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#include "qquickfriction_p.h"
#include <qmath.h>
QT_BEGIN_NAMESPACE
/*!
\qmltype Friction
\instantiates QQuickFrictionAffector
\inqmlmodule QtQuick.Particles
\ingroup qtquick-particles
\inherits Affector
\brief For applying friction proportional to the particle's current velocity.
*/
/*!
\qmlproperty real QtQuick.Particles::Friction::factor
A drag will be applied to moving objects which is this factor of their current velocity.
*/
/*!
\qmlproperty real QtQuick.Particles::Friction::threshold
The drag will only be applied to objects with a velocity above the threshold velocity. The
drag applied will bring objects down to the threshold velocity, but no further.
The default threshold is 0
*/
static qreal sign(qreal a)
{
return a >= 0 ? 1 : -1;
}
static const qreal epsilon = 0.00001;
QQuickFrictionAffector::QQuickFrictionAffector(QQuickItem *parent) :
QQuickParticleAffector(parent), m_factor(0.0), m_threshold(0.0)
{
}
bool QQuickFrictionAffector::affectParticle(QQuickParticleData *d, qreal dt)
{
if (!m_factor)
return false;
qreal curVX = d->curVX(m_system);
qreal curVY = d->curVY(m_system);
if (!curVX && !curVY)
return false;
qreal newVX = curVX + (curVX * m_factor * -1 * dt);
qreal newVY = curVY + (curVY * m_factor * -1 * dt);
if (!m_threshold) {
if (sign(curVX) != sign(newVX))
newVX = 0;
if (sign(curVY) != sign(newVY))
newVY = 0;
} else {
qreal curMag = qSqrt(curVX*curVX + curVY*curVY);
if (curMag <= m_threshold + epsilon)
return false;
qreal newMag = qSqrt(newVX*newVX + newVY*newVY);
if (newMag <= m_threshold + epsilon || //went past the threshold, stop there instead
sign(curVX) != sign(newVX) || //went so far past maybe it came out the other side!
sign(curVY) != sign(newVY)) {
qreal theta = qAtan2(curVY, curVX);
newVX = m_threshold * qCos(theta);
newVY = m_threshold * qSin(theta);
}
}
d->setInstantaneousVX(newVX, m_system);
d->setInstantaneousVY(newVY, m_system);
return true;
}
QT_END_NAMESPACE
#include "moc_qquickfriction_p.cpp"