Only update particle velocity when it changes
(cherry picked from commit cb0a37f61a
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@ -712,12 +712,15 @@ void GPUParticles2D::_notification(int p_what) {
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} break;
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case NOTIFICATION_INTERNAL_PROCESS: {
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RS::get_singleton()->particles_set_emitter_velocity(particles,
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Vector3((get_global_position() - previous_position).x,
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(get_global_position() - previous_position).y,
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0.0) /
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get_process_delta_time());
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const Vector3 velocity = Vector3((get_global_position() - previous_position).x, (get_global_position() - previous_position).y, 0.0) /
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get_process_delta_time();
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if (velocity != previous_velocity) {
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RS::get_singleton()->particles_set_emitter_velocity(particles, velocity);
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previous_velocity = velocity;
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}
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previous_position = get_global_position();
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if (one_shot) {
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time += get_process_delta_time();
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if (time > emission_time) {
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@ -64,6 +64,7 @@ private:
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bool fractional_delta = false;
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bool interpolate = true;
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float interp_to_end_factor = 0;
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Vector3 previous_velocity;
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Vector2 previous_position;
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#ifdef TOOLS_ENABLED
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bool show_visibility_rect = false;
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@ -460,7 +460,12 @@ void GPUParticles3D::_notification(int p_what) {
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// Use internal process when emitting and one_shot is on so that when
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// the shot ends the editor can properly update.
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case NOTIFICATION_INTERNAL_PROCESS: {
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RS::get_singleton()->particles_set_emitter_velocity(particles, (get_global_position() - previous_position) / get_process_delta_time());
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const Vector3 velocity = (get_global_position() - previous_position) / get_process_delta_time();
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if (velocity != previous_velocity) {
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RS::get_singleton()->particles_set_emitter_velocity(particles, velocity);
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previous_velocity = velocity;
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}
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previous_position = get_global_position();
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if (one_shot) {
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@ -95,6 +95,7 @@ private:
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double emission_time = 0.0;
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double active_time = 0.0;
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float interp_to_end_factor = 0;
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Vector3 previous_velocity;
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Vector3 previous_position;
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void _attach_sub_emitter();
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