diff --git a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp index 18c4921836..1a263fba79 100644 --- a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp @@ -187,12 +187,10 @@ ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createPa particle.basePosition = baseTransform.getTranslation(); // Position, velocity, and acceleration + glm::vec3 emitDirection; if (polarStart == 0.0f && polarFinish == 0.0f && emitDimensions.z == 0.0f) { // Emit along z-axis from position - - particle.velocity = (emitSpeed + randFloatInRange(-1.0f, 1.0f) * speedSpread) * (emitOrientation * Vectors::UNIT_Z); - particle.acceleration = emitAcceleration + randFloatInRange(-1.0f, 1.0f) * accelerationSpread; - + emitDirection = Vectors::UNIT_Z; } else { // Emit around point or from ellipsoid // - Distribute directions evenly around point @@ -210,7 +208,6 @@ ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createPa azimuth = azimuthStart + (TWO_PI + azimuthFinish - azimuthStart) * randFloat(); } - glm::vec3 emitDirection; if (emitDimensions == Vectors::ZERO) { // Point emitDirection = glm::quat(glm::vec3(PI_OVER_TWO - elevation, 0.0f, azimuth)) * Vectors::UNIT_Z; @@ -235,10 +232,10 @@ ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createPa )); particle.relativePosition += emitOrientation * emitPosition; } - - particle.velocity = (emitSpeed + randFloatInRange(-1.0f, 1.0f) * speedSpread) * (emitOrientation * emitDirection); - particle.acceleration = emitAcceleration + randFloatInRange(-1.0f, 1.0f) * accelerationSpread; } + particle.velocity = (emitSpeed + randFloatInRange(-1.0f, 1.0f) * speedSpread) * (emitOrientation * emitDirection); + particle.acceleration = emitAcceleration + + glm::vec3(randFloatInRange(-1.0f, 1.0f), randFloatInRange(-1.0f, 1.0f), randFloatInRange(-1.0f, 1.0f)) * accelerationSpread; return particle; }