Almost correct Orientation calculation...
This commit is contained in:
@@ -59,18 +59,16 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
if(particleComponent->AngularVelocitySpectrum.size() > 1)
|
||||
ScalarInterpolation(timeProgress, particleComponent->AngularVelocitySpectrum, it->AngularVelocity);
|
||||
//Angular velocity interpolation
|
||||
|
||||
if(particleComponent->OrientationSpectrum.size() > 1)
|
||||
VectorInterpolation(timeProgress, particleComponent->OrientationSpectrum, it->Orientation);
|
||||
|
||||
// glm::vec3 v1 = particleComponent->OrientationSpectrum[0];
|
||||
// glm::vec3 v2 = it->Orientation;
|
||||
// glm::vec3 v3 = glm::normalize(glm::cross(v1,v2));
|
||||
// float angle = glm::acos(glm::dot(v1, v2) / glm::length(v1) * glm::length(v2));
|
||||
// float s = sin(angle / 2);
|
||||
// transformComponent->Orientation.x = v3.x * s;
|
||||
// transformComponent->Orientation.y = v3.y * s;
|
||||
// transformComponent->Orientation.z = v3.z * s;
|
||||
// transformComponent->Orientation.w = glm::cos(angle/2);
|
||||
glm::vec3 v1 = glm::normalize(particleComponent->OrientationSpectrum[0]);
|
||||
glm::vec3 v2 = glm::normalize(it->Orientation);
|
||||
glm::vec3 v3 = glm::cross(v1,v2);
|
||||
float angle = glm::abs(glm::acos(glm::dot(v1, v2) / (v1.length() * v2.length())));
|
||||
transformComponent->Orientation = glm::angleAxis(angle, v3);
|
||||
|
||||
|
||||
//float alpha = it->AngularVelocity * dt;
|
||||
//transformComponent->Orientation = transformComponent->Orientation * it->Orientation;
|
||||
|
||||
Reference in New Issue
Block a user