finlir
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+4
-2
@@ -390,7 +390,7 @@ void GameWorld::Initialize()
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auto entity = CreateEntity(tank);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(2,-1.7,2.0);
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transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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@@ -399,6 +399,7 @@ void GameWorld::Initialize()
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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emitterComponent->LifeTime = 0.5;
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emitterComponent->Speed = 5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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CommitEntity(entity);
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@@ -452,7 +453,7 @@ void GameWorld::Initialize()
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auto entity = CreateEntity(tank);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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transformComponent->Position = glm::vec3(2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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@@ -461,6 +462,7 @@ void GameWorld::Initialize()
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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emitterComponent->LifeTime = 0.5;
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emitterComponent->Speed = 5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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CommitEntity(entity);
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@@ -101,43 +101,42 @@ void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
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void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
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void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
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{
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{
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auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID, "ParticleEmitter");
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auto eComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID, "ParticleEmitter");
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auto emitterTransform = m_World->GetComponent<Components::Transform>(emitterID, "Transform");
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auto eTransform = m_World->GetComponent<Components::Transform>(emitterID, "Transform");
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glm::vec3 emitterPos = m_TransformSystem->AbsolutePosition(emitterID);
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glm::vec3 ePosition = m_TransformSystem->AbsolutePosition(emitterID);
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glm::quat emitterOrientation = emitterTransform->Orientation;
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glm::quat eOrientation = eTransform->Orientation;
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float tempSpeed = 4;
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glm::vec3 paticleSpeed = glm::vec3(eComponent->Speed);
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glm::vec3 speed = glm::vec3(tempSpeed);
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for(int i = 0; i < emitterComponent->SpawnCount; i++)
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for(int i = 0; i < eComponent->SpawnCount; i++)
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{
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{
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auto ent = m_World->CloneEntity(emitterComponent->ParticleTemplate);
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auto particleEntity = m_World->CloneEntity(eComponent->ParticleTemplate);
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auto particleTransform = m_World->GetComponent<Components::Transform>(ent, "Transform");
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auto particleTransform = m_World->GetComponent<Components::Transform>(particleEntity, "Transform");
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particleTransform->Position = emitterPos;
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particleTransform->Position = ePosition;
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particleTransform->Orientation = emitterOrientation;
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particleTransform->Orientation = eOrientation;
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//The emitter's orientation as "start value" times the default direction for emitter. Times the speed, and then rotate on x and y axis with the randomized spread angle.
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//The emitter's orientation as "start value" times the default direction for emitter. Times the speed, and then rotate on x and y axis with the randomized spread angle.
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float spreadAngle = emitterComponent->SpreadAngle;
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float spreadAngle = eComponent->SpreadAngle;
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particleTransform->Velocity = emitterOrientation * glm::vec3(0, 0, -1) * speed *
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particleTransform->Velocity = eOrientation * glm::vec3(0, 0, -1) * paticleSpeed *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(1, 0, 0))) *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(1, 0, 0))) *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0))) *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0))) *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 0, 1)));
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 0, 1)));
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auto particle = m_World->AddComponent<Components::Particle>(ent, "Particle");
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auto particleComponent = m_World->AddComponent<Components::Particle>(particleEntity, "Particle");
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particle->LifeTime = emitterComponent->LifeTime;
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particleComponent->LifeTime = eComponent->LifeTime;
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particle->ScaleSpectrum = emitterComponent->ScaleSpectrum;
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particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
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particle->VelocitySpectrum.push_back(particleTransform->Velocity);
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particleComponent->VelocitySpectrum.push_back(particleTransform->Velocity);
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if (emitterComponent->ScaleSpectrum.size() > 0)
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if (eComponent->ScaleSpectrum.size() > 0)
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{
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{
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if (emitterComponent->ScaleSpectrum.size() > 1)
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if (eComponent->ScaleSpectrum.size() > 1)
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{
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{
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particle->ScaleSpectrum = emitterComponent->ScaleSpectrum;
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particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
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}
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}
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else
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else
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{
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{
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particleTransform->Scale = emitterComponent->ScaleSpectrum[0];
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particleTransform->Scale = eComponent->ScaleSpectrum[0];
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}
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}
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}
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}
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else
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else
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@@ -145,23 +144,22 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
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particleTransform->Scale = glm::vec3(1, 1, 1);
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particleTransform->Scale = glm::vec3(1, 1, 1);
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}
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}
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if(emitterComponent->UseGoalVelocity)
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if(eComponent->UseGoalVelocity)
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particle->VelocitySpectrum.push_back(emitterComponent->GoalVelocity);
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particleComponent->VelocitySpectrum.push_back(eComponent->GoalVelocity);
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particle->OrientationSpectrum = emitterComponent->OrientationSpectrum;
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particleComponent->OrientationSpectrum = eComponent->OrientationSpectrum;
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if(particle->OrientationSpectrum.size() != 0)
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if(particleComponent->OrientationSpectrum.size() != 0)
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particleTransform->Orientation = glm::angleAxis(0.f, particle->OrientationSpectrum[0]);
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particleTransform->Orientation = glm::angleAxis(0.f, particleComponent->OrientationSpectrum[0]);
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particle->AngularVelocitySpectrum = emitterComponent->AngularVelocitySpectrum;
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particleComponent->AngularVelocitySpectrum = eComponent->AngularVelocitySpectrum;
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ParticleData data;
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ParticleData data;
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data.ParticleID = ent;
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data.ParticleID = particleEntity;
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data.SpawnTime = glfwGetTime();
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data.SpawnTime = glfwGetTime();
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if (particle->AngularVelocitySpectrum.size() != 0)
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if (particleComponent->AngularVelocitySpectrum.size() != 0)
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data.AngularVelocity = particle->AngularVelocitySpectrum[0];
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data.AngularVelocity = particleComponent->AngularVelocitySpectrum[0];
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if (particle->OrientationSpectrum.size() != 0)
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if (particleComponent->OrientationSpectrum.size() != 0)
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data.Orientation = particle->OrientationSpectrum[0];
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data.Orientation = particleComponent->OrientationSpectrum[0];
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else data.Orientation = emitterOrientation * glm::vec3(0,0,-1);
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else data.Orientation = eOrientation * glm::vec3(0,0,-1);
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m_ParticleEmitter[emitterID].push_back(data);
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m_ParticleEmitter[emitterID].push_back(data);
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}
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}
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}
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}
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