| 1 | // Copyright (C) 2021 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dparticle_p.h" |
| 5 | |
| 6 | QT_BEGIN_NAMESPACE |
| 7 | |
| 8 | /*! |
| 9 | \qmltype Particle3D |
| 10 | \inherits Object3D |
| 11 | \inqmlmodule QtQuick3D.Particles3D |
| 12 | \brief Abstract logical particle. |
| 13 | \since 6.2 |
| 14 | |
| 15 | This element defines the common properties of the logical particles. |
| 16 | Particle3D is an abstract base class of particles, use \l ModelParticle3D or \l SpriteParticle3D instead. |
| 17 | |
| 18 | \note Unlike the materials used with the models, particles default to being rendered with assuming |
| 19 | semi-transparency, and so with blending enabled. This is the desired behavior most of the time due |
| 20 | to particle textures, color (alpha) variations, fadings etc. If you don't need the blending, |
| 21 | set the \l hasTransparency to \c false for possible performance gains. |
| 22 | */ |
| 23 | |
| 24 | QQuick3DParticle::QQuick3DParticle(QQuick3DObject *parent) |
| 25 | : QQuick3DObject(parent) |
| 26 | , m_color(255, 255, 255, 255) |
| 27 | , m_colorVariation(0, 0, 0, 0) |
| 28 | { |
| 29 | } |
| 30 | |
| 31 | QQuick3DParticle::QQuick3DParticle(QQuick3DObjectPrivate &dd, QQuick3DNode *parent) |
| 32 | : QQuick3DObject(dd, parent) |
| 33 | , m_color(255, 255, 255, 255) |
| 34 | , m_colorVariation(0, 0, 0, 0) |
| 35 | { |
| 36 | |
| 37 | } |
| 38 | |
| 39 | QQuick3DParticle::~QQuick3DParticle() |
| 40 | { |
| 41 | if (m_system) |
| 42 | m_system->unRegisterParticle(particle: this); |
| 43 | } |
| 44 | |
| 45 | QQuick3DParticleSystem *QQuick3DParticle::system() const |
| 46 | { |
| 47 | return m_system; |
| 48 | } |
| 49 | |
| 50 | void QQuick3DParticle::setSystem(QQuick3DParticleSystem *system) |
| 51 | { |
| 52 | if (m_system == system) |
| 53 | return; |
| 54 | |
| 55 | if (m_system) |
| 56 | m_system->unRegisterParticle(particle: this); |
| 57 | |
| 58 | m_system = system; |
| 59 | if (m_system) |
| 60 | m_system->registerParticle(particle: this); |
| 61 | Q_EMIT systemChanged(); |
| 62 | } |
| 63 | |
| 64 | /*! |
| 65 | \qmlproperty int Particle3D::maxAmount |
| 66 | |
| 67 | This property defines the maximum amount of particles that can exist at the same time. |
| 68 | You can use \l {ParticleSystem3DLogging::particlesUsed}{particlesUsed} for debugging how |
| 69 | efficiently the allocated particles are used. If the maxAmount is too small, particles |
| 70 | are reused before they reach the end of their \l {ParticleEmitter3D::lifeSpan}{lifeSpan}. |
| 71 | If the maxAmount is too big, unnecessary memory is allocated for the particles. |
| 72 | |
| 73 | \note Changing the maxAmount resets all the particles in the particle system. |
| 74 | |
| 75 | The default value is \c 100. |
| 76 | */ |
| 77 | int QQuick3DParticle::maxAmount() const |
| 78 | { |
| 79 | return m_maxAmount; |
| 80 | } |
| 81 | |
| 82 | void QQuick3DParticle::setMaxAmount(int maxAmount) |
| 83 | { |
| 84 | if (m_maxAmount == maxAmount) |
| 85 | return; |
| 86 | |
| 87 | doSetMaxAmount(amount: maxAmount); |
| 88 | } |
| 89 | |
