Particle emmiter and paths

Hello! i was wondering if I can take the particle emmiter from HelloEffects Tutorial and make the fire follow a path. Is it possible to add ghostControl to a particle emmiter?

I have done this so far with no results… :frowning:





[java]

ghostControl3 = new GhostControl(new CapsuleCollisionShape(2.8f, 5f, 1));

//model3 = (Node) assetManager.loadModel("Models/Oto/Oto.mesh.xml");

//model3.scale(0.8f);

fire.setLocalTranslation(2.8f, 5f, 1);

fire.addControl(ghostControl3);

ghostControl3.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02);

ghostControl3.setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_02);

ghostControl3.setPhysicsLocation(new Vector3f(0, 30, 20));

getPhysicsSpace().add(ghostControl3);

//animationControl3 = fire.getControl(AnimControl.class);

//animationChannel3 = animationControl3.createChannel();

//animationChannel3.setAnim("Walk");













path2 = new MotionPath();

path2.addWayPoint(new Vector3f(-48.282944f, 4.5f, -211.32246f));

path2.addWayPoint(new Vector3f(-48.905025f, 4.5f, -192.71219f));

path2.addWayPoint(new Vector3f(-48.85733f, 4.5f, -136.35065f));

path2.addWayPoint(new Vector3f(-49.4516f, 4.5f, -39.415718f));

path2.addWayPoint(new Vector3f(-49.61303f, 4.5f, 37.372147f));

//path2.enableDebugShape(assetManager, rootNode); //Make our path visible

motionTrack2 = new MotionTrack(fire, path2);

motionTrack2.setDirectionType(MotionTrack.Direction.Path);

motionTrack2.setEnabled(true);

[/java]

Both is possible but it hasn’t got much to do with each other?



Edit: What “results” do you expect from that? The fire now has a ghostcontrol that you can check for overlaps…

i mean that it shows me error when tying to execute… and i dont know what is wrong

hm… nothing…?

Well then posting the error would help.