Qt Quick 3D - Particles 3D Testbed Example
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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 import QtQuick3D import QtQuick3D.Particles3D Item { id: mainWindow readonly property real fireStrength: sliderFireStrength.sliderValue readonly property real smokeStrength: sliderSmokeStrength.sliderValue readonly property real sparklesStrength: sliderSparklesStrength.sliderValue anchors.fill: parent View3D { anchors.fill: parent environment: SceneEnvironment { clearColor: "#000000" backgroundMode: SceneEnvironment.Color antialiasingMode: settings.antialiasingMode antialiasingQuality: settings.antialiasingQuality } PerspectiveCamera { id: camera position: Qt.vector3d(0, 100, 300) } // Light following the fire PointLight { property real animatedBrightness: 0.1 position: fireEmitter.position brightness: 0.04 * smokeStrength + 0.4 * fireStrength + animatedBrightness * sparklesStrength; // Add some liveness to the light SequentialAnimation on animatedBrightness { loops: Animation.Infinite NumberAnimation { to: 0.12 duration: 1000 easing.type: Easing.OutElastic } NumberAnimation { to: 0.05 duration: 1500 easing.type: Easing.InOutQuad } NumberAnimation { to: 0.1 duration: 2500 easing.type: Easing.InElastic } } } // Background walls & floor Node { id: background visible: checkBoxBackground.checked Model { source: "#Rectangle" position: Qt.vector3d(200, 0, -300) scale: Qt.vector3d(10.0, 10.0, 0.0) materials: DefaultMaterial { diffuseColor: "#204020" } } Model { source: "#Rectangle" position: Qt.vector3d(200, -100, -300) eulerRotation.x: -90 scale: Qt.vector3d(10.0, 10.0, 0.0) materials: DefaultMaterial { diffuseColor: "#204020" } } Model { source: "#Rectangle" position: Qt.vector3d(-300, 0, -200) eulerRotation.y: 90 scale: Qt.vector3d(10.0, 10.0, 0.0) materials: DefaultMaterial { diffuseColor: "#204020" } } } ParticleSystem3D { id: psystem SpriteParticle3D { id: particleFire sprite: Texture { source: "images/sphere.png" } colorTable: Texture { source: "images/colorTable.png" } maxAmount: 300 color: "#ffffff" colorVariation: Qt.vector4d(0.0, 0.6, 0.8, 0.0) billboard: true blendMode: SpriteParticle3D.Screen fadeInDuration: 100 } ParticleEmitter3D { id: fireEmitter particle: particleFire particleScale: 4 particleEndScale: 12 particleScaleVariation: 3 particleEndScaleVariation: 5 velocity: VectorDirection3D { direction: Qt.vector3d(0, 20 + fireStrength, 0) directionVariation: Qt.vector3d(10 + fireStrength * 0.2, 10, 0) } emitRate: fireStrength * 2 lifeSpan: 1000 lifeSpanVariation: 500 // Animate the fire position SequentialAnimation on x { paused: !checkBoxAnimate.checked loops: Animation.Infinite NumberAnimation { to: 100 duration: 2500 easing.type: Easing.InOutQuad } NumberAnimation { to: -100 duration: 2500 easing.type: Easing.InOutQuad } } } SpriteParticle3D { id: particleSparkle sprite: Texture { source: "images/sphere.png" } colorTable: Texture { source: "images/color_table3.png" } maxAmount: 400 colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.4) blendMode: SpriteParticle3D.Screen } ParticleEmitter3D { id: sparklesEmitter particle: particleSparkle position: fireEmitter.position particleScale: 1.0 particleEndScale: 0 particleScaleVariation: 0.5 particleRotationVariation: Qt.vector3d(180, 180, 0) particleRotationVelocityVariation: Qt.vector3d(400, 400, 0) velocity: VectorDirection3D { direction: Qt.vector3d(0, 50 + sparklesStrength, 0) directionVariation: Qt.vector3d(50, 10 + sparklesStrength * 0.5, 0) } emitRate: sparklesStrength * 4 lifeSpan: 500 lifeSpanVariation: 500 } SpriteParticle3D { id: smokeParticle sprite: Texture { source: "images/smoke_sprite.png" } maxAmount: 200 spriteSequence: SpriteSequence3D { frameCount: 15 interpolate: true } billboard: true color: "#40ffffff" colorVariation: Qt.vector4d(0.5, 0.5, 0.5, 0.2) unifiedColorVariation: true fadeOutEffect: Particle3D.FadeOpacity fadeOutDuration: 1500 } ParticleEmitter3D { id: smokeEmitter particle: smokeParticle // Smoke always behind the fire & sparkles position: Qt.vector3d(fireEmitter.position.x, fireEmitter.position.y, fireEmitter.position.z - 2) particleScale: 6 particleScaleVariation: 4 particleEndScale: 35 particleEndScaleVariation: 15 particleRotationVariation: Qt.vector3d(0, 0, 180) particleRotationVelocityVariation: Qt.vector3d(0, 0, 40) emitRate: smokeStrength * 0.5 lifeSpan: 3000 lifeSpanVariation: 1000 velocity: VectorDirection3D { direction: Qt.vector3d(0, 50 + smokeStrength * 0.1, 0) directionVariation: Qt.vector3d(20, 20, 0) } } Gravity3D { // Add gravity to sparkles particles: particleSparkle magnitude: 200 } } } SettingsView { CustomLabel { text: "Fire Strength" } CustomSlider { id: sliderFireStrength sliderValue: 50 fromValue: 0 toValue: 100 } CustomLabel { text: "Smoke Strength" } CustomSlider { id: sliderSmokeStrength sliderValue: 50 fromValue: 0 toValue: 100 } CustomLabel { text: "Sparkles Strength" } CustomSlider { id: sliderSparklesStrength sliderValue: 50 fromValue: 0 toValue: 100 } CustomCheckBox { id: checkBoxBackground text: "Show Background" checked: true } CustomCheckBox { id: checkBoxAnimate text: "Animate Position" checked: true } } LoggingView { anchors.bottom: parent.bottom particleSystems: [psystem] } }