| 90 | void QQuick3DParticle::doSetMaxAmount(int amount) |
| 91 | { |
| 92 | m_maxAmount = amount; |
| 93 | Q_EMIT maxAmountChanged(); |
| 94 | } |
| 95 | |
| 96 | /*! |
| 97 | \qmlproperty color Particle3D::color |
| 98 | |
| 99 | This property defines the base color that is used for colorizing the particles. |
| 100 | |
| 101 | The default value is \c "#FFFFFF" (white). |
| 102 | */ |
| 103 | QColor QQuick3DParticle::color() const |
| 104 | { |
| 105 | return m_color; |
| 106 | } |
| 107 | |
| 108 | float QQuick3DParticle::opacity() const |
| 109 | { |
| 110 | return m_color.alphaF(); |
| 111 | } |
| 112 | |
| 113 | |
| 114 | void QQuick3DParticle::setColor(QColor color) |
| 115 | { |
| 116 | if (m_color == color) |
| 117 | return; |
| 118 | |
| 119 | m_color = color; |
| 120 | Q_EMIT colorChanged(); |
| 121 | } |
| 122 | |
| 123 | // When setting color to undefined, reset particle |
| 124 | // to use its own color instead |
| 125 | void QQuick3DParticle::resetColor() |
| 126 | { |
| 127 | m_color = QColor(255, 255, 255, 255); |
| 128 | m_colorVariation = QVector4D(0, 0, 0, 0); |
| 129 | } |
| 130 | |
| 131 | /*! |
| 132 | \qmlproperty vector4d Particle3D::colorVariation |
| 133 | |
| 134 | This property defines the color variation that is used for colorizing the particles. |
| 135 | The values are in RGBA order and each value should be between 0.0 (no variation) and 1.0 |
| 136 | (full variation). |
| 137 | |
| 138 | For example, to create particles which will have translucent red colors between |
| 139 | \c #ff0000 and \c #e50000, with 40% to 60% opacity: |
| 140 | |
| 141 | \qml |
| 142 | ModelParticle3D { |
| 143 | ... |
| 144 | color: "#7fff0000" |
| 145 | colorVariation: Qt.vector4d(0.1, 0.0, 0.0, 0.2) |
| 146 | } |
| 147 | \endqml |
| 148 | |
| 149 | The default value is \c (0, 0, 0, 0) (no variation). |
| 150 | |
| 151 | \sa unifiedColorVariation |
| 152 | */ |
| 153 | QVector4D QQuick3DParticle::colorVariation() const |
| 154 | { |
| 155 | return m_colorVariation; |
| 156 | } |
| 157 | |
| 158 | void QQuick3DParticle::setColorVariation(QVector4D colorVariation) |
| 159 | { |
| 160 | if (m_colorVariation == colorVariation) |
| 161 | return; |
| 162 | |
| 163 | m_colorVariation = colorVariation; |
| 164 | Q_EMIT colorVariationChanged(); |
| 165 | } |
| 166 | |
| 167 | /*! |
| 168 | \qmlproperty bool Particle3D::unifiedColorVariation |
| 169 | |
| 170 | This property defines if the \l colorVariation should be applied uniformly for all |
| 171 | the color channels. This means that all variations are applied with the same |
| 172 | random amount. |
| 173 | |
| 174 | For example, to create particles which will have yellow colors between |
| 175 | \c #ffff00 and \c #7f7f00, so that the values of \c R and \c G color channels are |
| 176 | always the same: |
| 177 | |
| 178 | \qml |
| 179 | ModelParticle3D { |
| 180 | ... |
| 181 | color: "#ffff00" |
| 182 | colorVariation: Qt.vector4d(0.5, 0.5, 0.0, 0.0) |
| 183 | unifiedColorVariation: true |
| 184 | } |
| 185 | \endqml |
| 186 | |
| 187 | The default value is \c false. |
| 188 | |
