[osg-users] Resetting particle systems

Vincent Bourdier vincent.bourdier at gmail.com
Thu Mar 20 04:50:51 PDT 2008


Hi,

It looks normal for me that when you stop emmiting particle, the ones which
have been shot will continue to move... until the end of the lifetime... so
if you want to cut it on one frame to the next one... I think killing each
particle could be the better way to do it...

maybe another better solution exist... but I don't know it.

Regards

   Vincent.

2008/3/20, Wiedemann, Rudolf, OPS3 <rudolf.wiedemann at mbda-systems.de>:
>
>  Hi Vincent,
>
> I have a particle system in my scene, which starts emitting particles at
> simulation time = 0 (endless).
> Then, at an arbitrary simulation time, I want the scene starting at
> simulation time 0 again.
> This works well except for the particle system, because it begins now with
> another shape as in the first run, by and by getting the expected shape with
> increasing simulation time.
> I tried setting several parameter combinations (life time, reset time,
> re-reading the scene before every run...) and with some combinations I had
> the problem, that the particle system started correctly out-of-the-box
> again, but the old particles did still exist. So one idea was to destroy the
> particles manually...
> ... which works in the way Serge suggests, but then no new particles
> seemed to be created in the following run.
>
> I would be grateful for any hint!
> Rudi
>
>
>  ------------------------------
>  *Von:* osg-users-bounces at lists.openscenegraph.org [mailto:
> osg-users-bounces at lists.openscenegraph.org] *Im Auftrag von *Vincent
> Bourdier
> *Gesendet:* Donnerstag, 20. März 2008 11:58
> *An:* OpenSceneGraph Users
> *Betreff:* Re: [osg-users] Resetting particle systems
>
> Hi,
>
> I don't understand why you want to destroy the particle...
> A particle System works great without killing particle manually... what do
> you expect from it ?
>
> Vincent.
>
>
> 2008/3/20, Serge Lages <serge.lages at gmail.com>:
> >
> > Hi,
> >
> > The best way I found is :
> >
> > for (int i = 0; i < _emitter->getParticleSystem()->numParticles(); i++)
> > {
> >      _emitter->getParticleSystem()->destroyParticle(i);
> > }
> >
> > Yeah, it's a bit tricky, but it works... :)
> >
> > On Thu, Mar 20, 2008 at 9:12 AM, Wiedemann, Rudolf, OPS3 <
> > rudolf.wiedemann at mbda-systems.de> wrote:
> >
> > >  Hi,
> > >
> > > how can I reset a particle system, so when rendering the next frame no
> > > old particles exist any more, but only new particles are emitted?
> > >
> > > Thanks in advance!
> > > Rudi
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> >
> >
> > --
> > Serge Lages
> > http://www.tharsis-software.com
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
>
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