added async particle ticking and made new params fully working.
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@@ -83,19 +83,10 @@ fun randomIntBetween(min: Int, max: Int) : Int {
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}
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fun randomBetweenVector3f(min: Vector3f, max: Vector3f) : Vector3f {
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return Vector3f(
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randomFloatBetween(min.x, max.x),
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randomFloatBetween(min.y, max.y),
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randomFloatBetween(min.z, max.z)
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)
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}
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fun eulerToQuat(euler: Vector3f): Vector4f {
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val roll = euler.x
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val pitch = euler.y
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val yaw = euler.z
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val roll = euler.x * (Math.PI / 180).toFloat()
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val pitch = euler.y * (Math.PI / 180).toFloat()
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val yaw = euler.z * (Math.PI / 180).toFloat()
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val cy = cos(yaw * 0.5)
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val sy = sin(yaw * 0.5)
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@@ -216,22 +207,4 @@ fun sdfCube(pos: Vector3f, size: Vector3f, objectPos: Vector3f): Float {
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fun normalizeSdf(sdf: Float, radius: Float): Float {
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return if (sdf < 0) (sdf + radius) / radius else 0f
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}
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fun velToRot(velocity: Vector3f): Vector3f {
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val normalizedVelocity = Vector3f(velocity).normalize()
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val yaw = Math.toDegrees(atan2(normalizedVelocity.z.toDouble(), normalizedVelocity.x.toDouble())).toFloat()
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val pitch = Math.toDegrees(
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atan2(
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-normalizedVelocity.y.toDouble(),
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sqrt(
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normalizedVelocity.x.toDouble().pow(2) + normalizedVelocity.z.toDouble().pow(2)
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)
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)
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).toFloat()
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return Vector3f(pitch, yaw, 0f)
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}
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