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-/****************************************************************************
-**
-** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/
-**
-** This file is part of the documentation of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:FDL$
-** GNU Free Documentation License
-** Alternatively, this file may be used under the terms of the GNU Free
-** Documentation License version 1.3 as published by the Free Software
-** Foundation and appearing in the file included in the packaging of
-** this file.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms
-** and conditions contained in a signed written agreement between you
-** and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
- \qmlmodule QtQuick.Particles 2
- \title QML Module QtQuick.Particles 2
-
- \brief Elements for the Qt Quick particle system
-
- This QML module contains a particle system for Qt Quick.
-
- For a simple overview of how the system can be used, see \l{qml-particles.html}{Using the Qt Quick Particle System}.
-
-*/
-
-/*!
- \page qml-particlesystem.html
-\inqmlmodule QtQuick 1
- \title Using the Qt Quick Particle System
-
- \section1 The ParticleSystem
- This particle system contains four main types of QML Elements: ParticleSystem, Painters, Emitters and Affectors.
-
- The ParticleSystem element ties all the other elements together, and manages the shared timeline. Painters, Emitters
- and Affectors must all have the same ParticleSystem to be able to interact with each other.
-
- You may have as many ParticleSystems as you want subject to this constraint, so the logical separation is to have
- one ParticleSystem for all the elements that you want to interact, or just one if the number of elements is small
- and they are easily kept under control..
-
- \section1 Logical Particles
- All the particle system elements act on "logical particles". Every particle has a logical representation inside
- the particle system, and this is what the elements act upon. Not every logical particle needs to be visualized,
- and some logical particles could lead to multiple visual particles being drawn on screen.
- \section1 Particle Groups
- Every logical particle is a member of a particle group, and each group is identified by a name. If no other
- group has been specified, a logical particle belongs to the group with the name "" (the empty string), which
- acts the same as any other group. Groups are used for two purposes, for controlling particles and because they
- can have stochastic state transitions.
-
- Groups control particles because you can never access an individual particle with any of the particle system
- elements. All elements act on groups as a whole, and so any particles that need to behave differently from each
- other (aside from the usual stochastic parameter variation) will need to be in different groups.
-
- Particles can also change groups dynamically. When this happens the particles trajectory is unaltered, but it
- can be acted upon by different ParticlePainters or Affectors. Particles can either have their state changed by
- an Affector, or stochastic state transitions can be defined in the group definition (in the particleStates property).
- Generally, groups should only be defined in that property if they require stochastic state transitions. Otherwise,
- it is sufficient to have the groups be defined simply by the strings used in the particle/particles properties
- of the elements.
-
- \section1 Emitters
- Emitters emit logical particles into the system. These particles have a trajectory and lifespan, but no visualization.
- These particles are emitted from the location of the Emitter.
-
- FollowEmitters are a special type of emitter which emits particles from the location of other logicial particles. Any logical
- particle of the followed type within the bounds of a FollowEmitter will cause particle emission from its location, as if there
- were an Emitter on it with the same properties as the FollowEmitter.
-
- \section1 ParticlePainters
- Painters are the elements that visualize logical particles. For each logical particle in the groups assigned to it,
- which are within its bounds (or outside, if you do not set the clip property on the element) it will be visualized
- in a manner dependant on the type of ParticlePainter. The base type of ParticlePainter does not draw anything.
- ImageParticle renders an image at the particle location. CustomParticle allows you to write your own shaders to render
- the particles, passing in the logical particle state as vertex data. ItemParticle allows you to visualize logical
- particles using arbitrary QML delegates. ModelParticle is similar, but coordinates model data amongst the delegates
- in a similar manner to the view classes.
-
- As the ParticlePainter is the QML element visualizing the particles in the scene, it is its Z value which is important
- when trying to place particles above or below other elements visually.
-
- \section1 Affectors
- Affectors are an optional component of a particle system. They can perform a variety of manipulations to the simulation,
- such as altering the trajectory of particles or prematurely ending their life in the simulation. For performance reasons,
- it is recommended not to use Affectors in high-volume particle systems.
-
- \section1 Stochastic Parameters
- As particle systems benefit from stochastic control of parameters across a large number of instances, several stochastic
- helper types are used by the particle system. If you do not wish to have any stochastic variation in these parameters,
- then do not specify any variation in these elements.
-
- \section2 Directions
- Directions can be specified by angle and magnitude, or by x and y components. While any direction can be specified with
- either method, there is a significant difference between varying the x and y components and varying the angle and magnitude.
- Varying the x and y components will lead to a rectangular area around the specified point, while varying the angle will lead
- to an arc centered on the specfied point.
-
- \section2 Shapes
- The particle system contains several elements which represent shapes. These elements do not visualize shapes, and are used
- for the purpose of selecting a random point within the shape. If you want a specific point with no randomness, use a 0 width
- and 0 height shape (which is the default). Otherwise you can use the shape elements provides to specify an area, so that the
- result can use a random point selected from that area.
-*/