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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#ifndef QQUICK3DPARTICLEDATA_H
#define QQUICK3DPARTICLEDATA_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QVector3D>
#include <private/qglobal_p.h>
QT_BEGIN_NAMESPACE
struct Color4ub {
uchar r = 255;
uchar g = 255;
uchar b = 255;
uchar a = 255;
};
struct Vector3b {
qint8 x = 0;
qint8 y = 0;
qint8 z = 0;
};
// Current particle data, only used for currently modified data, so one per system
struct QQuick3DParticleDataCurrent
{
QVector3D position;
QVector3D velocity;
QVector3D rotation;
QVector3D scale;
Color4ub color;
};
// Particle data per particle
// Not modified after emits
struct QQuick3DParticleData
{
QVector3D startPosition;
QVector3D startVelocity;
QVector3D surfaceNormal;
// Use Vector3b to reduce the memory usage, rotations work with less accuracy.
// These need to be qint8 and not quint8 as rotations can go either direction.
Vector3b startRotation;
Vector3b startRotationVelocity;
Color4ub startColor;
// Seconds, system time when this particle was emitted
float startTime = -1.0f;
// Seconds, particle lifetime
float lifetime = 0.0f;
// Unified scaling among axes
float startSize = 1.0f;
float endSize = 1.0f;
// Seconds, sprite sequence animation total time
float animationTime = -1.0f;
// Index/id of the particle. Used to get unique random values.
// Might not be necessary, check later
int index = 0;
// Size: 12+12+3+3+4+4+4+4+4+4 = 54 bytes
bool reversed = false;
};
// Data structure for storing bursts
struct QQuick3DParticleEmitBurstData {
int amount = 0;
int time = 0;
int duration = 0;
QVector3D position;
};
QT_END_NAMESPACE
#endif // QQUICK3DPARTICLEDATA_H
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