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-rw-r--r--doc/classes/ParticlesMaterial.xml4
-rw-r--r--scene/resources/particles_material.cpp17
2 files changed, 14 insertions, 7 deletions
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 85058cb9d4..6d7f99a55b 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -181,7 +181,7 @@
The sphere's radius if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_SPHERE].
</member>
<member name="flatness" type="float" setter="set_flatness" getter="get_flatness" default="0.0">
- 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.
</member>
<member name="gravity" type="Vector3" setter="set_gravity" getter="get_gravity" default="Vector3( 0, -9.8, 0 )">
Gravity applied to every particle.
@@ -251,7 +251,7 @@
Scale randomness ratio.
</member>
<member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0">
- 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.
</member>
<member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end">
</member>
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index a0f4bf9409..195ce070a7 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -340,14 +340,21 @@ 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 += " }\n";