use CannyFastMath in various places even where it might not be any different
also update a bunch of packages clean up redundant YamlDotNet references
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@@ -11,10 +11,10 @@
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</PropertyGroup>
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<Import Project="..\RobustToolbox\MSBuild\Robust.DefineConstants.targets" />
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<ItemGroup>
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<PackageReference Include="Nett" Version="0.13.0" />
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<PackageReference Include="Nett" Version="0.15.0" />
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<PackageReference Include="SixLabors.ImageSharp" Version="1.0.0-rc0002" />
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<PackageReference Include="SixLabors.ImageSharp.Drawing" Version="1.0.0-beta0009" />
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<PackageReference Include="YamlDotNet" Version="8.1.0" />
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<PackageReference Include="JetBrains.Annotations" Version="2020.1.0" PrivateAssets="All" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\RobustToolbox\Lidgren.Network\Lidgren.Network.csproj" />
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@@ -77,7 +77,7 @@ namespace Content.Client.GameObjects.Components.Power
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SolarControlConsoleBoundInterfaceState scc = (SolarControlConsoleBoundInterfaceState) state;
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_lastState = scc;
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_window.NotARadar.UpdateState(scc);
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_window.OutputPower.Text = ((int) Math.Floor(scc.OutputPower)).ToString();
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_window.OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
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_window.SunAngle.Text = FormatAngle(scc.TowardsSun);
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UpdateField(_window.PanelRotation, FormatAngle(scc.Rotation));
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UpdateField(_window.PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
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@@ -12,6 +12,9 @@ using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Advanced;
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using SixLabors.ImageSharp.PixelFormats;
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using Color = Robust.Shared.Maths.Color;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Client.Parallax
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{
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@@ -78,7 +81,7 @@ namespace Content.Client.Parallax
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private readonly NoiseGenerator.NoiseType NoiseType = NoiseGenerator.NoiseType.Fbm;
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private readonly uint Seed = 1234;
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private readonly float Persistence = 0.5f;
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private readonly float Lacunarity = (float) (Math.PI * 2 / 3);
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private readonly float Lacunarity = (float) (Math.TAU / 3);
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private readonly float Frequency = 1;
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private readonly uint Octaves = 3;
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private readonly float Threshold;
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@@ -179,12 +182,12 @@ namespace Content.Client.Parallax
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for (var x = 0; x < bitmap.Width; x++)
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{
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// Do noise calculations.
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var noiseVal = Math.Min(1, Math.Max(0, (noise.GetNoiseTiled(x, y) + 1) / 2));
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var noiseVal = MathF.Min(1, MathF.Max(0, (noise.GetNoiseTiled(x, y) + 1) / 2));
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// Threshold
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noiseVal = Math.Max(0, noiseVal - Threshold);
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noiseVal = MathF.Max(0, noiseVal - Threshold);
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noiseVal *= threshVal;
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noiseVal = (float) Math.Pow(noiseVal, powFactor);
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noiseVal = (float) MathF.Pow(noiseVal, powFactor);
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// Get colors based on noise values.
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var srcColor = Color.InterpolateBetween(OuterColor, InnerColor, noiseVal)
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@@ -215,7 +218,7 @@ namespace Content.Client.Parallax
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private readonly NoiseGenerator.NoiseType MaskNoiseType = NoiseGenerator.NoiseType.Fbm;
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private readonly uint MaskSeed = 1234;
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private readonly float MaskPersistence = 0.5f;
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private readonly float MaskLacunarity = (float) Math.PI * 2 / 3;
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private readonly float MaskLacunarity = (float) (Math.PI * 2 / 3);
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private readonly float MaskFrequency = 1;
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private readonly uint MaskOctaves = 3;
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private readonly float MaskThreshold;
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@@ -406,11 +409,11 @@ namespace Content.Client.Parallax
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var y = random.Next(0, buffer.Height);
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// Grab noise at this point.
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var noiseVal = Math.Min(1, Math.Max(0, (noise.GetNoiseTiled(x, y) + 1) / 2));
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var noiseVal = MathF.Min(1, MathF.Max(0, (noise.GetNoiseTiled(x, y) + 1) / 2));
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// Threshold
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noiseVal = Math.Max(0, noiseVal - MaskThreshold);
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noiseVal = MathF.Max(0, noiseVal - MaskThreshold);
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noiseVal *= threshVal;
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noiseVal = (float) Math.Pow(noiseVal, powFactor);
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noiseVal = (float) MathF.Pow(noiseVal, powFactor);
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var randomThresh = random.NextFloat();
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if (randomThresh > noiseVal)
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@@ -18,6 +18,9 @@ using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Client.State
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{
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@@ -6,6 +6,9 @@ using System;
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using Robust.Client.Graphics.Shaders;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Robust.Client.UserInterface.Controls
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{
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@@ -33,7 +36,7 @@ namespace Robust.Client.UserInterface.Controls
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{
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Color color;
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var lerp = 1f - Math.Abs(Progress); // for future bikeshedding purposes
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var lerp = 1f - MathF.Abs(Progress); // for future bikeshedding purposes
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if (Progress >= 0f)
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{
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@@ -42,7 +45,7 @@ namespace Robust.Client.UserInterface.Controls
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}
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else
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{
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var alpha = Math.Clamp(0.5f * lerp, 0f, 0.5f);
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var alpha = MathF.Clamp(0.5f * lerp, 0f, 0.5f);
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color = new Color(1f, 1f, 1f, alpha);
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}
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