cpu_particles: Return uniform density spheres.
The current implementation normalizes points from a uniform distribution on a cube. This creates a non-uniform distribution on the sphere.
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@ -661,8 +661,9 @@ void CPUParticles2D::_particles_process(float p_delta) {
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//do none
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} break;
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case EMISSION_SHAPE_SPHERE: {
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Vector3 sphere_shape = Vector3(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0).normalized() * emission_sphere_radius;
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p.transform[2] = Vector2(sphere_shape.x, sphere_shape.y);
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float s = Math::randf(), t = 2.0 * Math_PI * Math::randf();
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float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
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p.transform[2] = Vector2(Math::cos(t), Math::sin(t)) * radius;
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} break;
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case EMISSION_SHAPE_RECTANGLE: {
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p.transform[2] = Vector2(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0) * emission_rect_extents;
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@ -643,7 +643,9 @@ void CPUParticles::_particles_process(float p_delta) {
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//do none
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} break;
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case EMISSION_SHAPE_SPHERE: {
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p.transform.origin = Vector3(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0).normalized() * emission_sphere_radius;
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float s = 2.0 * Math::randf() - 1.0, t = 2.0 * Math_PI * Math::randf();
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float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
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p.transform.origin = Vector3(radius * Math::cos(t), radius * Math::sin(t), emission_sphere_radius * s);
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} break;
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case EMISSION_SHAPE_BOX: {
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p.transform.origin = Vector3(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0) * emission_box_extents;
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