/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the Declarative module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of this ** file. Please review the following information to ensure the GNU General ** Public License version 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** 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. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgparticlesystem_p.h" #include #include "qsgparticleemitter_p.h" #include "qsgparticleaffector_p.h" #include "qsgparticlepainter_p.h" #include "qsgspriteengine_p.h" #include "qsgsprite_p.h" #include "qsgv8particledata_p.h" #include "qsgfollowemitter_p.h"//###For auto-follow on states, perhaps should be in emitter? #include #include #include QT_BEGIN_NAMESPACE /*! \qmlclass ParticleSystem QSGParticleSystem \inqmlmodule QtQuick.Particles 2 \brief The ParticleSystem brings together ParticlePainter, Emitter and Affector elements. */ /*! \qmlproperty bool QtQuick.Particles2::ParticleSystem::running If running is set to false, the particle system will not advance the simulation. */ /*! \qmlproperty int QtQuick.Particles2::ParticleSystem::startTime If start time is specified, then the system will simulate up to this time before the system starts playing. This allows you to appear to start with a fully populated particle system, instead of starting with no particles visible. */ /*! \qmlproperty list QtQuick.Particles2::ParticleSystem::particleStates You can define a sub-set of particle groups in this property in order to provide them with stochastic state transitions. Each QtQuick2::Sprite in this list is interpreted as corresponding to the particle group with ths same name. Any transitions defined in these sprites will take effect on the particle groups as well. Additionally FollowEmitters, Affectors and ParticlePainters definined inside one of these sprites are automatically associated with the corresponding particle group. */ const qreal EPSILON = 0.001; //Utility functions for when within 1ms is close enough bool timeEqualOrGreater(qreal a, qreal b){ return (a+EPSILON >= b); } bool timeLess(qreal a, qreal b){ return (a-EPSILON < b); } bool timeEqual(qreal a, qreal b){ return (a+EPSILON > b) && (a-EPSILON < b); } int roundedTime(qreal a){// in ms return (int)qRound(a*1000.0); } QSGParticleDataHeap::QSGParticleDataHeap() : m_data(0) { m_data.reserve(1000); clear(); } void QSGParticleDataHeap::grow() //###Consider automatic growth vs resize() calls from GroupData { m_data.resize(1 << ++m_size); } void QSGParticleDataHeap::insert(QSGParticleData* data)//TODO: Optimize 0 lifespan (or already dead) case { int time = roundedTime(data->t + data->lifeSpan); if (m_lookups.contains(time)){ m_data[m_lookups[time]].data << data; return; } if (m_end == (1 << m_size)) grow(); m_data[m_end].time = time; m_data[m_end].data.clear(); m_data[m_end].data.insert(data); m_lookups.insert(time, m_end); bubbleUp(m_end++); } int QSGParticleDataHeap::top() { if (m_end == 0) return 1 << 30; return m_data[0].time; } QSet QSGParticleDataHeap::pop() { if (!m_end) return QSet (); QSet ret = m_data[0].data; m_lookups.remove(m_data[0].time); if (m_end == 1){ --m_end; }else{ m_data[0] = m_data[--m_end]; bubbleDown(0); } return ret; } void QSGParticleDataHeap::clear() { m_size = 0; m_end = 0; //m_size is in powers of two. So to start at 0 we have one allocated m_data.resize(1); m_lookups.clear(); } bool QSGParticleDataHeap::contains(QSGParticleData* d) { for (int i=0; i= m_end) return; int lesser = left; int right = idx*2 + 2; if (right < m_end){ if (m_data[left].time > m_data[right].time) lesser = right; } if (m_data[idx].time > m_data[lesser].time){ swap(idx, lesser); bubbleDown(lesser); } } QSGParticleGroupData::QSGParticleGroupData(int id, QSGParticleSystem* sys):index(id),m_size(0),m_system(sys) { initList(); } QSGParticleGroupData::~QSGParticleGroupData() { foreach (QSGParticleData* d, data) delete