Actually fix background desync, blobs didn't follow final settle after deform shader

This commit is contained in:
2026-05-31 19:06:17 +02:00
parent d041ce2471
commit 2a7cd66f40
2 changed files with 30 additions and 32 deletions
+23 -9
View File
@@ -14,15 +14,11 @@ BlobRect::~BlobRect() {
}
void BlobRect::updatePolish() {
BlobShape::updatePolish();
if (m_physicsActive) {
// Check if deformation is visually imperceptible
float totalDelta = std::abs(m_dm00 - 1.0f) + std::abs(m_dm01) + std::abs(m_dm11 - 1.0f);
float totalVel = std::abs(m_dmVel00) + std::abs(m_dmVel01) + std::abs(m_dmVel11);
if (totalDelta < 0.004f && totalVel < 0.05f) {
// Snap to rest, no visible deformation
m_dm00 = 1.0f;
m_dm01 = 0.0f;
m_dm11 = 1.0f;
@@ -31,6 +27,16 @@ void BlobRect::updatePolish() {
emit rawDeformMatrixChanged();
updateCenteredDeformMatrix();
m_physicsActive = false;
if (m_group) {
QMetaObject::invokeMethod(
this,
[this]() {
if (m_group)
m_group->markDirty();
},
Qt::QueuedConnection);
}
} else {
QMetaObject::invokeMethod(
this,
@@ -41,6 +47,8 @@ void BlobRect::updatePolish() {
Qt::QueuedConnection);
}
}
BlobShape::updatePolish();
}
void BlobRect::updatePhysics() {
@@ -56,7 +64,6 @@ void BlobRect::updatePhysics() {
const float dt = static_cast<float>(m_elapsed.restart()) / 1000.0f;
if (dt > 0.1f || dt < 0.001f) {
m_prevScenePos = scenePos;
// Still check atRest on skipped frames to avoid getting stuck
if (m_physicsActive)
checkAtRest(0.0f);
return;
@@ -74,8 +81,6 @@ void BlobRect::updatePhysics() {
m_physicsActive = true;
}
// Compute target deformation matrix from velocity
// R(θ) * diag(stretch, compress) * R(θ)^T
const float kStretchFactor = static_cast<float>(m_deformScale);
constexpr float kMaxStretch = 0.35f;
@@ -98,7 +103,6 @@ void BlobRect::updatePhysics() {
target11 = targetStretch * sin2 + targetCompress * cos2;
}
// Underdamped spring on each matrix component
const float kStiffness = static_cast<float>(m_stiffness);
const float kDamping = static_cast<float>(m_damping);
@@ -238,9 +242,19 @@ void BlobRect::checkAtRest(float speed) {
m_dmVel00 = 0.0f;
m_dmVel01 = 0.0f;
m_dmVel11 = 0.0f;
m_deformMatrix = QMatrix4x4(); // identity
m_deformMatrix = QMatrix4x4();
emit rawDeformMatrixChanged();
updateCenteredDeformMatrix();
m_physicsActive = false;
if (m_group) {
QMetaObject::invokeMethod(
this,
[this]() {
if (m_group)
m_group->markDirty();
},
Qt::QueuedConnection);
}
}
}