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On 09/03/2010 at 00:03, xxxxxxxx wrote:
I think I now understand your code, what you want to do and why it ends up like this:
You probably have an outer loop that iterates over time.
You want to have one spline per particle that trajects it's course, but with the code above you end up having one spline per timeframe, connecting all the particles at that time.
In the loop, you would need an array of splines (one for each particle), and instead of adding all points to a single spline, you would do something like this in the i loop:
for (int i = 0; i<particleCount;i++)
{
const Particle \*particle = particleObject->GetParticleR(particleTag, i);
if (particle->bits&(PARTICLE_VISIBLE|PARTICLE_ALIVE))
{
\*\* add point particle->off to the end of spline _ _i
}
}
__
_But this way, all your splines would "start" at the same time, since they don't have a time information along with them. Depends on what you're using them for whether that's what you want.
_