• Create Account

Banner advertising on our site currently available from just \$5!

### #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.

PARTNERS