diff options
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/particles_material.cpp | 32 | ||||
-rw-r--r-- | scene/resources/particles_material.h | 5 |
2 files changed, 30 insertions, 7 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 691d73c181..edca9e5171 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -45,6 +45,7 @@ void ParticlesMaterial::init_shaders() { shader_names = memnew(ShaderNames); + shader_names->direction = "direction"; shader_names->spread = "spread"; shader_names->flatness = "flatness"; shader_names->initial_linear_velocity = "initial_linear_velocity"; @@ -144,6 +145,7 @@ void ParticlesMaterial::_update_shader() { String code = "shader_type particles;\n"; + code += "uniform vec3 direction;\n"; code += "uniform float spread;\n"; code += "uniform float flatness;\n"; code += "uniform float initial_linear_velocity;\n"; @@ -304,20 +306,20 @@ void ParticlesMaterial::_update_shader() { if (flags[FLAG_DISABLE_Z]) { - code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; + code += " float angle1_rad = atan(direction.y, direction.x) + rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n"; code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n"; } else { //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 += " float angle1_rad = atan(direction.x, direction.z) + rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; + code += " float angle2_rad = atan(direction.y, abs(direction.z)) + rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\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 direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n"; - code += " direction = normalize(direction);\n"; - code += " VELOCITY = direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\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 += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n"; @@ -627,6 +629,17 @@ bool ParticlesMaterial::_is_shader_dirty() const { return dirty; } +void ParticlesMaterial::set_direction(Vector3 p_direction) { + + direction = p_direction; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction); +} + +Vector3 ParticlesMaterial::get_direction() const { + + return direction; +} + void ParticlesMaterial::set_spread(float p_spread) { spread = p_spread; @@ -1042,6 +1055,9 @@ Shader::Mode ParticlesMaterial::get_shader_mode() const { void ParticlesMaterial::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticlesMaterial::set_direction); + ClassDB::bind_method(D_METHOD("get_direction"), &ParticlesMaterial::get_direction); + ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread); ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread); @@ -1115,7 +1131,8 @@ void ParticlesMaterial::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z); - ADD_GROUP("Spread", ""); + ADD_GROUP("Direction", ""); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness"); ADD_GROUP("Gravity", ""); @@ -1200,6 +1217,7 @@ void ParticlesMaterial::_bind_methods() { ParticlesMaterial::ParticlesMaterial() : element(this) { + set_direction(Vector3(1, 0, 0)); set_spread(45); set_flatness(0); set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0); diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h index 42bf60ff48..7f11bd794b 100644 --- a/scene/resources/particles_material.h +++ b/scene/resources/particles_material.h @@ -129,6 +129,7 @@ private: static SelfList<ParticlesMaterial>::List *dirty_materials; struct ShaderNames { + StringName direction; StringName spread; StringName flatness; StringName initial_linear_velocity; @@ -194,6 +195,7 @@ private: _FORCE_INLINE_ void _queue_shader_change(); _FORCE_INLINE_ bool _is_shader_dirty() const; + Vector3 direction; float spread; float flatness; @@ -230,6 +232,9 @@ protected: virtual void _validate_property(PropertyInfo &property) const; public: + void set_direction(Vector3 p_direction); + Vector3 get_direction() const; + void set_spread(float p_spread); float get_spread() const; |