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authorAaron Franke <arnfranke@yahoo.com>2020-04-03 05:50:40 -0400
committerAaron Franke <arnfranke@yahoo.com>2021-01-09 03:47:14 -0500
commit1d5042c9e265219dec8da7311879f12ef3ef698b (patch)
tree9456ab509bbcaf26cad8dca32dbe18a3cca9277d /scene/2d/cpu_particles_2d.cpp
parent98ccaa1bad97bdb83b2afd6a4df6f7a392745592 (diff)
Use Math_TAU and deg2rad/rad2deg in more places and optimize code
Diffstat (limited to 'scene/2d/cpu_particles_2d.cpp')
-rw-r--r--scene/2d/cpu_particles_2d.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 7c9bd118d8..a19347caa8 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -700,7 +700,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
p.hue_rot_rand = Math::randf();
p.anim_offset_rand = Math::randf();
- float angle1_rad = Math::atan2(direction.y, direction.x) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
+ float angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
Vector2 rot = Vector2(Math::cos(angle1_rad), Math::sin(angle1_rad));
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
@@ -721,7 +721,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
- float s = Math::randf(), t = 2.0 * Math_PI * Math::randf();
+ float s = Math::randf(), t = Math_TAU * Math::randf();
float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
p.transform[2] = Vector2(Math::cos(t), Math::sin(t)) * radius;
} break;
@@ -837,7 +837,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
//orbit velocity
float orbit_amount = (parameters[PARAM_ORBIT_VELOCITY] + tex_orbit_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ORBIT_VELOCITY]);
if (orbit_amount != 0.0) {
- float ang = orbit_amount * local_delta * Math_PI * 2.0;
+ float ang = orbit_amount * local_delta * Math_TAU;
// Not sure why the ParticlesMaterial code uses a clockwise rotation matrix,
// but we use -ang here to reproduce its behavior.
Transform2D rot = Transform2D(-ang, Vector2());
@@ -877,7 +877,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(p.custom[1]);
}
- float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_PI * 2.0 * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
+ float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_TAU * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
float hue_rot_c = Math::cos(hue_rot_angle);
float hue_rot_s = Math::sin(hue_rot_angle);