| 189 | \sa colorVariation |
| 190 | */ |
| 191 | bool QQuick3DParticle::unifiedColorVariation() const |
| 192 | { |
| 193 | return m_unifiedColorVariation; |
| 194 | } |
| 195 | |
| 196 | void QQuick3DParticle::setUnifiedColorVariation(bool unified) |
| 197 | { |
| 198 | if (m_unifiedColorVariation == unified) |
| 199 | return; |
| 200 | |
| 201 | m_unifiedColorVariation = unified; |
| 202 | Q_EMIT unifiedColorVariationChanged(); |
| 203 | } |
| 204 | |
| 205 | /*! |
| 206 | \qmlproperty enumeration Particle3D::FadeType |
| 207 | |
| 208 | Defines the type of the fading effect. |
| 209 | |
| 210 | \value Particle3D.FadeNone |
| 211 | No fading. |
| 212 | \value Particle3D.FadeOpacity |
| 213 | Fade the particle opacity from/to 0.0. |
| 214 | \value Particle3D.FadeScale |
| 215 | Fade the particle scale from/to 0.0. |
| 216 | */ |
| 217 | |
| 218 | /*! |
| 219 | \qmlproperty FadeType Particle3D::fadeInEffect |
| 220 | |
| 221 | This property defines the fading effect used when the particles appear. |
| 222 | |
| 223 | The default value is \c Particle3D.FadeOpacity. |
| 224 | |
| 225 | \sa fadeInDuration, fadeOutEffect |
| 226 | */ |
| 227 | QQuick3DParticle::FadeType QQuick3DParticle::fadeInEffect() const |
| 228 | { |
| 229 | return m_fadeInEffect; |
| 230 | } |
| 231 | |
| 232 | void QQuick3DParticle::setFadeInEffect(FadeType fadeInEffect) |
| 233 | { |
| 234 | if (m_fadeInEffect == fadeInEffect) |
| 235 | return; |
| 236 | |
| 237 | m_fadeInEffect = fadeInEffect; |
| 238 | Q_EMIT fadeInEffectChanged(); |
| 239 | } |
| 240 | |
| 241 | /*! |
| 242 | \qmlproperty FadeType Particle3D::fadeOutEffect |
| 243 | |
| 244 | This property defines the fading effect used when the particles reach their |
| 245 | \l {ParticleEmitter3D::lifeSpan}{lifeSpan} and disappear. |
| 246 | |
| 247 | The default value is \c Particle3D.FadeOpacity. |
| 248 | |
| 249 | \sa fadeOutDuration, fadeInEffect |
| 250 | */ |
| 251 | QQuick3DParticle::FadeType QQuick3DParticle::fadeOutEffect() const |
| 252 | { |
| 253 | return m_fadeOutEffect; |
| 254 | } |
| 255 | |
| 256 | void QQuick3DParticle::setFadeOutEffect(FadeType fadeOutEffect) |
| 257 | { |
| 258 | if (m_fadeOutEffect == fadeOutEffect) |
| 259 | return; |
| 260 | |
| 261 | m_fadeOutEffect = fadeOutEffect; |
| 262 | Q_EMIT fadeOutEffectChanged(); |
| 263 | } |
| 264 | |
| 265 | /*! |
| 266 | \qmlproperty int Particle3D::fadeInDuration |
| 267 | |
| 268 | This property defines the duration in milliseconds for the fading in effect. |
| 269 | |
| 270 | \note The fading durations are part of the particles |
| 271 | \l {ParticleEmitter3D::lifeSpan}{lifeSpan}. So e.g. if \c lifeSpan is 3000, |
| 272 | \c fadeInDuration is 500 and \c fadeOutDuration is 500, the fully visible |
| 273 | time of the particle is 2000ms. |
| 274 | |
| 275 | The default value is \c 250. |
| 276 | |
| 277 | \sa fadeInEffect, fadeOutDuration |
| 278 | */ |
| 279 | int QQuick3DParticle::fadeInDuration() const |
| 280 | { |
| 281 | return m_fadeInDuration; |
| 282 | } |
| 283 | |
| 284 | void QQuick3DParticle::setFadeInDuration(int fadeInDuration) |
| 285 | { |
