Hi Tom,

 

Thanks for helping out. I am indeed using a ModularEmitter and
ParticleSystemUpdater. I was doing something like:

 

effect->addChild(emitter);

effect->addChild(program);

effect->addChild(updater);

geode->addChild(particleSystem);

transform->addChild(geode);

effect->addChild(transform);

root->addChild(effect);

 

I was expecting that if with no transform the particles are emitted
towards +Z say, then I could add a rotation transform to emit them
towards the +X axis for example. Not sure what was the problem with
adding a MatrixTransform. The behavior was add one geode, the particles
go towards +Z. Add a parent rotation to move towards +X, the particles
still emit towards +Z. Now add another geode with particle system before
previous one (no transform), and particles are emitted both towards +Z
and +X (see first post)...

 

What I did to solve my problem is that I computed the theta and phi
angles of the desired rotation and set the emitter to those values using
setThetaRange() and setPhiRange(). This works as intended. Either there
is something I was doing wrong / not understanding before, or maybe
there is a bug somewhere in osgParticle...

 

cheers !

 

 

bill

 

 

________________________________

From: [email protected]
[mailto:[email protected]] On Behalf Of Jolley,
Thomas P
Sent: October-06-09 11:55 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system

 

Hi Bill,

 

Do you have a ModularEmitter and ParticleSystemUpdater?  If so, where
are they in the scene graph?

 

Are you expecting the particles, after being emitted, to move with the
transform or stay in the world coordinate system.

 

----

Tom Jolley

 

         

        
________________________________


        From: [email protected]
[mailto:[email protected]] On Behalf Of
Poirier, Guillaume
        Sent: Monday, October 05, 2009 12:09 PM
        To: OpenSceneGraph Users
        Subject: Re: [osg-users] MatrixTransform and particle system

        Yes sorry I should have mentioned that... I am using 2.8.2.

         

         

        cheers !

         

         

        bill

         

        
________________________________


        From: [email protected]
[mailto:[email protected]] On Behalf Of Jolley,
Thomas P
        Sent: October-05-09 12:42 PM
        To: OpenSceneGraph Users
        Subject: Re: [osg-users] MatrixTransform and particle system

         

        Hi Bill,

         

        What version of osg are you using?

         

        ----

        Tom Jolley

         

                 

                
________________________________


                From: [email protected]
[mailto:[email protected]] On Behalf Of
Poirier, Guillaume
                Sent: Monday, October 05, 2009 11:18 AM
                To: OpenSceneGraph Users
                Subject: [osg-users] MatrixTransform and particle system

                I am trying to apply a transform to a particle system
like this:

                 

                _transform = new osg::MatrixTransform;

                _transform->setMatrix(osg::Matrix::rotate(fromDir,
toDir));

                _geode = new osg::Geode;

                _geode->addDrawable(particleSystem.get());

                _transform->addChild(_geode.get());

                addChild(_transform.get());

                 

                Unfortunately adding the transform does not transform my
particles... However if I add another geode like this before the
previous code:

                 

                osg::ref_ptr<osg::Geode> pDummy = new osg::Geode;

                pDummy->addDrawable(particleSystem.get());

                addChild(pDummy.get());

                 

                Then I have one set of transformed particles and one set
of untransformed ones. Probably I am missing something simple here ?
Anyone has a suggestion ?

                 

                 

                cheers !

                 

                 

                bill

                 

                 

                 

                 

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