Fixed particle spread values effecting particle velocity

This commit is contained in:
Rudolph Bester 2023-12-07 06:30:19 +02:00
parent 2f73a059ce
commit 6b2a1b4fdc

View file

@ -740,26 +740,33 @@ void ParticleProcessMaterial::_update_shader() {
code += "vec3 get_random_direction_from_spread(inout uint alt_seed, float spread_angle){\n"; code += "vec3 get_random_direction_from_spread(inout uint alt_seed, float spread_angle){\n";
code += " float pi = 3.14159;\n"; code += " float pi = 3.14159;\n";
code += " float degree_to_rad = pi / 180.0;\n"; code += " float degree_to_rad = pi / 180.0;\n";
code += " vec3 velocity = vec3(0.);\n";
code += " float spread_rad = spread_angle * degree_to_rad;\n"; code += " float spread_rad = spread_angle * degree_to_rad;\n";
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n"; // Spread calculation for 2D.
code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n"; code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n"; code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n"; code += " vec3 spread_direction = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n"; code += " return spread_direction;\n";
code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n"; } else {
code += " // rotate spread to direction\n"; // Spread calculation for 3D.
code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n"; code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " if (length(binormal) < 0.0001) {\n"; code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
code += " // direction is parallel to Y. Choose Z as the binormal.\n"; code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
code += " binormal = vec3(0.0, 0.0, 1.0);\n"; code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
code += " }\n"; code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
code += " binormal = normalize(binormal);\n"; code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
code += " vec3 normal = cross(binormal, direction_nrm);\n"; code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n"; code += " // rotate spread to direction\n";
code += " return spread_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 += " return normalize(spread_direction);\n";
}
code += "}\n"; code += "}\n";
code += "vec3 process_radial_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta){\n"; code += "vec3 process_radial_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta){\n";