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