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#ActualAllEightUp

Posted 16 May 2013 - 08:42 PM

Been a while since I've done D3DX stuff, sorry.  Let me see if I can explain it well enough so you can convert it:

 

emission.x would be the "X" value of the coordinate system around your emission point.  It is a Vector3.

 

You scale, or set the length/magnitude, of the x vector to the random value between -1 and +1.

 

So, the result should be a vector3 again.

 

Do the same to the y coordinate axis and add that to the result of the x scaling.

 

You end up with a randomized vector3 in the x/y plane.

 

 

The final item is normalize the emission direction (+z) plus the offset vector which is scaled by the randomness value.  Finally you scale the result by the desired velocity.

 

NOTE: Perhaps this will help, nothing other than scale, add or normalize are in use within this.


#1AllEightUp

Posted 16 May 2013 - 08:27 PM

Been a while since I've done D3DX stuff, sorry.  Let me see if I can explain it well enough so you can convert it:

 

emission.x would be the "X" value of the coordinate system around your emission point.  It is a Vector3.

 

You scale, or set the length/magnitude, of the x vector to the random value between -1 and +1.

 

So, the result should be a vector3 again.

 

Do the same to the y coordinate axis and add that to the result of the x scaling.

 

You end up with a randomized vector3 in the x/y plane.

 

 

The final item is normalize the emission direction (+z) plus the offset vector which is scaled by the randomness value.  Finally you scale the result by the desired velocity.


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