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Merge pull request #47228 from mortarroad/master-fix-particles-material-spread

Fix ParticlesMaterial spread.
Rémi Verschelde 4 anni fa
parent
commit
b3a409f4aa

+ 2 - 2
doc/classes/ParticlesMaterial.xml

@@ -181,7 +181,7 @@
 			The sphere's radius if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_SPHERE].
 		</member>
 		<member name="flatness" type="float" setter="set_flatness" getter="get_flatness" default="0.0">
-			Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane.
+			Amount of [member spread] along the Y axis.
 		</member>
 		<member name="gravity" type="Vector3" setter="set_gravity" getter="get_gravity" default="Vector3( 0, -9.8, 0 )">
 			Gravity applied to every particle.
@@ -251,7 +251,7 @@
 			Scale randomness ratio.
 		</member>
 		<member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0">
-			Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. Applied to X/Z plane and Y/Z planes.
+			Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
 		</member>
 		<member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end">
 		</member>

+ 12 - 5
scene/resources/particles_material.cpp

@@ -340,14 +340,21 @@ void ParticlesMaterial::_update_shader() {
 		//initiate velocity spread in 3D
 		code += "			float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
 		code += "			float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
-		code += "			angle1_rad += direction.z != 0.0 ? atan(direction.x, direction.z) : sign(direction.x) * (pi / 2.0);\n";
-		code += "			angle2_rad += direction.z != 0.0 ? atan(direction.y, abs(direction.z)) : (direction.x != 0.0 ? atan(direction.y, abs(direction.x)) : sign(direction.y) * (pi / 2.0));\n";
 		code += "			vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
 		code += "			vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
 		code += "			direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
-		code += "			vec3 vec_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
-		code += "			vec_direction = normalize(vec_direction);\n";
-		code += "			VELOCITY = vec_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
+		code += "			vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
+		code += "			vec3 direction_nrm = normalize(direction);\n";
+		code += "			// rotate spread to direction\n";
+		code += "			vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
+		code += "			if (length(binormal) < 0.0001) {\n";
+		code += "				// direction is parallel to Y. Choose Z as the binormal.\n";
+		code += "				binormal = vec3(0.0, 0.0, 1.0);\n";
+		code += "			}\n";
+		code += "			binormal = normalize(binormal);\n";
+		code += "			vec3 normal = cross(binormal, direction_nrm);\n";
+		code += "			spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
+		code += "			VELOCITY = spread_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
 	}
 	code += "		}\n";