customaffector.qml Example File | Qt Quick 5.9

Qt 5.9 | Qt Quick | Qt Quick Particles Examples - Affectors | customaffector.qml Example File

Qt 5.9.9 Reference Documentation

# customaffector.qml Example File

particles/affectors/content/customaffector.qml

      /****************************************************************************
      **
      ** Copyright (C) 2017 The Qt Company Ltd.
      ** Contact: https://www.qt.io/licensing/
      **
      ** This file is part of the examples of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:BSD$
      ** 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 https://www.qt.io/terms-conditions. For further
      ** information use the contact form at https://www.qt.io/contact-us.
      **
      ** BSD License Usage
      ** Alternatively, you may use this file under the terms of the BSD license
      ** as follows:
      **
      ** "Redistribution and use in source and binary forms, with or without
      ** modification, are permitted provided that the following conditions are
      ** met:
      **   * Redistributions of source code must retain the above copyright
      **     notice, this list of conditions and the following disclaimer.
      **   * Redistributions in binary form must reproduce the above copyright
      **     notice, this list of conditions and the following disclaimer in
      **     the documentation and/or other materials provided with the
      **     distribution.
      **   * Neither the name of The Qt Company Ltd nor the names of its
      **     contributors may be used to endorse or promote products derived
      **     from this software without specific prior written permission.
      **
      **
      ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
      ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
      ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
      ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
      ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
      ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
      ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
      ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
      ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
      ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
      ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/

      import QtQuick 2.0
      import QtQuick.Particles 2.0

      Item {
          width: 360
          height: 600

          Image {
              source: "../../images/backgroundLeaves.jpg"
              anchors.fill: parent
          }
          ParticleSystem {
              anchors.fill: parent
              Emitter {
                  width: parent.width
                  emitRate: 4
                  lifeSpan: 14000
                  size: 80
                  velocity: PointDirection { y: 60 }
              }
              Wander {
                  anchors.fill: parent
                  anchors.bottomMargin: 100
                  xVariance: 60
                  pace: 60
              }

              Affector {
                  property real coefficient: 0.1
                  property real velocity: 1.5
                  width: parent.width
                  height: parent.height - 100
                  onAffectParticles: {
                  /*  //Linear movement
                      if (particle.r == 0) {
                          particle.r = Math.random() > 0.5 ? -1 : 1;
                      } else if (particle.r == 1) {
                          particle.rotation += velocity * dt;
                          if (particle.rotation >= maxAngle)
                              particle.r = -1;
                      } else if (particle.r == -1) {
                          particle.rotation -= velocity * dt;
                          if (particle.rotation <= -1 * maxAngle)
                              particle.r = 1;
                      }
                  */
                      //Wobbly movement
                      for (var i=0; i<particles.length; i++) {
                          var particle = particles[i];
                          if (particle.r == 0.0) {
                              particle.r = Math.random() + 0.01;
                          }
                          particle.rotation += velocity * particle.r * dt;
                          particle.r -= particle.rotation * coefficient;
                          if (particle.r == 0.0)
                              particle.r -= particle.rotation * 0.000001;
                          particle.update = 1;
                      }
                  }
              }

              Affector {//Custom Friction, adds some 'randomness'
                  x: -60
                  width: parent.width + 120
                  height: 100
                  anchors.bottom: parent.bottom
                  onAffectParticles: {
                      for (var i=0; i<particles.length; i++) {
                          var particle = particles[i];
                          var pseudoRand = (Math.floor(particle.t*1327) % 10) + 1;
                          var yslow = dt * pseudoRand * 0.5 + 1;
                          var xslow = dt * pseudoRand * 0.05 + 1;
                          if (particle.vy < 1)
                              particle.vy = 0;
                          else
                              particle.vy = (particle.vy / yslow);
                          if (particle.vx < 1)
                              particle.vx = 0;
                          else
                              particle.vx = (particle.vx / xslow);
                          particle.update = true;
                      }
                  }
              }

              ImageParticle {
                  anchors.fill: parent
                  id: particles
                  sprites: [Sprite {
                          source: "../../images/realLeaf1.png"
                          frameCount: 1
                          frameDuration: 1
                          to: {"a":1, "b":1, "c":1, "d":1}
                      }, Sprite {
                          name: "a"
                          source: "../../images/realLeaf1.png"
                          frameCount: 1
                          frameDuration: 10000
                      },
                      Sprite {
                          name: "b"
                          source: "../../images/realLeaf2.png"
                          frameCount: 1
                          frameDuration: 10000
                      },
                      Sprite {
                          name: "c"
                          source: "../../images/realLeaf3.png"
                          frameCount: 1
                          frameDuration: 10000
                      },
                      Sprite {
                          name: "d"
                          source: "../../images/realLeaf4.png"
                          frameCount: 1
                          frameDuration: 10000
                      }
                  ]

                  z:4
              }
          }
      }