Merge pull request #87320 from Rudolph-B/main

Fix collided particles getting stuck with zero velocity.
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Rémi Verschelde 2024-05-15 12:09:27 +02:00
commit ca2ed80539
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@ -991,13 +991,15 @@ void ParticleProcessMaterial::_update_shader() {
code += " \n";
if (collision_mode == COLLISION_RIGID) {
code += " if (COLLIDED) {\n";
code += " if (length(VELOCITY) > 3.0) {\n";
code += " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n";
code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n";
code += " VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
code += " } else {\n";
code += " VELOCITY = vec3(0.0);\n";
code += " }\n";
code += " float collision_response = dot(COLLISION_NORMAL, VELOCITY);\n";
code += " float slide_to_bounce_trigger = step(2.0/clamp(collision_bounce + 1.0, 1.0, 2.0), abs(collision_response));\n";
code += " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n";
code += " // Remove all components of VELOCITY that is not tangent to COLLISION_NORMAL\n";
code += " VELOCITY -= COLLISION_NORMAL * collision_response;\n";
code += " // Apply friction only to VELOCITY across the surface (Effectively decouples friction and bounce behavior).\n";
code += " VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
code += " // Add bounce velocity to VELOCITY\n";
code += " VELOCITY -= COLLISION_NORMAL * collision_response * (collision_bounce * slide_to_bounce_trigger);\n";
code += " }\n";
} else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
code += " if (COLLIDED) {\n";