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- Particle stick to surface expression
- //Attributes
- //Creation
- particleShape1.goalPP = 0;
- particleShape1.randI = rand(0,9);
- //particleShape1.randR = <<rand(0,15),rand(0,360),rand(0,15)>>;
- particleShape1.radiusPP = rand(.2,1.2);
- particleShape1.randomRotationX = rand(180);
- // runtime after dynamics
- vector $p = particleShape1.position;
- vector $normal = particleShape1.goalWorldNormal0PP;
- vector $worldUp = <<0,1,0>>;
- float $rotZ = rad_to_deg(( atan2( ($normal.y), ($normal.x) ) ));
- float $rotY = rad_to_deg(( asin( -($normal.z) ) ));
- particleShape1.rotationPP = << particleShape1.randomRotationX, $rotY, $rotZ >>;
- particleShape1.rgbPP = rgbaToColorAndAlpha1.outRgbPP;
- // runtime before dynamics
- if (particleShape1.collisionU > -1)
- {
- particleShape1.goalPP =1;
- particleShape1.goalU = particleShape1.collisionU;
- particleShape1.goalV = particleShape1.collisionV;
- particleShape1.traceDepthPP=0;
- }
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