Fix 2D Particle velocity with directed emission mask

Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;

Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.

(cherry picked from commit 1c231cacb3)
This commit is contained in:
PouleyKetchoupp 2020-08-09 18:16:53 +02:00 committed by Rémi Verschelde
parent f3ed06cfd7
commit d82cc621e1
No known key found for this signature in database
GPG key ID: C3336907360768E1
2 changed files with 14 additions and 8 deletions

View file

@ -785,7 +785,11 @@ void CPUParticles2D::_particles_process(float p_delta) {
p.transform[2] = emission_points.get(random_idx);
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
p.velocity = emission_normals.get(random_idx);
Vector2 normal = emission_normals.get(random_idx);
Transform2D m2;
m2.set_axis(0, normal);
m2.set_axis(1, normal.tangent());
p.velocity = m2.basis_xform(p.velocity);
}
if (emission_colors.size() == pc) {

View file

@ -761,13 +761,15 @@ void CPUParticles::_particles_process(float p_delta) {
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
if (flags[FLAG_DISABLE_Z]) {
/*
mat2 rotm;
";
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
*/
Vector3 normal = emission_normals.get(random_idx);
Vector2 normal_2d(normal.x, normal.y);
Transform2D m2;
m2.set_axis(0, normal_2d);
m2.set_axis(1, normal_2d.tangent());
Vector2 velocity_2d(p.velocity.x, p.velocity.y);
velocity_2d = m2.basis_xform(velocity_2d);
p.velocity.x = velocity_2d.x;
p.velocity.y = velocity_2d.y;
} else {
Vector3 normal = emission_normals.get(random_idx);
Vector3 v0 = Math::abs(normal.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(0, 1.0, 0.0);