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path: root/scene/resources/particles_material.cpp
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Diffstat (limited to 'scene/resources/particles_material.cpp')
-rw-r--r--scene/resources/particles_material.cpp25
1 files changed, 13 insertions, 12 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index 9c8b3875ad..91569e65d6 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -996,7 +996,7 @@ void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
_queue_shader_change();
}
-void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
+void ParticlesMaterial::set_emission_sphere_radius(real_t p_radius) {
emission_sphere_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
@@ -1035,17 +1035,17 @@ void ParticlesMaterial::set_emission_ring_axis(Vector3 p_axis) {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis);
}
-void ParticlesMaterial::set_emission_ring_height(float p_height) {
+void ParticlesMaterial::set_emission_ring_height(real_t p_height) {
emission_ring_height = p_height;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height);
}
-void ParticlesMaterial::set_emission_ring_radius(float p_radius) {
+void ParticlesMaterial::set_emission_ring_radius(real_t p_radius) {
emission_ring_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius);
}
-void ParticlesMaterial::set_emission_ring_inner_radius(float p_radius) {
+void ParticlesMaterial::set_emission_ring_inner_radius(real_t p_radius) {
emission_ring_inner_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius);
}
@@ -1054,7 +1054,7 @@ ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
return emission_shape;
}
-float ParticlesMaterial::get_emission_sphere_radius() const {
+real_t ParticlesMaterial::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
@@ -1082,15 +1082,15 @@ Vector3 ParticlesMaterial::get_emission_ring_axis() const {
return emission_ring_axis;
}
-float ParticlesMaterial::get_emission_ring_height() const {
+real_t ParticlesMaterial::get_emission_ring_height() const {
return emission_ring_height;
}
-float ParticlesMaterial::get_emission_ring_radius() const {
+real_t ParticlesMaterial::get_emission_ring_radius() const {
return emission_ring_radius;
}
-float ParticlesMaterial::get_emission_ring_inner_radius() const {
+real_t ParticlesMaterial::get_emission_ring_inner_radius() const {
return emission_ring_inner_radius;
}
@@ -1107,12 +1107,12 @@ Vector3 ParticlesMaterial::get_gravity() const {
return gravity;
}
-void ParticlesMaterial::set_lifetime_randomness(float p_lifetime) {
+void ParticlesMaterial::set_lifetime_randomness(double p_lifetime) {
lifetime_randomness = p_lifetime;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
-float ParticlesMaterial::get_lifetime_randomness() const {
+double ParticlesMaterial::get_lifetime_randomness() const {
return lifetime_randomness;
}
@@ -1169,11 +1169,12 @@ ParticlesMaterial::SubEmitterMode ParticlesMaterial::get_sub_emitter_mode() cons
return sub_emitter_mode;
}
-void ParticlesMaterial::set_sub_emitter_frequency(float p_frequency) {
+void ParticlesMaterial::set_sub_emitter_frequency(double p_frequency) {
sub_emitter_frequency = p_frequency;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pass delta instead of frequency, since its easier to compute
}
-float ParticlesMaterial::get_sub_emitter_frequency() const {
+
+double ParticlesMaterial::get_sub_emitter_frequency() const {
return sub_emitter_frequency;
}