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-rw-r--r--scene/3d/cpu_particles.h26
1 files changed, 13 insertions, 13 deletions
diff --git a/scene/3d/cpu_particles.h b/scene/3d/cpu_particles.h
index d5a549b976..1a5537e4f2 100644
--- a/scene/3d/cpu_particles.h
+++ b/scene/3d/cpu_particles.h
@@ -106,9 +106,9 @@ private:
RID multimesh;
- PoolVector<Particle> particles;
- PoolVector<float> particle_data;
- PoolVector<int> particle_order;
+ Vector<Particle> particles;
+ Vector<float> particle_data;
+ Vector<int> particle_order;
struct SortLifetime {
const Particle *particles;
@@ -167,9 +167,9 @@ private:
EmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
- PoolVector<Vector3> emission_points;
- PoolVector<Vector3> emission_normals;
- PoolVector<Color> emission_colors;
+ Vector<Vector3> emission_points;
+ Vector<Vector3> emission_normals;
+ Vector<Color> emission_colors;
int emission_point_count;
Vector3 gravity;
@@ -191,7 +191,7 @@ protected:
public:
AABB get_aabb() const;
- PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
+ Vector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
@@ -264,17 +264,17 @@ public:
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(float p_radius);
void set_emission_box_extents(Vector3 p_extents);
- void set_emission_points(const PoolVector<Vector3> &p_points);
- void set_emission_normals(const PoolVector<Vector3> &p_normals);
- void set_emission_colors(const PoolVector<Color> &p_colors);
+ void set_emission_points(const Vector<Vector3> &p_points);
+ void set_emission_normals(const Vector<Vector3> &p_normals);
+ void set_emission_colors(const Vector<Color> &p_colors);
void set_emission_point_count(int p_count);
EmissionShape get_emission_shape() const;
float get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
- PoolVector<Vector3> get_emission_points() const;
- PoolVector<Vector3> get_emission_normals() const;
- PoolVector<Color> get_emission_colors() const;
+ Vector<Vector3> get_emission_points() const;
+ Vector<Vector3> get_emission_normals() const;
+ Vector<Color> get_emission_colors() const;
int get_emission_point_count() const;
void set_gravity(const Vector3 &p_gravity);