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-rw-r--r--scene/2d/cpu_particles_2d.cpp15
-rw-r--r--scene/3d/cpu_particles.cpp15
2 files changed, 22 insertions, 8 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) {
diff --git a/scene/3d/cpu_particles.cpp b/scene/3d/cpu_particles.cpp
index 1f2cb9a2bc..a81071492b 100644
--- a/scene/3d/cpu_particles.cpp
+++ b/scene/3d/cpu_particles.cpp
@@ -515,6 +515,8 @@ void CPUParticles::_particles_process(float p_delta) {
velocity_xform = emission_xform.basis;
}
+ float system_phase = time / lifetime;
+
for (int i = 0; i < pcount; i++) {
Particle &p = parray[i];
@@ -522,21 +524,26 @@ void CPUParticles::_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) {