From e06b096994704f1e4e428135bc43b2487f77e6ff Mon Sep 17 00:00:00 2001 From: Morris Tabor <80684659+mortarroad@users.noreply.github.com> Date: Thu, 25 Mar 2021 17:26:23 +0100 Subject: [PATCH] Fix ParticlesMaterial spread --- doc/classes/ParticlesMaterial.xml | 4 ++-- scene/resources/particles_material.cpp | 17 ++++++++++++----- 2 files changed, 14 insertions(+), 7 deletions(-) diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index 0223379458..63bd4ca3c6 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -180,7 +180,7 @@ If [code]true[/code], particles rotate around Y axis by [member angle]. - 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. Gravity applied to every particle. @@ -241,7 +241,7 @@ Scale randomness ratio. - 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. Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion. diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 18260d6c39..f872f57a0a 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -319,14 +319,21 @@ 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 += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";