diff options
Diffstat (limited to 'scene/3d/cpu_particles_3d.cpp')
-rw-r--r-- | scene/3d/cpu_particles_3d.cpp | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp index 3562f7b778..c36c135fe6 100644 --- a/scene/3d/cpu_particles_3d.cpp +++ b/scene/3d/cpu_particles_3d.cpp @@ -676,13 +676,13 @@ void CPUParticles3D::_particles_process(float p_delta) { p.anim_offset_rand = Math::randf(); if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { - 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); Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0); p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]); } else { //initiate velocity spread in 3D - float angle1_rad = Math::atan2(direction.x, direction.z) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0; - float angle2_rad = Math::atan2(direction.y, Math::abs(direction.z)) + (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0; + float angle1_rad = Math::atan2(direction.x, direction.z) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread); + float angle2_rad = Math::atan2(direction.y, Math::abs(direction.z)) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * spread); Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad)); Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad)); @@ -706,8 +706,9 @@ void CPUParticles3D::_particles_process(float p_delta) { //do none } break; case EMISSION_SHAPE_SPHERE: { - float s = 2.0 * Math::randf() - 1.0, t = 2.0 * Math_PI * Math::randf(); - float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s); + real_t s = 2.0 * Math::randf() - 1.0; + real_t t = Math_TAU * Math::randf(); + real_t radius = emission_sphere_radius * Math::sqrt(1.0 - s * s); p.transform.origin = Vector3(radius * Math::cos(t), radius * Math::sin(t), emission_sphere_radius * s); } break; case EMISSION_SHAPE_BOX: { @@ -855,7 +856,7 @@ void CPUParticles3D::_particles_process(float p_delta) { if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { 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()); @@ -895,7 +896,7 @@ void CPUParticles3D::_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); |