| 286 | if (m_fadeInDuration == fadeInDuration) |
| 287 | return; |
| 288 | |
| 289 | m_fadeInDuration = fadeInDuration; |
| 290 | Q_EMIT fadeInDurationChanged(); |
| 291 | } |
| 292 | |
| 293 | /*! |
| 294 | \qmlproperty int Particle3D::fadeOutDuration |
| 295 | |
| 296 | This property defines the duration in milliseconds for the fading out effect. |
| 297 | |
| 298 | The default value is \c 250. |
| 299 | |
| 300 | \sa fadeOutEffect, fadeInDuration |
| 301 | */ |
| 302 | int QQuick3DParticle::fadeOutDuration() const |
| 303 | { |
| 304 | return m_fadeOutDuration; |
| 305 | } |
| 306 | |
| 307 | void QQuick3DParticle::setFadeOutDuration(int fadeOutDuration) |
| 308 | { |
| 309 | if (m_fadeOutDuration == fadeOutDuration) |
| 310 | return; |
| 311 | |
| 312 | m_fadeOutDuration = fadeOutDuration; |
| 313 | Q_EMIT fadeOutDurationChanged(); |
| 314 | } |
| 315 | |
| 316 | /*! |
| 317 | \qmlproperty enumeration Particle3D::AlignMode |
| 318 | |
| 319 | Defines the type of the alignment. |
| 320 | |
| 321 | \value Particle3D.AlignNone |
| 322 | No alignment. Particles rotation can be defined with \l {ParticleEmitter3D::particleRotation}{particleRotation}. |
| 323 | \value Particle3D.AlignTowardsTarget |
| 324 | Align the particles towards \l alignTargetPosition direction. |
| 325 | \value Particle3D.AlignTowardsStartVelocity |
| 326 | Align the particles towards their starting \l {ParticleEmitter3D::velocity}{velocity} |
| 327 | direction. |
| 328 | */ |
| 329 | |
| 330 | /*! |
| 331 | \qmlproperty AlignMode Particle3D::alignMode |
| 332 | |
| 333 | This property defines the align mode used for the particles. |
| 334 | Particle alignment means the direction that particles face. |
| 335 | |
| 336 | \note When the \l SpriteParticle3D \l {SpriteParticle3D::billboard}{billboard} |
| 337 | property is set to \c true, alignMode does not have an effect. |
| 338 | |
| 339 | The default value is \c Particle3D.AlignNone. |
| 340 | |
| 341 | \sa alignTargetPosition |
| 342 | */ |
| 343 | QQuick3DParticle::AlignMode QQuick3DParticle::alignMode() const |
| 344 | { |
| 345 | return m_alignMode; |
| 346 | } |
| 347 | |
| 348 | /*! |
| 349 | \qmlproperty vector3d Particle3D::alignTargetPosition |
| 350 | |
| 351 | This property defines the position particles are aligned to. |
| 352 | This property has effect only when the \l alignMode is set to |
| 353 | \c Particle3D.AlignTowardsTarget. |
| 354 | |
| 355 | \sa alignMode |
| 356 | */ |
| 357 | QVector3D QQuick3DParticle::alignTargetPosition() const |
| 358 | { |
| 359 | return m_alignTarget; |
| 360 | } |
| 361 | |
| 362 | /*! |
| 363 | \qmlproperty bool Particle3D::hasTransparency |
| 364 | |
| 365 | This property defines if the particle has any transparency and should |
| 366 | be blended with the background. Usually this should be true, like when |
| 367 | the particle color doesn't have full alpha, texture contains semi-transparent |
| 368 | pixels or particles opacity is faded in or out. Setting this to false can be |
| 369 | an optimization in specific cases. |
| 370 | |
| 371 | The default value is \c true. |
