; i++)
parts.Add(createTriangle(randomY));
}
@ -193,7 +189,16 @@ namespace osu.Game.Graphics.Backgrounds
{
TriangleParticle particle = CreateTriangle();
particle.Position = new Vector2(nextRandom(), randomY ? nextRandom() : 1);
float y = 1;
if (randomY)
{
// since triangles are drawn from the top - allow them to be positioned a bit above the screen
float maxOffset = triangle_size * particle.Scale * equilateral_triangle_ratio / DrawHeight;
y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f);
}
particle.Position = new Vector2(nextRandom(), y);
return particle;
}
@ -210,7 +215,7 @@ namespace osu.Game.Graphics.Backgrounds
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)
float scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
float scale = Math.Max(TriangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
return new TriangleParticle { Scale = scale };
}
@ -262,7 +267,7 @@ namespace osu.Game.Graphics.Backgrounds
foreach (TriangleParticle particle in parts)
{
var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * 0.866f);
var offset = triangle_size * new Vector2(particle.Scale * 0.5f, particle.Scale * equilateral_triangle_ratio);
Vector2 topLeft = particle.Position * size + new Vector2(-offset.X, 0f);
Vector2 topRight = particle.Position * size + new Vector2(offset.X, 0);