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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "qquick3dparticlepointrotator_p.h"
QT_BEGIN_NAMESPACE
/*!
\qmltype PointRotator3D
\inherits Affector3D
\inqmlmodule QtQuick3D.Particles3D
\brief Rotates particles around a pivot point.
\since 6.2
This element rotates particles around a \l pivotPoint towards the \l direction.
*/
QQuick3DParticlePointRotator::QQuick3DParticlePointRotator(QQuick3DNode *parent)
: QQuick3DParticleAffector(parent)
{
}
/*!
\qmlproperty real PointRotator3D::magnitude
This property defines the magnitude in degrees per second. Negative magnitude
rotates to the opposite way from the \l {PointRotator3D::direction}{direction}.
The default value is \c 10.0.
*/
float QQuick3DParticlePointRotator::magnitude() const
{
return m_magnitude;
}
void QQuick3DParticlePointRotator::setMagnitude(float magnitude)
{
if (qFuzzyCompare(m_magnitude, magnitude))
return;
m_magnitude = magnitude;
Q_EMIT magnitudeChanged();
Q_EMIT update();
}
/*!
\qmlproperty vector3d PointRotator3D::direction
This property defines the direction for the rotation. Values will be
automatically normalized to a unit vector.
The default value is \c (0.0, 1.0, 0.0) (around the y-coordinate).
*/
QVector3D QQuick3DParticlePointRotator::direction() const
{
return m_direction;
}
void QQuick3DParticlePointRotator::setDirection(const QVector3D &direction)
{
if (m_direction == direction)
return;
m_direction = direction;
m_directionNormalized = m_direction.normalized();
Q_EMIT directionChanged();
Q_EMIT update();
}
/*!
\qmlproperty vector3d PointRotator3D::pivotPoint
This property defines the pivot point for the rotation. Particles are rotated
around this point.
The default value is \c (0, 0, 0) (the center of particle system).
*/
QVector3D QQuick3DParticlePointRotator::pivotPoint() const
{
return m_pivotPoint;
}
void QQuick3DParticlePointRotator::setPivotPoint(const QVector3D &point)
{
if (m_pivotPoint == point)
return;
m_pivotPoint = point;
Q_EMIT pivotPointChanged();
Q_EMIT update();
}
void QQuick3DParticlePointRotator::prepareToAffect()
{
m_rotationMatrix.setToIdentity();
m_rotationMatrix.translate(m_pivotPoint);
}
void QQuick3DParticlePointRotator::affectParticle(const QQuick3DParticleData &sd, QQuick3DParticleDataCurrent *d, float time)
{
// Rotate based on the current position
// Note that this means order of PointRotator element compared to other affectors matters
Q_UNUSED(sd);
if (!qFuzzyIsNull(m_magnitude)) {
QMatrix4x4 rot = m_rotationMatrix;
rot.rotate(time * m_magnitude, m_directionNormalized);
rot.translate(-m_pivotPoint);
d->position = rot.map(d->position);
}
}
QT_END_NAMESPACE
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