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-rw-r--r--scene/3d/cpu_particles_3d.cpp25
1 files changed, 19 insertions, 6 deletions
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index 2377c618aa..5a358e1917 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -710,15 +710,28 @@ void CPUParticles3D::_particles_process(double p_delta) {
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp((real_t)1.0, real_t(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
} else {
//initiate velocity spread in 3D
- real_t angle1_rad = Math::atan2(direction.x, direction.z) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
- real_t angle2_rad = Math::atan2(direction.y, Math::abs(direction.z)) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * spread);
+ real_t angle1_rad = Math::deg2rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * spread);
+ real_t angle2_rad = Math::deg2rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * ((real_t)1.0 - flatness) * spread);
Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad));
Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad));
- direction_yz.z = direction_yz.z / MAX(0.0001, Math::sqrt(ABS(direction_yz.z))); //better uniform distribution
- Vector3 direction = Vector3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);
- direction.normalize();
- p.velocity = direction * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp((real_t)1.0, real_t(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
+ Vector3 spread_direction = Vector3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);
+ Vector3 direction_nrm = direction;
+ if (direction_nrm.length_squared() > 0) {
+ direction_nrm.normalize();
+ } else {
+ direction_nrm = Vector3(0, 0, 1);
+ }
+ // rotate spread to direction
+ Vector3 binormal = Vector3(0.0, 1.0, 0.0).cross(direction_nrm);
+ if (binormal.length_squared() < 0.00000001) {
+ // direction is parallel to Y. Choose Z as the binormal.
+ binormal = Vector3(0.0, 0.0, 1.0);
+ }
+ binormal.normalize();
+ Vector3 normal = binormal.cross(direction_nrm);
+ spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;
+ p.velocity = spread_direction * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp((real_t)1.0, real_t(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
}
real_t base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp((real_t)1.0, p.angle_rand, randomness[PARAM_ANGLE]);