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39 | |
40 | #include "qquickparticleaffector_p.h" |
41 | #include <QDebug> |
42 | #include <private/qqmlglobal_p.h> |
43 | QT_BEGIN_NAMESPACE |
44 | |
45 | /*! |
46 | \qmltype Affector |
47 | \instantiates QQuickParticleAffector |
48 | \inqmlmodule QtQuick.Particles |
49 | \brief Applies alterations to the attributes of logical particles at any |
50 | point in their lifetime. |
51 | \ingroup qtquick-particles |
52 | |
53 | The base Affector does not alter any attributes, but can be used to emit a signal |
54 | when a particle meets certain conditions. |
55 | |
56 | If an affector has a defined size, then it will only affect particles within its size and position on screen. |
57 | |
58 | Affectors have different performance characteristics to the other particle system elements. In particular, |
59 | they have some simplifications to try to maintain a simulation at real-time or faster. When running a system |
60 | with Affectors, irregular frame timings that grow too large ( > one second per frame) will cause the Affectors |
61 | to try and cut corners with a faster but less accurate simulation. If the system has multiple affectors the order |
62 | in which they are applied is not guaranteed, and when simulating larger time shifts they will simulate the whole |
63 | shift each, which can lead to different results compared to smaller time shifts. |
64 | |
65 | Accurate simulation for large numbers of particles (hundreds) with multiple affectors may be possible on some hardware, |
66 | but on less capable hardware you should expect small irregularties in the simulation as simulates with worse granularity. |
67 | */ |
68 | /*! |
69 | \qmlproperty ParticleSystem QtQuick.Particles::Affector::system |
70 | This is the system which will be affected by the element. |
71 | If the Affector is a direct child of a ParticleSystem, it will automatically be associated with it. |
72 | */ |
73 | /*! |
74 | \qmlproperty list<string> QtQuick.Particles::Affector::groups |
75 | Which logical particle groups will be affected. |
76 | |
77 | If empty, it will affect all particles. |
78 | */ |
79 | /*! |
80 | \qmlproperty list<string> QtQuick.Particles::Affector::whenCollidingWith |
81 | If any logical particle groups are specified here, then the affector |
82 | will only be triggered if the particle being examined intersects with |
83 | a particle of one of these groups. |
84 | |
85 | This is different from the groups property. The groups property selects which |
86 | particles might be examined, and if they meet other criteria (including being |
87 | within the bounds of the Affector, modified by shape) then they will be tested |
88 | again to see if they intersect with a particles from one of the particle groups |
89 | in whenCollidingWith. |
90 | |
91 | By default, no groups are specified. |
92 | */ |
93 | /*! |
94 | \qmlproperty bool QtQuick.Particles::Affector::enabled |
95 | If enabled is set to false, this affector will not affect any particles. |
96 | |
97 | Usually this is used to conditionally turn an affector on or off. |
98 | |
99 | Default value is true. |
100 | */ |
101 | /*! |
102 | \qmlproperty bool QtQuick.Particles::Affector::once |
103 | If once is set to true, this affector will only affect each particle |
104 | once in their lifetimes. If the affector normally simulates a continuous |
105 | effect over time, then it will simulate the effect of one second of time |
106 | the one instant it affects the particle. |
107 | |
108 | Default value is false. |
109 | */ |
110 | /*! |
111 | \qmlproperty Shape QtQuick.Particles::Affector::shape |
112 | If a size has been defined, the shape property can be used to affect a |
113 | non-rectangular area. |
114 | */ |
115 | /*! |
116 | \qmlsignal QtQuick.Particles::Affector::affected(real x, real y) |
117 | |
118 | This signal is emitted when a particle is selected to be affected. It will not be emitted |
119 | if a particle is considered by the Affector but not actually altered in any way. |
120 | |
121 | In the special case where an Affector has no possible effect (e.g. Affector {}), this signal |
122 | will be emitted for all particles being considered if you connect to it. This allows you to |
123 | execute arbitrary code in response to particles (use the Affector::onAffectParticles |
124 | signal handler if you want to execute code which affects the particles |
125 | themselves). As this executes JavaScript code per particle, it is not recommended to use this |
126 | signal with a high-volume particle system. |
127 | |
128 | (\a {x}, \a {y}) is the particle's current position. |
129 | */ |
130 | QQuickParticleAffector::QQuickParticleAffector(QQuickItem *parent) : |
131 | QQuickItem(parent), m_needsReset(false), m_ignoresTime(false), m_onceOff(false), m_enabled(true) |
132 | , m_system(nullptr), m_updateIntSet(false), m_shape(new QQuickParticleExtruder(this)) |
133 | { |
134 | } |
135 | |
136 | bool QQuickParticleAffector::isAffectedConnected() |
137 | { |
138 | IS_SIGNAL_CONNECTED(this, QQuickParticleAffector, affected, (qreal,qreal)); |
