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fix: avoid shader crash on null vector and negative x vector
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@ -881,9 +881,9 @@ void CPUParticles3D::_particles_process(double p_delta) {
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case EMISSION_SHAPE_RING: {
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real_t ring_random_angle = Math::randf() * Math_TAU;
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real_t ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;
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Vector3 axis = emission_ring_axis.normalized();
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Vector3 axis = emission_ring_axis == Vector3(0.0, 0.0, 0.0) ? Vector3(0.0, 0.0, 1.0) : emission_ring_axis.normalized();
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Vector3 ortho_axis;
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if (axis == Vector3(1.0, 0.0, 0.0)) {
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if (axis.abs() == Vector3(1.0, 0.0, 0.0)) {
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ortho_axis = Vector3(0.0, 1.0, 0.0).cross(axis);
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} else {
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ortho_axis = Vector3(1.0, 0.0, 0.0).cross(axis);
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@ -635,9 +635,9 @@ void ParticleProcessMaterial::_update_shader() {
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code += " \n";
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code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
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code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
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code += " vec3 axis = normalize(emission_ring_axis);\n";
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code += " vec3 axis = emission_ring_axis == vec3(0.0) ? vec3(0.0, 0.0, 1.0) : normalize(emission_ring_axis);\n";
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code += " vec3 ortho_axis = vec3(0.0);\n";
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code += " if (axis == vec3(1.0, 0.0, 0.0)) {\n";
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code += " if (abs(axis) == vec3(1.0, 0.0, 0.0)) {\n";
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code += " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
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code += " } else {\n";
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code += " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
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