Don't render very short roll tails (when the roll length is 3 pixels or less) to avoid dist = 0 issues and imprecisions with very low numbers
Not the best way to handle the issues, but does the job done, closes #558
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@ -456,19 +456,23 @@ namespace TJAPlayer3
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// Tail
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_texarr.vcScaleRatio.X = 1.0f;
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//var _x0 = x末端 + _adjust;
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//var _y0 = y末端 + 0f;
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var _d = _adjust;
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var x1 = x + _adjust;
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var y1 = y + _adjust;
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var x2 = x末端 + _adjust;
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var y2 = y末端 + _adjust;
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var _xc = x2 + (x2 - x1) * _d / dist;
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var _yc = y2 + (y2 - y1) * _d / dist;
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//TJAPlayer3.Tx.Notes[(int)_gt].t2D描画((int)_x0, (int)_y0, 0, new Rectangle(rollOrigin + (TJAPlayer3.Skin.Game_Notes_Size[0] * 2) + _offset, frame, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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_texarr.t2D中心基準描画((int)_xc, (int)_yc, 0, new Rectangle(rollOrigin + (TJAPlayer3.Skin.Game_Notes_Size[0] * 2) + _offset, frame, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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// Only display the roll tail if the distance is high enough to see the tail texture to avoid math issues
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if (dist > 3)
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{
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//var _x0 = x末端 + _adjust;
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//var _y0 = y末端 + 0f;
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var _d = _adjust;
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var x1 = x + _adjust;
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var y1 = y + _adjust;
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var x2 = x末端 + _adjust;
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var y2 = y末端 + _adjust;
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var _xc = x2 + (x2 - x1) * _d / dist;
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var _yc = y2 + (y2 - y1) * _d / dist;
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//TJAPlayer3.Tx.Notes[(int)_gt].t2D描画((int)_x0, (int)_y0, 0, new Rectangle(rollOrigin + (TJAPlayer3.Skin.Game_Notes_Size[0] * 2) + _offset, frame, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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_texarr.t2D中心基準描画((int)_xc, (int)_yc, 0, new Rectangle(rollOrigin + (TJAPlayer3.Skin.Game_Notes_Size[0] * 2) + _offset, frame, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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}
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_texarr.fZ軸中心回転 = 0;
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