float ax;
float ay;
- //Other stuff, now universally shared
+ //Painter-specific stuff, now universally shared
+ //Used by ImageParticle color mode
Color4ub color;
+ //Used by ImageParticle deform mode
float xx;
float xy;
float yx;
float rotation;
float rotationSpeed;
float autoRotate;//Assume that GPUs prefer floats to bools
+ //Used by ImageParticle Sprite mode
float animIdx;
float frameDuration;
float frameAt;//Used for duration -1
float animY;
float animWidth;
float animHeight;
- float r;
- QQuickItem* delegate;
- int modelIndex;
- float update;//Used by custom affectors
-
- //Used by image particle
+ //Used by ImageParticle data shadowing
QQuickImageParticle* colorOwner;
QQuickImageParticle* rotationOwner;
QQuickImageParticle* deformationOwner;
QQuickImageParticle* animationOwner;
+ //Used by CustomParticle
+ float r;
+ //Used by ItemParticle
+ QQuickItem* delegate;
+ int modelIndex;
+ //Used by custom affectors
+ float update;
+
void debugDump();
bool stillAlive();//Only checks end, because usually that's all you need and it's a little faster.