Adding ViroKit. Needs AWSCore :(
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mobile/ios/ViroKit.framework/Headers/VROParticle.h
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73
mobile/ios/ViroKit.framework/Headers/VROParticle.h
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//
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// VROParticle.h
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// ViroRenderer
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//
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// Copyright © 2017 Viro Media. All rights reserved.
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//
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#ifndef VROParticle_h
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#define VROParticle_h
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#include "VROMatrix4f.h"
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#include "VROVector4f.h"
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#include "VROVector3f.h"
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/*
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Struct containing all properties relating to a single particle, such as
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life cycle spawn, transformations, color and physics states.
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*/
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struct VROParticle{
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// Position at which particle had spawned at, local to the particle emitter.
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VROMatrix4f spawnedLocalTransform;
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// Position at which particle had spawned at, in world transform.
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VROMatrix4f spawnedWorldTransform;
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// Current position of the particle, local to the particle emitter.
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VROMatrix4f currentLocalTransform;
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// Current position of the particle, in world transform
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VROMatrix4f currentWorldTransform;
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// True if this particle's scale, rotation and position are continously
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// affected by changes in the emitter's transform after it has been spawned.
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bool fixedToEmitter;
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// Initial values representing scale, rotation, physics and color properties;
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// These are all determined by VROParticleModifiers that have been set on the emitter.
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VROVector3f initialRotation;
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VROVector3f initialScale;
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VROVector3f initialColor;
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VROVector3f initialVelocity;
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VROVector3f initialAccel;
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VROVector3f initialAlpha;
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VROVector4f colorCurrent;
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// The amount of time that had passed for this particle, since it had spawned.
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double timeSinceSpawnedInMs;
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// The total amount of travelled distance from it's spawned location.
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double distanceTraveled;
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// The current speed at which this particle is travelling at.
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double velocity;
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// True if the particle has died but is not yet due to be de-allocated.
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// This is mainly used for recycling particles quickly and to reduce the
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// numerous number of allocations / de-allocations of particle objects.
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bool isZombie;
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// Time at which this particle was spawned at in milliseconds.
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double spawnTimeMs;
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// Time at which this particle is killed and becomes a zombie, in milliseconds.
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double killedTimeMs;
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// Duration of time a particle remains alive, in milliseconds.
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double lifePeriodMs;
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// Duration of time a particle remains a zombie before being deallocated, in milliseconds.
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double zombiePeriodMs;
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};
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#endif /* VROParticle_h */
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