| 372 | |
| 373 | \sa color, fadeInEffect, fadeOutEffect |
| 374 | */ |
| 375 | bool QQuick3DParticle::hasTransparency() const |
| 376 | { |
| 377 | return m_hasTransparency; |
| 378 | } |
| 379 | |
| 380 | void QQuick3DParticle::setHasTransparency(bool transparency) |
| 381 | { |
| 382 | if (m_hasTransparency == transparency) |
| 383 | return; |
| 384 | |
| 385 | m_hasTransparency = transparency; |
| 386 | Q_EMIT hasTransparencyChanged(); |
| 387 | } |
| 388 | |
| 389 | void QQuick3DParticle::setAlignMode(AlignMode alignMode) |
| 390 | { |
| 391 | if (m_alignMode == alignMode) |
| 392 | return; |
| 393 | |
| 394 | m_alignMode = alignMode; |
| 395 | Q_EMIT alignModeChanged(); |
| 396 | } |
| 397 | |
| 398 | void QQuick3DParticle::setAlignTargetPosition(const QVector3D &alignPosition) |
| 399 | { |
| 400 | if (m_alignTarget == alignPosition) |
| 401 | return; |
| 402 | |
| 403 | m_alignTarget = alignPosition; |
| 404 | Q_EMIT alignTargetPositionChanged(); |
| 405 | } |
| 406 | |
| 407 | /*! |
| 408 | \qmlproperty enumeration Particle3D::SortMode |
| 409 | |
| 410 | Defines the sorting mode of the particle. The sorting mode determines |
| 411 | the order in which the particles are drawn. |
| 412 | |
| 413 | \value Particle3D.SortNone |
| 414 | No sorting. |
| 415 | \value Particle3D.SortNewest |
| 416 | Sort based on particle lifetime, newest first. |
| 417 | \value Particle3D.SortOldest |
| 418 | Sort based on particle lifetime, oldest first. |
| 419 | \value Particle3D.SortDistance |
| 420 | Sort based on distance to the camera, farthest first. |
| 421 | */ |
| 422 | |
| 423 | |
| 424 | /*! |
| 425 | \qmlproperty SortMode Particle3D::sortMode |
| 426 | |
| 427 | This property defines the sort mode used for the particles. |
| 428 | |
| 429 | The default value is \c Particle3D.SortNone. |
| 430 | */ |
| 431 | QQuick3DParticle::SortMode QQuick3DParticle::sortMode() const |
| 432 | { |
| 433 | return m_sortMode; |
| 434 | } |
| 435 | |
| 436 | void QQuick3DParticle::setSortMode(QQuick3DParticle::SortMode mode) |
| 437 | { |
| 438 | if (m_sortMode == mode) |
| 439 | return; |
| 440 | m_sortMode = mode; |
| 441 | Q_EMIT sortModeChanged(); |
| 442 | } |
| 443 | |
| 444 | void QQuick3DParticle::updateBurstIndex(int amount) |
| 445 | { |
| 446 | m_lastBurstIndex += amount; |
| 447 | } |
| 448 | |
| 449 | int QQuick3DParticle::nextCurrentIndex(const QQuick3DParticleEmitter *) |
| 450 | { |
| 451 | m_currentIndex = (m_currentIndex < m_maxAmount - 1) ? m_currentIndex + 1 : m_lastBurstIndex; |
| 452 | return m_currentIndex; |
| 453 | } |
| 454 | |
| 455 | void QQuick3DParticle::componentComplete() |
| 456 | { |
| 457 | QQuick3DObject::componentComplete(); |
| 458 | // Make sure the default amount gets initialized, even if user doesn't set it |
| 459 | Q_EMIT maxAmountChanged(); |
| 460 | } |
| 461 | |
| 462 | void QQuick3DParticle::reset() { |
| 463 | m_currentIndex = -1; |
| 464 | m_lastBurstIndex = 0; |
| 465 | |
| 466 | // Reset all particles data |
| 467 | m_particleData.fill(t: {}); |
| 468 | } |
| 469 | |
| 470 | QT_END_NAMESPACE |
| 471 | |