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Emit particles in local space rather than world space?


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The minEmitBox and maxEmitBox define a box around the current position of the emitter. They are defined in object space NOT world space

Same thing for direction1 and direction2.


if you want to work in world space just replace startDirectionFunction and startPositionFunction. Here are the default implementation:

this.startDirectionFunction = (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3): void => {                var randX = randomNumber(this.direction1.x, this.direction2.x);                var randY = randomNumber(this.direction1.y, this.direction2.y);                var randZ = randomNumber(this.direction1.z, this.direction2.z);                BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);            }            this.startPositionFunction = (worldMatrix: Matrix, positionToUpdate: Vector3): void => {                var randX = randomNumber(this.minEmitBox.x, this.maxEmitBox.x);                var randY = randomNumber(this.minEmitBox.y, this.maxEmitBox.y);                var randZ = randomNumber(this.minEmitBox.z, this.maxEmitBox.z);                BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);            }
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