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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-06-12 10:54:02 +0200 |
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committer | GitHub <noreply@github.com> | 2019-06-12 10:54:02 +0200 |
commit | f160c81f683d8a523f23d3c4f7a76151a75fe875 (patch) | |
tree | e845d40570525a0e5f0d681f2da6d92ba35d97f1 /scene/2d | |
parent | fd66a45f3253add2699a5036f513b17d3546bd40 (diff) | |
parent | d0c2005da1547c19a8072bb336b03dc401460e94 (diff) |
Merge pull request #29696 from akien-mga/cpuparticles-randomness
CPUParticles: Do randomness ratio computations in phase instead of time
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/cpu_particles_2d.cpp | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index f021665f38..2b1009a2d1 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -545,6 +545,8 @@ void CPUParticles2D::_particles_process(float p_delta) { velocity_xform[2] = Vector2(); } + float system_phase = time / lifetime; + for (int i = 0; i < pcount; i++) { Particle &p = parray[i]; @@ -552,21 +554,26 @@ void CPUParticles2D::_particles_process(float p_delta) { if (!emitting && !p.active) continue; - float restart_time = (float(i) / float(pcount)) * lifetime; float local_delta = p_delta; + // The phase is a ratio between 0 (birth) and 1 (end of life) for each particle. + // While we use time in tests later on, for randomness we use the phase as done in the + // original shader code, and we later multiply by lifetime to get the time. + float restart_phase = float(i) / float(pcount); + if (randomness_ratio > 0.0) { uint32_t seed = cycle; - if (restart_time >= time) { + if (restart_phase >= system_phase) { seed -= uint32_t(1); } seed *= uint32_t(pcount); seed += uint32_t(i); float random = float(idhash(seed) % uint32_t(65536)) / 65536.0; - restart_time += randomness_ratio * random * 1.0 / float(pcount); + restart_phase += randomness_ratio * random * 1.0 / float(pcount); } - restart_time *= (1.0 - explosiveness_ratio); + restart_phase *= (1.0 - explosiveness_ratio); + float restart_time = restart_phase * lifetime; bool restart = false; if (time > prev_time) { |