Hi Guys, I am as not familiar with osgParticle internals and different usages as I'd like to be so can't give a quick answer. I can say that if there isn't already then a particle system reset method seems like an appropriate method to have. Feel free to propose an implementation.
Robert. On Thu, Mar 20, 2008 at 12:15 PM, Serge Lages <[EMAIL PROTECTED]> wrote: > Hi Rudolf, > > I had exactly the same problem as you, I have an application with particles > where you can change the current time (coming back to the start, going to a > given time...). > > To not have problems with particles not destroyed, I needed to : > > - First destroy manually all the particles. > - Then stop the emiter by setting a RandomRateCounter with a rate range > between 0 and 0 for example. > - Change the simulation time. > - Set back a normal RandomRateCounter. > > Good luck ! > > > > On Thu, Mar 20, 2008 at 12:50 PM, Vincent Bourdier > <[EMAIL PROTECTED]> wrote: > > 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 <[EMAIL PROTECTED]>: > > > > > > > > > > > > > > > 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: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] 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 <[EMAIL PROTECTED]>: > > > > 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 > <[EMAIL PROTECTED]> 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@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@lists.openscenegraph.org > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@lists.openscenegraph.org > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@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@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org