<div dir="ltr">Jannik, you were right .. Here is the thing (bellow) .. Thanks a bunch for the pointer !!<div><br></div><div><div>inline void RadialShooter::shoot(Particle* P) const</div><div>    {</div><div>        float theta = _theta_range.get_random();</div><div>        float phi = _phi_range.get_random();</div><div>        float speed = _speed_range.get_random();</div><div>        osg::Vec3 rot_speed = _rot_speed_range.get_random();</div><div><br></div><div>        P->setVelocity(osg::Vec3(</div><div>            speed * sinf(theta) * cosf(phi),</div><div>            speed * sinf(theta) * sinf(phi),</div><div>            speed * cosf(theta)</div><div>            ));</div><div><br></div><div>        P->setAngularVelocity(rot_speed);</div><div>    }</div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Sun, Oct 25, 2015 at 7:37 PM, Trajce Nikolov NICK <span dir="ltr"><<a href="mailto:trajce.nikolov.nick@gmail.com" target="_blank">trajce.nikolov.nick@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Wops, too fast .. Pressed wrong keys<div><br></div><div>void osgParticle::ModularEmitter::emitParticles(double dt)<br></div><div>....</div><div><div>Particle* P = getParticleSystem()->createParticle(getUseDefaultTemplate()? 0: &getParticleTemplate());</div><div>            if (P)</div><div>            {</div><div>                _placer->place(P);</div><div>                P->setPosition(P->getPosition() * worldToPs);</div><div>                _shooter->shoot(P);</div><div>                P->setVelocity(osg::Matrix::transform3x3(P->getVelocity(),</div><div>                                                         worldToPs));</div><div><br></div><div>                if (cps) P->setUpTexCoordsAsPartOfConnectedParticleSystem(cps);</div><div>            }</div></div></div><div class="gmail_extra"><div><div class="h5"><br><div class="gmail_quote">On Sun, Oct 25, 2015 at 7:36 PM, Trajce Nikolov NICK <span dir="ltr"><<a href="mailto:trajce.nikolov.nick@gmail.com" target="_blank">trajce.nikolov.nick@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Hi Jannik,<div><br></div><div>thanks for the hint. Here is what I see in ModularEmitter:</div><div><br></div></div><div class="gmail_extra"><div><div><br><div class="gmail_quote">On Sun, Oct 25, 2015 at 7:25 PM, Jannik Heller <span dir="ltr"><<a href="mailto:scrawl@baseoftrash.de" target="_blank">scrawl@baseoftrash.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Nick,<br>
<br>
the particle template's velocity isn't used, it's the particle emitter that determines initial particle velocity. Have a look at the ModularEmitter / Shooter classes in osgParticle.<br>
<br>
If you wanted to globally make particles simulate faster (as in a time lapse) you could just change the osg simulationTime to run faster.<br>
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Read this topic online here:<br>
<a href="http://forum.openscenegraph.org/viewtopic.php?p=65438#65438" rel="noreferrer" target="_blank">http://forum.openscenegraph.org/viewtopic.php?p=65438#65438</a><br>
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</blockquote></div><br><br clear="all"><div><br></div></div></div><span><font color="#888888">-- <br><div>trajce nikolov nick<br></div>
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</blockquote></div><br><br clear="all"><div><br></div></div></div><span class="HOEnZb"><font color="#888888">-- <br><div>trajce nikolov nick<br></div>
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</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature">trajce nikolov nick<br></div>
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