139 | } |
140 | |
141 | |
142 | void QQuickParticleAffector::componentComplete() |
143 | { |
144 | if (!m_system && qobject_cast<QQuickParticleSystem*>(object: parentItem())) |
145 | setSystem(qobject_cast<QQuickParticleSystem*>(object: parentItem())); |
146 | QQuickItem::componentComplete(); |
147 | } |
148 | |
149 | bool QQuickParticleAffector::activeGroup(int g) { |
150 | if (m_updateIntSet){ //This can occur before group ids are properly assigned, but that resets the flag |
151 | m_groupIds.clear(); |
152 | foreach (const QString &p, m_groups) |
153 | m_groupIds << m_system->groupIds[p]; |
154 | m_updateIntSet = false; |
155 | } |
156 | return m_groupIds.isEmpty() || m_groupIds.contains(value: g); |
157 | } |
158 | |
159 | bool QQuickParticleAffector::shouldAffect(QQuickParticleData* d) |
160 | { |
161 | if (!d) |
162 | return false; |
163 | if (activeGroup(g: d->groupId)){ |
164 | if ((m_onceOff && m_onceOffed.contains(t: qMakePair(x: d->groupId, y: d->index))) |
165 | || !d->stillAlive(system: m_system)) |
166 | return false; |
167 | //Need to have previous location for affected anyways |
168 | if (width() == 0 || height() == 0 |
169 | || m_shape->contains(bounds: QRectF(m_offset.x(), m_offset.y(), width(), height()), point: QPointF(d->curX(particleSystem: m_system), d->curY(particleSystem: m_system)))){ |
170 | if (m_whenCollidingWith.isEmpty() || isColliding(d)){ |
171 | return true; |
172 | } |
173 | } |
174 | } |
175 | return false; |
176 | |
177 | } |
178 | |
179 | void QQuickParticleAffector::postAffect(QQuickParticleData* d) |
180 | { |
181 | m_system->needsReset << d; |
182 | if (m_onceOff) |
183 | m_onceOffed << qMakePair(x: d->groupId, y: d->index); |
184 | if (isAffectedConnected()) |
185 | emit affected(x: d->curX(particleSystem: m_system), y: d->curY(particleSystem: m_system)); |
186 | } |
187 | |
188 | const qreal QQuickParticleAffector::simulationDelta = 0.020; |
189 | const qreal QQuickParticleAffector::simulationCutoff = 1.000;//If this goes above 1.0, then m_once behaviour needs special codepath |
190 | |
191 | void QQuickParticleAffector::affectSystem(qreal dt) |
192 | { |
193 | if (!m_enabled) |
194 | return; |
195 | //If not reimplemented, calls affectParticle per particle |
196 | //But only on particles in targeted system/area |
197 | updateOffsets();//### Needed if an ancestor is transformed. |
198 | if (m_onceOff) |
199 | dt = 1.0; |
200 | foreach (QQuickParticleGroupData* gd, m_system->groupData) { |
201 | if (activeGroup(g: gd->index)) { |
202 | foreach (QQuickParticleData* d, gd->data) { |
203 | if (shouldAffect(d)) { |
204 | bool affected = false; |
205 | qreal myDt = dt; |
206 | if (!m_ignoresTime && myDt < simulationCutoff) { |
207 | int realTime = m_system->timeInt; |
208 | m_system->timeInt -= myDt * 1000.0; |
209 | while (myDt > simulationDelta) { |
210 | m_system->timeInt += simulationDelta * 1000.0; |
211 | if (d->alive(system: m_system))//Only affect during the parts it was alive for |
212 | affected = affectParticle(d, dt: simulationDelta) || affected; |
213 | myDt -= simulationDelta; |
214 | } |
215 | m_system->timeInt = realTime; |
216 | } |
217 | if (myDt > 0.0) |
218 | affected = affectParticle(d, dt: myDt) || affected; |
219 | if (affected) |
220 | postAffect(d); |
221 | } |
222 | } |
223 | } |
224 | } |
225 | } |
226 | |
227 | bool QQuickParticleAffector::affectParticle(QQuickParticleData *, qreal ) |
228 | { |
229 | return true; |
230 | } |
231 | |
232 | void QQuickParticleAffector::reset(QQuickParticleData* pd) |
233 | {//TODO: This, among other ones, should be restructured so they don't all need to remember to call the superclass |
234 | if (m_onceOff) |
235 | if (activeGroup(g: pd->groupId)) |
236 | m_onceOffed.remove(t: qMakePair(x: pd->groupId, y: pd->index)); |
237 | } |
238 | |
239 | void QQuickParticleAffector::updateOffsets() |
240 | { |
241 | if (m_system) |
242 | m_offset = m_system->mapFromItem(item: this, point: QPointF(0, 0)); |
243 | } |
244 | |
245 | bool QQuickParticleAffector::isColliding(QQuickParticleData *d) const |
246 | { |
247 | qreal myCurX = d->curX(particleSystem: m_system); |
248 | qreal myCurY = d->curY(particleSystem: m_system); |
249 | qreal myCurSize = d->curSize(particleSystem: m_system) / 2; |
250 | foreach (const QString &group, m_whenCollidingWith){ |
251 | foreach (QQuickParticleData* other, m_system->groupData[m_system->groupIds[group]]->data){ |
252 | if (!other->stillAlive(system: m_system)) |
253 | continue; |
254 | qreal otherCurX = other->curX(particleSystem: m_system); |
255 | qreal otherCurY = other->curY(particleSystem: m_system); |
256 | qreal otherCurSize = other->curSize(particleSystem: m_system) / 2; |
257 | if ((myCurX + myCurSize > otherCurX - otherCurSize |
258 | && myCurX - myCurSize < otherCurX + otherCurSize) |
259 | && (myCurY + myCurSize > otherCurY - otherCurSize |
260 | && myCurY - myCurSize < otherCurY + otherCurSize)) |
261 | return true; |
262 | } |
263 | } |
264 | return false; |
265 | } |
266 | |
267 | QT_END_NAMESPACE |
268 | |
269 | #include "moc_qquickparticleaffector_p.cpp" |
270 | |