Fix 2D Particle velocity with directed emission mask
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS to follow the same logic as in the GPU version: mat2 rotm; rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy; rotm[1] = rotm[0].yx * vec2(1.0, -1.0); VELOCITY.xy = rotm * VELOCITY.xy; Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results as their GPU counterparts and take the initial velocity settings into account.
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@ -749,7 +749,11 @@ void CPUParticles2D::_particles_process(float p_delta) {
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p.transform[2] = emission_points.get(random_idx);
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p.transform[2] = emission_points.get(random_idx);
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if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
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if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
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p.velocity = emission_normals.get(random_idx);
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Vector2 normal = emission_normals.get(random_idx);
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Transform2D m2;
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m2.set_axis(0, normal);
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m2.set_axis(1, normal.tangent());
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p.velocity = m2.basis_xform(p.velocity);
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}
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}
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if (emission_colors.size() == pc) {
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if (emission_colors.size() == pc) {
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@ -726,13 +726,15 @@ void CPUParticles3D::_particles_process(float p_delta) {
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if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
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if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
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if (flags[FLAG_DISABLE_Z]) {
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if (flags[FLAG_DISABLE_Z]) {
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/*
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Vector3 normal = emission_normals.get(random_idx);
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mat2 rotm;
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Vector2 normal_2d(normal.x, normal.y);
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";
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Transform2D m2;
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rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
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m2.set_axis(0, normal_2d);
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rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
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m2.set_axis(1, normal_2d.tangent());
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VELOCITY.xy = rotm * VELOCITY.xy;
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Vector2 velocity_2d(p.velocity.x, p.velocity.y);
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*/
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velocity_2d = m2.basis_xform(velocity_2d);
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p.velocity.x = velocity_2d.x;
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p.velocity.y = velocity_2d.y;
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} else {
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} else {
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Vector3 normal = emission_normals.get(random_idx);
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Vector3 normal = emission_normals.get(random_idx);
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Vector3 v0 = Math::abs(normal.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(0, 1.0, 0.0);
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Vector3 v0 = Math::abs(normal.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(0, 1.0, 0.0);
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