unit particles can now have float values for emission rates. This allows also emission rates smaller than 1 like 0.01 for example

This commit is contained in:
Titus Tscharntke
2010-09-24 16:36:59 +00:00
parent 61b66fb761
commit cd65927924
6 changed files with 27 additions and 16 deletions

View File

@@ -112,7 +112,8 @@ protected:
Vec3f pos;
Vec4f color;
Vec4f colorNoEnergy;
int emissionRate;
float emissionRate;
float emissionState;
int maxParticleEnergy;
int varParticleEnergy;
float particleSize;
@@ -149,7 +150,7 @@ public:
void setPos(Vec3f pos);
void setColor(Vec4f color);
void setColorNoEnergy(Vec4f color);
void setEmissionRate(int emissionRate);
void setEmissionRate(float emissionRate);
void setMaxParticleEnergy(int maxParticleEnergy);
void setVarParticleEnergy(int varParticleEnergy);
void setParticleSize(float particleSize);
@@ -397,7 +398,7 @@ public:
private:
ProjectileParticleSystem *prevParticleSystem;
int emissionRateFade;
float emissionRateFade;
float verticalSpreadA;
float verticalSpreadB;
float horizontalSpreadA;
@@ -411,7 +412,7 @@ public:
virtual void initParticle(Particle *p, int particleIndex);
virtual void updateParticle(Particle *p);
void setEmissionRateFade(int emissionRateFade) {this->emissionRateFade= emissionRateFade;}
void setEmissionRateFade(float emissionRateFade) {this->emissionRateFade= emissionRateFade;}
void setVerticalSpreadA(float verticalSpreadA) {this->verticalSpreadA= verticalSpreadA;}
void setVerticalSpreadB(float verticalSpreadB) {this->verticalSpreadB= verticalSpreadB;}
void setHorizontalSpreadA(float horizontalSpreadA) {this->horizontalSpreadA= horizontalSpreadA;}