/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickfriction_p.h" #include 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(); qreal curVY = d->curVY(); 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); d->setInstantaneousVY(newVY); return true; } QT_END_NAMESPACE