Remove CannyFastMath.
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@@ -141,7 +141,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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const float xOffset = 0.0f;
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// Overkill but easy to adjust if you want to mess around with the design
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var result = (float) Math.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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var result = (float) FloatMath.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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DebugTools.Assert(!float.IsNaN(result));
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return result;
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}
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@@ -12,9 +12,6 @@ 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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@@ -81,7 +78,7 @@ 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.TAU / 3);
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private readonly float Lacunarity = (float) (Math.PI / 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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@@ -20,9 +20,6 @@ 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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@@ -6,9 +6,6 @@ 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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@@ -45,7 +42,7 @@ namespace Robust.Client.UserInterface.Controls
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}
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else
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{
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var alpha = MathF.Clamp(0.5f * lerp, 0f, 0.5f);
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var alpha = FloatMath.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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@@ -2,6 +2,7 @@ using System;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Utility;
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using JetBrains.Annotations;
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using Robust.Shared.Maths;
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namespace Content.Server.AI.Utility.Considerations
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{
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@@ -16,7 +17,7 @@ namespace Content.Server.AI.Utility.Considerations
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var modificationFactor = 1.0f - 1.0f / considerationsCount;
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var makeUpValue = (1.0f - score) * modificationFactor;
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var adjustedScore = score + makeUpValue * score;
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return Math.Clamp(adjustedScore, 0.0f, 1.0f);
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return FloatMath.Clamp(adjustedScore, 0.0f, 1.0f);
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}
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[Pure]
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@@ -58,7 +59,7 @@ namespace Content.Server.AI.Utility.Considerations
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[Pure]
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private static float LogisticCurve(float x, float slope, float exponent, float yOffset, float xOffset)
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{
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return Math.Clamp(
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return FloatMath.Clamp(
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exponent * (1 / (1 + (float) Math.Pow(Math.Log(1000) * slope, -1 * x + xOffset))) + yOffset, 0.0f, 1.0f);
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}
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@@ -76,7 +77,7 @@ namespace Content.Server.AI.Utility.Considerations
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[Pure]
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private static float QuadraticCurve(float x, float slope, float exponent, float yOffset, float xOffset)
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{
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return Math.Clamp(slope * (float) Math.Pow(x - xOffset, exponent) + yOffset, 0.0f, 1.0f);
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return FloatMath.Clamp(slope * (float) Math.Pow(x - xOffset, exponent) + yOffset, 0.0f, 1.0f);
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}
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public Func<float> QuadraticCurve(Blackboard context, float slope, float exponent, float yOffset, float xOffset)
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@@ -51,13 +51,13 @@ namespace Content.Server.Atmos
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if (maxForce > ThrowForce && throwTarget != GridCoordinates.InvalidGrid)
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{
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var moveForce = MathF.Min(maxForce * Math.Clamp(moveProb, 0, 100) / 100f, 50f);
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var moveForce = MathF.Min(maxForce * FloatMath.Clamp(moveProb, 0, 100) / 100f, 50f);
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var pos = throwTarget.Position - transform.GridPosition.Position;
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LinearVelocity = pos * moveForce;
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}
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else
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{
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var moveForce = MathF.Min(maxForce * Math.Clamp(moveProb, 0, 100) / 100f, 25f);
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var moveForce = MathF.Min(maxForce * FloatMath.Clamp(moveProb, 0, 100) / 100f, 25f);
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LinearVelocity = direction.ToVec() * moveForce;
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}
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@@ -138,7 +138,7 @@ namespace Content.Server.Atmos
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{
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if(_soundCooldown == 0)
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Effects/space_wind.ogg",
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GridIndices.ToGridCoordinates(_mapManager, GridIndex), AudioHelpers.WithVariation(0.125f).WithVolume(Math.Clamp(PressureDifference / 10, 10, 100)));
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GridIndices.ToGridCoordinates(_mapManager, GridIndex), AudioHelpers.WithVariation(0.125f).WithVolume(FloatMath.Clamp(PressureDifference / 10, 10, 100)));
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}
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@@ -810,7 +810,7 @@ namespace Content.Server.Atmos
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private void HandleDecompressionFloorRip(float sum)
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{
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if (sum > 20 && _robustRandom.Prob(Math.Clamp(sum / 100, 0.005f, 0.5f)))
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if (sum > 20 && _robustRandom.Prob(FloatMath.Clamp(sum / 100, 0.005f, 0.5f)))
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_gridAtmosphereComponent.PryTile(GridIndices);
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}
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@@ -4,9 +4,6 @@ using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Interfaces;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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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.Server.Chemistry.ReactionEffects
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{
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@@ -1,6 +1,6 @@
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using Content.Shared.GameObjects.Components.Inventory;
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using System;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.GameObjects;
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using Math = CannyFastMath.Math;
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namespace Content.Server.GameObjects
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{
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@@ -15,10 +15,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using CannyFastMath;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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@@ -180,7 +180,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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var currentTime = _gameTiming.CurTime;
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var timeSinceLastFire = (currentTime - _lastFire).TotalSeconds;
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var newTheta = Math.Clamp(_currentAngle.Theta + _angleIncrease - _angleDecay * timeSinceLastFire, _minAngle.Theta, _maxAngle.Theta);
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var newTheta = FloatMath.Clamp(_currentAngle.Theta + _angleIncrease - _angleDecay * timeSinceLastFire, _minAngle.Theta, _maxAngle.Theta);
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_currentAngle = new Angle(newTheta);
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var random = (_robustRandom.NextDouble() - 0.5) * 2;
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@@ -650,7 +650,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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var additionalVector = (centerGrid.Position - entityGridCoords.Position);
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var distance = additionalVector.Length;
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// If we're too far no point, if we're close then cap it at the normalized vector
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distance = Math.Clamp(2.5f - distance, 0.0f, 1.0f);
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distance = FloatMath.Clamp(2.5f - distance, 0.0f, 1.0f);
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additionalVector = new Angle(90 * distance).RotateVec(additionalVector);
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avoidanceVector += additionalVector;
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// if we do need to avoid that means we'll have to lookahead for the next tile
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@@ -12,9 +12,6 @@ using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using System;
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using System.Linq;
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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.Server.Interfaces.GameObjects.Components.Interaction
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{
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@@ -80,7 +77,7 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
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{
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EntityQuery = new TypeEntityQuery(typeof(SolarPanelComponent));
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// Initialize the sun to something random
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TowardsSun = Math.TAU * _robustRandom.NextDouble();
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TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
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SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
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}
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@@ -16,7 +16,7 @@ using System.Linq;
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using Robust.Shared.Log;
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using System.Threading.Tasks;
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using Content.Shared.Preferences;
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using Robust.Shared.Maths;
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namespace Content.Server.GameTicking.GamePresets
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@@ -60,7 +60,7 @@ namespace Content.Server.GameTicking.GamePresets
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}
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}
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var numTraitors = Math.Clamp(readyPlayers.Count % PlayersPerTraitor,
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var numTraitors = FloatMath.Clamp(readyPlayers.Count % PlayersPerTraitor,
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MinTraitors, readyPlayers.Count);
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for (var i = 0; i < numTraitors; i++)
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@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components;
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using System;
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using Content.Server.GameObjects.Components;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Components;
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@@ -12,7 +13,6 @@ using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Interfaces.Physics;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.Throw
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{
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