Merge pull request #29696 from akien-mga/cpuparticles-randomness
CPUParticles: Do randomness ratio computations in phase instead of time
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commit
f160c81f68
2 changed files with 22 additions and 8 deletions
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@ -545,6 +545,8 @@ void CPUParticles2D::_particles_process(float p_delta) {
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velocity_xform[2] = Vector2();
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}
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float system_phase = time / lifetime;
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for (int i = 0; i < pcount; i++) {
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Particle &p = parray[i];
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@ -552,21 +554,26 @@ void CPUParticles2D::_particles_process(float p_delta) {
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if (!emitting && !p.active)
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continue;
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float restart_time = (float(i) / float(pcount)) * lifetime;
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float local_delta = p_delta;
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// The phase is a ratio between 0 (birth) and 1 (end of life) for each particle.
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// While we use time in tests later on, for randomness we use the phase as done in the
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// original shader code, and we later multiply by lifetime to get the time.
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float restart_phase = float(i) / float(pcount);
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if (randomness_ratio > 0.0) {
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uint32_t seed = cycle;
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if (restart_time >= time) {
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if (restart_phase >= system_phase) {
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seed -= uint32_t(1);
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}
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seed *= uint32_t(pcount);
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seed += uint32_t(i);
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float random = float(idhash(seed) % uint32_t(65536)) / 65536.0;
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restart_time += randomness_ratio * random * 1.0 / float(pcount);
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restart_phase += randomness_ratio * random * 1.0 / float(pcount);
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}
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restart_time *= (1.0 - explosiveness_ratio);
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restart_phase *= (1.0 - explosiveness_ratio);
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float restart_time = restart_phase * lifetime;
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bool restart = false;
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if (time > prev_time) {
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@ -515,6 +515,8 @@ void CPUParticles::_particles_process(float p_delta) {
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velocity_xform = emission_xform.basis;
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}
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float system_phase = time / lifetime;
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for (int i = 0; i < pcount; i++) {
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Particle &p = parray[i];
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@ -522,21 +524,26 @@ void CPUParticles::_particles_process(float p_delta) {
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if (!emitting && !p.active)
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continue;
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float restart_time = (float(i) / float(pcount)) * lifetime;
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float local_delta = p_delta;
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// The phase is a ratio between 0 (birth) and 1 (end of life) for each particle.
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// While we use time in tests later on, for randomness we use the phase as done in the
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// original shader code, and we later multiply by lifetime to get the time.
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float restart_phase = float(i) / float(pcount);
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if (randomness_ratio > 0.0) {
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uint32_t seed = cycle;
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if (restart_time >= time) {
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if (restart_phase >= system_phase) {
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seed -= uint32_t(1);
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}
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seed *= uint32_t(pcount);
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seed += uint32_t(i);
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float random = float(idhash(seed) % uint32_t(65536)) / 65536.0;
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restart_time += randomness_ratio * random * 1.0 / float(pcount);
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restart_phase += randomness_ratio * random * 1.0 / float(pcount);
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}
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restart_time *= (1.0 - explosiveness_ratio);
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restart_phase *= (1.0 - explosiveness_ratio);
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float restart_time = restart_phase * lifetime;
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bool restart = false;
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if (time > prev_time) {
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