d; } int QSGParticleGroupData::size() { return m_size; } QString QSGParticleGroupData::name()//### Worth caching as well? { return m_system->m_groupIds.key(index); } void QSGParticleGroupData::setSize(int newSize){ if (newSize == m_size) return; Q_ASSERT(newSize > m_size);//XXX allow shrinking data.resize(newSize); for (int i=m_size; igroup = index; data[i]->index = i; reusableIndexes << i; } int delta = newSize - m_size; m_size = newSize; foreach (QSGParticlePainter* p, painters) p->setCount(p->count() + delta); } void QSGParticleGroupData::initList() { dataHeap.clear(); } void QSGParticleGroupData::kill(QSGParticleData* d){ Q_ASSERT(d->group == index); d->lifeSpan = 0;//Kill off foreach (QSGParticlePainter* p, painters) p->reload(d); reusableIndexes << d->index; } QSGParticleData* QSGParticleGroupData::newDatum(bool respectsLimits){ while (dataHeap.top() <= m_system->m_timeInt){ foreach (QSGParticleData* datum, dataHeap.pop()){ if (!datum->stillAlive()){ reusableIndexes << datum->index; }else{ prepareRecycler(datum); //ttl has been altered mid-way, put it back } } } while (!reusableIndexes.empty()){ int idx = *(reusableIndexes.begin()); reusableIndexes.remove(idx); if (data[idx]->stillAlive()){// ### This means resurrection of dead particles. Is that allowed? prepareRecycler(data[idx]); continue; } return data[idx]; } if (respectsLimits) return 0; int oldSize = m_size; setSize(oldSize + 10);//###+1,10%,+10? Choose something non-arbitrarily reusableIndexes.remove(oldSize); return data[oldSize]; } void QSGParticleGroupData::prepareRecycler(QSGParticleData* d){ dataHeap.insert(d); } QSGParticleData::QSGParticleData(QSGParticleSystem* sys) : group(0) , e(0) , system(sys) , index(0) , systemIndex(-1) , v8Datum(0) { x = 0; y = 0; t = -1; lifeSpan = 0; size = 0; endSize = 0; vx = 0; vy = 0; ax = 0; ay = 0; xx = 1; xy = 0; yx = 0; yy = 1; rotation = 0; rotationSpeed = 0; autoRotate = 0; animIdx = 0; frameDuration = 1; frameCount = 1; animT = -1; color.r = 255; color.g = 255; color.b = 255; color.a = 255; r = 0; delegate = 0; modelIndex = -1; } void QSGParticleData::clone(const QSGParticleData& other) { x = other.x; y = other.y; t = other.t; lifeSpan = other.lifeSpan; size = other.size; endSize = other.endSize; vx = other.vx; vy = other.vy; ax = other.ax; ay = other.ay; xx = other.xx; xy = other.xy; yx = other.yx; yy = other.yy; rotation = other.rotation; rotationSpeed = other.rotationSpeed; autoRotate = other.autoRotate; animIdx = other.animIdx; frameDuration = other.frameDuration; frameCount = other.frameCount; animT = other.animT; color.r = other.color.r; color.g = other.color.g; color.b = other.color.b; color.a = other.color.a; r = other.r; delegate = other.delegate; modelIndex = other.modelIndex; } QDeclarativeV8Handle QSGParticleData::v8Value() { if (!v8Datum) v8Datum = new QSGV8ParticleData(QDeclarativeEnginePrivate::getV8Engine(qmlEngine(system)), this); return v8Datum->v8Value(); } //sets the x accleration without affecting the instantaneous x velocity or position void QSGParticleData::setInstantaneousAX(qreal ax) { qreal t = (system->m_timeInt / 1000.0) - this->t; qreal vx = (this->vx + t*this->ax) - t*ax; qreal ex = this->x + this->vx * t + 0.5 * this->ax * t * t; qreal x = ex - t*vx - 0.5 * t*t*ax; this->ax = ax; this->vx = vx; this->x = x; } //sets the x velocity without affecting the instantaneous x postion void QSGParticleData::setInstantaneousVX(qreal vx) { qreal t = (system->m_timeInt / 1000.0) - this->t; qreal evx = vx - t*this->ax; qreal ex = this->x + this->vx * t + 0.5 * this->ax * t * t; qreal x = ex - t*evx - 0.5 * t*t*this->ax; this->vx = evx; this->x = x; } //sets the instantaneous x postion void QSGParticleData::setInstantaneousX(qreal x) { qreal t = (system->m_timeInt / 1000.0) - this->t; this->x = x - t*this->vx - 0.5 * t*t*this->ax; } //sets the y accleration without affecting the instantaneous y velocity or