Ring particle emitter?

Re: Ring particle emitter?

Postby Skinnytorus » Wednesday, 11.June 2014, 12:22

CybeREX
No need for apologies. It's OK. I'm also prone to that sort of thing... ;)

ikam
Great many thanks. I will test the new solution this evening.
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Re: Ring particle emitter?

Postby Skinnytorus » Wednesday, 11.June 2014, 18:38

Several more glitches with sparkle... We are so close to making BLASTERS like in STAR WARS!!! Just a little more debugging... PLEASE!!!!! [-o<
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Re: Ring particle emitter?

Postby ikam » Wednesday, 11.June 2014, 20:46

ok, the previous solution works better. it works with forward.
for fly mode and flicker i'll check that tomorrow.
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Re: Ring particle emitter?

Postby Skinnytorus » Wednesday, 11.June 2014, 21:17

OK. Thanks a ton. What do you think about sparkle + trails?
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Re: Ring particle emitter?

Postby Skinnytorus » Thursday, 12.June 2014, 08:07

As far as workflow is concerned I don't see any difference between your previous and new solutions... Could please clarify how they differ? Maybe an example?
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Re: Ring particle emitter?

Postby ikam » Thursday, 12.June 2014, 09:09

yes, you're right my bad.
it seems that forward mode need a speeddirection value in sparkle to works, and if it is set it works correctly.

What's fly mode is supposed to do ? I don't cleary see how it differ from forward.
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Re: Ring particle emitter?

Postby Skinnytorus » Thursday, 12.June 2014, 09:29

1) It seems that this fix
to replace : Source->Func(PInfo[i],Time,Para.LookAhead*i);
by : Source->Func(PInfo[i],Time+Para.LookAhead*i,Para.LookAhead*i);

spoils the way forward mode works. Compare how this file works in previous and in current wz4 versions. The newer fix is maybe a better solution.

2) IMO Fly mode is supposed to do what it says: emulate real flying objects (airplanes, missiles, etc.) and automatically rotate them along their trajectory (according to pitch angle???). Anyways, I will try to dive into code. Maybe some idea strikes me...
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Re: Ring particle emitter?

Postby Skinnytorus » Thursday, 12.June 2014, 10:23

Well... I guess this piece of code starting at line 1201 in fxparticle.cpp is responsible for the fly mode.
Code: Select all
 PInfo[1].Parts[_i].Get(v1);
        PInfo[2].Parts[_i].Get(v2);
        sVector30 da(v2-v0);
        sVector30 db(v1-v0);
        mat.i.Cross(db,da);   
        mat.j.Cross(da,mat.i);
        mat.k = da;
        mat.i*=FastRSqrt(mat.i.LengthSq());
        mat.j*=FastRSqrt(mat.j.LengthSq());
        mat.k*=FastRSqrt(mat.k.LengthSq());

Vector math... Matrices... My meager brain is blowing! :))
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Re: Ring particle emitter?

Postby ikam » Thursday, 12.June 2014, 10:23

1/ yes, I'm agree.

2/ i'll do some test...(yes this is that code)

3/ I added a distibution parameter for sparkles, random is default and does nothing new, and reparted distribuate particles proportionnaly.
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Re: Ring particle emitter?

Postby Skinnytorus » Thursday, 12.June 2014, 10:55

1) OK
2) See my above post (it seems we were posting at the same time)
3) Works fine so far. A cool feature! Maybe you meant 'repeated' instead of 'reparted'? No such word in English ;)
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Re: Ring particle emitter?

Postby Skinnytorus » Thursday, 12.June 2014, 13:06

Man... I have to admit it: at this stage of development we still can not make star wars blasters... The matter is that Sparkle picks up particle's speed and direction but NOT emitter's. That is why we can not place blasters under spacecraft's wings: Chunks rotates particle meshes independently from other particles even if bound to the same spline. Hence, I have to admit that without freeing particles from emitters it's still impossible to make particle meshes work together. ](*,) ](*,) ](*,)
Have a look for yourself.
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Re: Ring particle emitter?

Postby ikam » Thursday, 12.June 2014, 15:04

what do you think of tthis one
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Re: Ring particle emitter?

Postby Skinnytorus » Thursday, 12.June 2014, 16:57

Hmm... that's better, but still very rough. Thanks. Still might look acceptable from distance... It may be a pain to synchronize it with glows of muzzle flashes...
OK. I'll try to develop this idea... but anyways.... are you sill planning to implement an emitter with independent particles? Any new thoughts? Apex particles?
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Re: Ring particle emitter?

Postby ikam » Thursday, 12.June 2014, 18:28

actual physx library binded to wz4 has a physics particle and a fluid particle systems (and also a cloth system)...
It's planned to code it.
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Re: Ring particle emitter?

Postby Skinnytorus » Thursday, 12.June 2014, 18:44

OK. Can't wait to see it in action... But anyways... I don't know how to thank you more for what you've already done... well... I think I should just wait and help you to the best I can :)
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