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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: http://www.gnu.org/copyleft/fdl.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \title QtQuick.Particles Examples - Affectors
+ \example particles/affectors
+ \brief This is a collection of examples using Affectors in the QML particle system.
+ \image qml-affectors-example.png
+
+ This is a collection of small QML examples relating to using Affectors in the particle system.
+ Each example is a small QML file emphasizing a particular element or feature.
+
+ Age demonstrates using an Age affector to prematurely end the lives of particles.
+ \snippet particles/affectors/content/age.qml 0
+
+ As you move the affector around the screen, the particles inside it
+ (which haven't already been affected) jump to a period near the end
+ of their life. This gives them a short period to finish fading out,
+ but changing lifeLeft to 0 (the default), would cause them to reach
+ the end of their life instantly.
+
+ Attractor demonstrates using an Attractor affector to simulate a black hole
+ \snippet particles/affectors/content/attractor.qml 0
+
+ All particles in the scene, including the rocket ship's exhaust and pellets, are pulled
+ towards the black hole. This effect is stronger closer to the black hole, so the
+ asteroids near the top of the screen are barely affected at all, while the ones
+ towards the middle sometimes curve drastically. To complete the effect, an Age
+ affector covers the black hole to destroy particles which come in contact with it.
+
+ Custom Affector manipulates the properties of the particles directly in javascript.
+ One Affector is used to make the leaves rock back and forth as they fall, looking more
+ leaf-like than just spinning in circles:
+ \snippet particles/affectors/content/customaffector.qml 0
+ Another is used to provide a slightly varying friction to the leaves as they 'land',
+ to look more natural:
+ \snippet particles/affectors/content/customaffector.qml 1
+
+ Friction is similar to the falling leaves in the custom affector, except that it uses a
+ flat friction the whole way down instead of custom affectors.
+ \snippet particles/affectors/content/friction.qml 0
+
+ Gravity is a convenience affector for applying a constant acceleration to particles inside it
+ \snippet particles/affectors/content/gravity.qml 0
+
+ GroupGoal sets up two particle groups for flaming and non-flaming balls, and gives you various
+ ways to transition between them.
+ \snippet particles/affectors/content/groupgoal.qml unlit
+ The non-flaming balls have a one in a hundred chance of lighting on their own each second, but they also
+ have a GroupGoal set on the whole group. This affector affects all particles of the unlit group, when colliding
+ with particles in the lit group, and cause them to move to the lighting group.
+ \snippet particles/affectors/content/groupgoal.qml lighting
+ lighting is an intermediate group so that the glow builds up and the transition is less jarring. So it automatically
+ moves into the lit group after 100ms.
+ \snippet particles/affectors/content/groupgoal.qml lit
+ The lit group also has TrailEmitters on it for additional fire and smoke, but does not transition anywhere.
+ There are two more GroupGoal elements that allow particles in the unlit group to transition to the lighting group
+ (and then to the lit group).
+ \snippet particles/affectors/content/groupgoal.qml groupgoal-pilot
+ The first is just an area bound to the location of an image of a pilot flame. When unlit balls pass through the flame,
+ they go straight to lit because the pilot flame is so hot.
+ \snippet particles/affectors/content/groupgoal.qml groupgoal-ma
+ The second is bound to the location of the last pointer interaction, so that touching or clicking on unlit balls (which
+ is hard due to their constant movement) causes them to move to the lighting group.
+
+ Move shows some simple effects you can get by altering trajectory midway.
+ The red particles have an affector that affects their position, jumping them forwards by 120px.
+ \snippet particles/affectors/content/move.qml A
+ The green particles have an affector that affects their velocity, but with some angle variation. By adding some random direction
+ velocity to their existing forwards velocity, they begin to spray off in a cone.
+ \snippet particles/affectors/content/move.qml B
+ The blue particles have an affector that affects their acceleration, and because it sets relative to false this resets the acceleration instead of
+ adding to it. Once the blue particles reach the affector, their horizontal velocity stops increasing as their vertical velocity decreases.
+ \snippet particles/affectors/content/move.qml C
+
+ SpriteGoal has an affector which interacts with the sprite engine of particles, if they are being drawn as sprites by ImageParticle.
+ \snippet particles/affectors/content/spritegoal.qml 0
+ The SpriteGoal follows the image of the rocket ship on screen, and when it interacts with particles drawn by ImageParticle as sprites,
+ it instructs them to move immediately to the "explode" state, which in this case is the animation of the asteroid breaking into many pieces.
+
+ Turbulence has a flame with smoke, and both sets of particles being affected by a Turbulence affector. This gives a faint wind effect.
+ \snippet particles/affectors/content/turbulence.qml 0
+ To make the wind change direction, subsitute a black and white noise image in the noiseSource parameter (it currently uses a default noise source).
+
+ Wander uses a Wander affector to add some horizontal drift to snowflakes as they fall down.
+ \snippet particles/affectors/content/wander.qml 0
+ There are different movements given by applying the Wander to different attributes of the trajectory, so the example makes it easy to play around and see the difference.
+*/
+