position void QSGParticleData::setInstantaneousAY(qreal ay) { qreal t = (system->m_timeInt / 1000.0) - this->t; qreal vy = (this->vy + t*this->ay) - t*ay; qreal ey = this->y + this->vy * t + 0.5 * this->ay * t * t; qreal y = ey - t*vy - 0.5 * t*t*ay; this->ay = ay; this->vy = vy; this->y = y; } //sets the y velocity without affecting the instantaneous y position void QSGParticleData::setInstantaneousVY(qreal vy) { qreal t = (system->m_timeInt / 1000.0) - this->t; qreal evy = vy - t*this->ay; qreal ey = this->y + this->vy * t + 0.5 * this->ay * t * t; qreal y = ey - t*evy - 0.5 * t*t*this->ay; this->vy = evy; this->y = y; } //sets the instantaneous Y position void QSGParticleData::setInstantaneousY(qreal y) { qreal t = (system->m_timeInt / 1000.0) - this->t; this->y = y - t*this->vy - 0.5 * t*t*this->ay; } qreal QSGParticleData::curX() const { qreal t = (system->m_timeInt / 1000.0) - this->t; return this->x + this->vx * t + 0.5 * this->ax * t * t; } qreal QSGParticleData::curVX() const { qreal t = (system->m_timeInt / 1000.0) - this->t; return this->vx + t*this->ax; } qreal QSGParticleData::curY() const { qreal t = (system->m_timeInt / 1000.0) - this->t; return y + vy * t + 0.5 * ay * t * t; } qreal QSGParticleData::curVY() const { qreal t = (system->m_timeInt / 1000.0) - this->t; return vy + t*ay; } void QSGParticleData::debugDump() { qDebug() << "Particle" << systemIndex << group << "/" << index << stillAlive() << "Pos: " << x << "," << y //<< "Vel: " << vx << "," << sy //<< "Acc: " << ax << "," << ay << "Size: " << size << "," << endSize << "Time: " << t << "," <m_timeInt / 1000.0) ; } bool QSGParticleData::stillAlive() { if (!system) return false; //fprintf(stderr, "%.9lf %.9lf\n",((qreal)system->m_timeInt/1000.0), (t+lifeSpan)); return (t + lifeSpan - EPSILON) > ((qreal)system->m_timeInt/1000.0); } float QSGParticleData::curSize() { if (!system || !lifeSpan) return 0.0f; return size + (endSize - size) * (lifeLeft() / lifeSpan); } float QSGParticleData::lifeLeft() { if (!system) return 0.0f; return (t + lifeSpan) - (system->m_timeInt/1000.0); } QSGParticleSystem::QSGParticleSystem(QSGItem *parent) : QSGItem(parent), m_particle_count(0), m_running(true) , m_startTime(0), m_nextIndex(0), m_componentComplete(false), m_spriteEngine(0) { QSGParticleGroupData* gd = new QSGParticleGroupData(0, this);//Default group m_groupData.insert(0,gd); m_groupIds.insert("",0); m_nextGroupId = 1; connect(&m_painterMapper, SIGNAL(mapped(QObject*)), this, SLOT(loadPainter(QObject*))); } QSGParticleSystem::~QSGParticleSystem() { foreach (QSGParticleGroupData* gd, m_groupData) delete gd; } QDeclarativeListProperty QSGParticleSystem::particleStates() { return QDeclarativeListProperty(this, &m_states, spriteAppend, spriteCount, spriteAt, spriteClear); } void QSGParticleSystem::registerParticlePainter(QSGParticlePainter* p) { //TODO: a way to Unregister emitters, painters and affectors m_particlePainters << QPointer(p);//###Set or uniqueness checking? connect(p, SIGNAL(particlesChanged(QStringList)), &m_painterMapper, SLOT(map())); loadPainter(p); p->update();//###Initial update here? } void QSGParticleSystem::registerParticleEmitter(QSGParticleEmitter* e) { m_emitters << QPointer(e);//###How to get them out? connect(e, SIGNAL(particleCountChanged()), this, SLOT(emittersChanged())); connect(e, SIGNAL(particleChanged(QString)), this, SLOT(emittersChanged())); emittersChanged(); e->reset();//Start, so that starttime factors appropriately } void QSGParticleSystem::registerParticleAffector(QSGParticleAffector* a) { m_affectors << QPointer(a); } void QSGParticleSystem::loadPainter(QObject *p) { if (!m_componentComplete) return; QSGParticlePainter* painter = qobject_cast(p); Q_ASSERT(painter);//XXX foreach (QSGParticleGroupData* sg, m_groupData) sg->painters.remove(painter); int particleCount = 0; if (painter->particles().isEmpty()){//Uses default particle QStringList