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Merge pull request #84028 from QbieShay/qbe/fix-damp-fric

Fix friction being in the correct if/else branch
Rémi Verschelde 1 rok temu
rodzic
commit
ceaa8333f3
1 zmienionych plików z 11 dodań i 10 usunięć
  1. 11 10
      scene/resources/particle_process_material.cpp

+ 11 - 10
scene/resources/particle_process_material.cpp

@@ -962,21 +962,22 @@ void ParticleProcessMaterial::_update_shader() {
 	code += "	{\n";
 	code += "		// copied from previous version\n";
 	code += "		if (physics_params.damping > 0.0) {\n";
+	code += "			float v = length(VELOCITY);\n";
 	if (!particle_flags[PARTICLE_FLAG_DAMPING_AS_FRICTION]) {
-		code += "				float v = length(VELOCITY);\n";
+		code += "			v -= physics_params.damping * DELTA;\n";
+	} else {
+		code += "			if (v > 0.001) {\n";
 		code += "				// Realistic friction formula. We assume the mass of a particle to be 0.05kg.\n";
 		code += "				float damp = v * v * physics_params.damping * 0.05 * DELTA;\n";
 		code += "				v -= damp;\n";
-		code += "				if (v < 0.0) {\n";
-		code += "					VELOCITY = vec3(0.0);\n";
-		code += "				} else {\n";
-		code += "					VELOCITY = normalize(VELOCITY) * v;\n";
-		code += "				}\n";
-	} else {
-		code += "				if (length(VELOCITY) > 0.01){\n";
-		code += "					VELOCITY -= normalize(VELOCITY) * length(VELOCITY) * (physics_params.damping) * DELTA;\n";
-		code += "				}\n";
+		code += "			}\n";
 	}
+
+	code += "			if (v < 0.0) {\n";
+	code += "				VELOCITY = vec3(0.0);\n";
+	code += "			} else {\n";
+	code += "				VELOCITY = normalize(VELOCITY) * v;\n";
+	code += "			}\n";
 	code += "		}\n";
 	code += "		\n";
 	code += "	}\n";