I wanted my particles wrap bounds to be oriented the same as the entity:
LocalParticlesWrapBounds.prototype.update = function(dt) {
this.entity.particlesystem.wrapBounds = this.entity.getRotation().transformVector(this.bounds); // [0.06, 0.06, 0.48]
};
Could this not be an option for the particle system?
btw to state the obvious this isn’t exactly accurate, since I just transform a direction and don’t really recompute the bounds, it just works good enough in our case and was fast.