def; def << ""; painter->setParticles(def); particleCount += m_groupData[0]->size(); m_groupData[0]->painters << painter; }else{ foreach (const QString &group, painter->particles()){ if (group != QLatin1String("") && !m_groupIds[group]){//new group int id = m_nextGroupId++; QSGParticleGroupData* gd = new QSGParticleGroupData(id, this); m_groupIds.insert(group, id); m_groupData.insert(id, gd); } particleCount += m_groupData[m_groupIds[group]]->size(); m_groupData[m_groupIds[group]]->painters << painter; } } painter->setCount(particleCount); painter->update();//###Initial update here? return; } void QSGParticleSystem::emittersChanged() { if (!m_componentComplete) return; m_emitters.removeAll(0); QList previousSizes; QList newSizes; for (int i=0; isize(); newSizes << 0; } foreach (QSGParticleEmitter* e, m_emitters){//Populate groups and set sizes. if (!m_groupIds.contains(e->particle()) || (!e->particle().isEmpty() && !m_groupIds[e->particle()])){//or it was accidentally inserted by a failed lookup earlier int id = m_nextGroupId++; QSGParticleGroupData* gd = new QSGParticleGroupData(id, this); m_groupIds.insert(e->particle(), id); m_groupData.insert(id, gd); previousSizes << 0; newSizes << 0; } newSizes[m_groupIds[e->particle()]] += e->particleCount(); //###: Cull emptied groups? } //TODO: Garbage collection? m_particle_count = 0; for (int i=0; isetSize(qMax(newSizes[i], previousSizes[i])); m_particle_count += m_groupData[i]->size(); } Q_ASSERT(m_particle_count >= m_bySysIdx.size());//XXX when GC done right m_bySysIdx.resize(m_particle_count); foreach (QSGParticlePainter *p, m_particlePainters) loadPainter(p); if (!m_states.isEmpty()) createEngine(); if (m_particle_count > 16000)//###Investigate if these limits are worth warning about? qWarning() << "Particle system arbitarily believes it has a vast number of particles (>16000). Expect poor performance"; } void QSGParticleSystem::setRunning(bool arg) { if (m_running != arg) { m_running = arg; emit runningChanged(arg); reset(); } } void QSGParticleSystem::stateRedirect(QDeclarativeListProperty *prop, QObject *value) { //Hooks up automatic state-associated stuff QSGParticleSystem* sys = qobject_cast(prop->object->parent()); QSGSprite* sprite = qobject_cast(prop->object); if (!sprite || !sys) return; QStringList list; list << sprite->name(); QSGParticleAffector* a = qobject_cast(value); if (a){ a->setParentItem(sys); a->setParticles(list); a->setSystem(sys); return; } QSGFollowEmitter* e = qobject_cast(value); if (e){ e->setParentItem(sys); e->setFollow(sprite->name()); e->setSystem(sys); return; } QSGParticlePainter* p = qobject_cast(value); if (p){ p->setParentItem(sys); p->setParticles(list); p->setSystem(sys); return; } qWarning() << value << " was placed inside a particle system state but cannot be taken into the particle system. It will be lost."; } void QSGParticleSystem::componentComplete() { QSGItem::componentComplete(); m_componentComplete = true; m_animation = new QSGParticleSystemAnimation(this); reset();//restarts animation as well } void QSGParticleSystem::reset()//TODO: Needed? Or just in component complete? { if (!m_componentComplete) return; m_timeInt = 0; //Clear guarded pointers which have been deleted int cleared = 0; cleared += m_emitters.removeAll(0); cleared += m_particlePainters.removeAll(0); cleared += m_affectors.removeAll(0); emittersChanged(); //TODO: Reset data // foreach (QSGParticlePainter* p, m_particlePainters) // p->reset(); // foreach (QSGParticleEmitter* e, m_emitters) // e->reset(); //### Do affectors need reset too? if (!m_running) return; foreach (QSGParticlePainter *p, m_particlePainters){ loadPainter(p); p->reset(); } if (m_animation){ m_animation->stop(); m_animation->start(); } m_initialized = true; } void QSGParticleSystem::createEngine() { if (!m_componentComplete) return; //### Solve the losses if size/states go down foreach (QSGSprite* sprite, m_states){ bool exists = false; foreach (const QString &name, m_groupIds.keys()) if (sprite->name() == name) exists = true; if (!exists){ int id = m_nextGroupId++; QSGParticleGroupData* gd = new QSGParticleGroupData(id, this); m_groupIds.insert(sprite->name(), id); m_groupData.insert(id, gd); } } if (m_states.count()){ //Reorder Sprite List so as to have the same order as groups QList newList; for (int i=0; iname(); foreach (QSGSprite* existing, m_states){ if (existing->name() == name){ newList << existing; exists = true; } } if (!exists){ newList << new QSGSprite(this); newList.back()->setName(name); } } m_states = newList; if (!m_spriteEngine) m_spriteEngine = new QSGSpriteEngine(this); m_spriteEngine->setCount(m_particle_count); m_spriteEngine->m_states = m_states; connect(m_spriteEngine, SIGNAL(stateChanged(int)), this, SLOT(particleStateChange(int))); }else{ if (m_spriteEngine) delete m_spriteEngine; m_spriteEngine = 0; } } void QSGParticleSystem::particleStateChange(int idx) { moveGroups(m_bySysIdx[idx], m_spriteEngine->spriteState(idx)); } void QSGParticleSystem::moveGroups(QSGParticleData *d, int newGIdx) { QSGParticleData* pd = newDatum(newGIdx, false, d->systemIndex); pd->clone(*d); finishNewDatum(pd); d->systemIndex = -1; m_groupData[d->group]->kill(d); } int QSGParticleSystem::nextSystemIndex() { if (!m_reusableIndexes.isEmpty()){ int ret = *(m_reusableIndexes.begin()); m_reusableIndexes.remove(ret); return ret; } if (m_nextIndex >= m_bySysIdx.size()){ m_bySysIdx.resize(m_bySysIdx.size() < 10 ? 10 : m_bySysIdx.size()*1.1);//###+1,10%,+10? Choose something non-arbitrarily if (m_spriteEngine) m_spriteEngine->setCount(m_bySysIdx.size()); } return m_nextIndex++; } QSGParticleData* QSGParticleSystem::newDatum(int groupId, bool respectLimits, int sysIndex) { Q_ASSERT(groupId < m_groupData.count());//XXX shouldn't really be an assert QSGParticleData* ret = m_groupData[groupId]->newDatum(respectLimits); if (!ret){ return 0; } if (sysIndex == -1){ if (ret->systemIndex == -1) ret->systemIndex = nextSystemIndex(); }else{ if (ret->systemIndex != -1){ if (m_spriteEngine) m_spriteEngine->stopSprite(ret->systemIndex); m_reusableIndexes << ret->systemIndex; m_bySysIdx[ret->systemIndex] = 0; } ret->systemIndex = sysIndex; } m_bySysIdx[ret->systemIndex] = ret; if (m_spriteEngine) m_spriteEngine->startSprite(ret->systemIndex, ret->group); return ret; } void QSGParticleSystem::emitParticle(QSGParticleData* pd) {// called from prepareNextFrame()->emitWindow - enforce? //Account for relative emitter position QPointF offset = this->mapFromItem(pd->e, QPointF(0, 0)); if (!offset.isNull()){ pd->x += offset.x(); pd->y += offset.y(); } finishNewDatum(pd); } void QSGParticleSystem::finishNewDatum(QSGParticleData *pd){ Q_ASSERT(pd); m_groupData[pd->group]->prepareRecycler(pd); foreach (QSGParticleAffector *a, m_affectors) if (a && a->m_needsReset) a->reset(pd); foreach (QSGParticlePainter* p, m_groupData[pd->group]->painters) if (p) p->load(pd); } void QSGParticleSystem::updateCurrentTime( int currentTime ) { if (!m_running) return; if (!m_initialized) return;//error in initialization //### Elapsed time never shrinks - may cause problems if left emitting for weeks at a time. qreal dt = m_timeInt / 1000.; m_timeInt = currentTime + m_startTime; qreal time = m_timeInt / 1000.; dt = time - dt; m_needsReset.clear(); if (m_spriteEngine) m_spriteEngine->updateSprites(m_timeInt); foreach (QSGParticleEmitter* emitter, m_emitters) if (emitter) emitter->emitWindow(m_timeInt); foreach (QSGParticleAffector* a, m_affectors) if (a) a->affectSystem(dt); foreach (QSGParticleData* d, m_needsReset) foreach (QSGParticlePainter* p, m_groupData[d->group]->painters) if (p && d) p->reload(d); } int QSGParticleSystem::systemSync(QSGParticlePainter* p) { if (!m_running) return 0; if (!m_initialized) return 0;//error in initialization p->performPendingCommits(); return m_timeInt; } QT_END_NAMESPACE