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