Qt Quick 3D - Particles 3D Testbed Example

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import QtQuick import QtQuick3D import QtQuick3D.Particles3D Item { id: mainWindow anchors.fill: parent View3D { anchors.fill: parent camera: camera environment: SceneEnvironment { clearColor: "#000000" backgroundMode: SceneEnvironment.Color antialiasingMode: settings.antialiasingMode antialiasingQuality: settings.antialiasingQuality } // Particles light PointLight { property real animatedBrightness: 1.0 position: psystemStar.position brightness: sliderLightBrightness.sliderValue * animatedBrightness // Add some liveness to the light SequentialAnimation on animatedBrightness { loops: Animation.Infinite NumberAnimation { to: 1.2 duration: 1200 easing.type: Easing.OutElastic } NumberAnimation { to: 1.0 duration: 1600 easing.type: Easing.OutElastic } } } // General light to the scene PointLight { position: Qt.vector3d(300, 500, 600) // Brigness coming from the amount of trail particles brightness: 0.1 + sliderSmokeEmitRate.sliderValue * 0.4 + sliderStardustEmitRate.sliderValue * 0.1 ambientColor: Qt.rgba(0.4, 0.1, 0.1, 1.0) color: "#ff8080" } // Animate the camera position & rotation Node { PerspectiveCamera { id: camera position: Qt.vector3d(0, 300, 800) eulerRotation.x: -20 SequentialAnimation on z { loops: Animation.Infinite NumberAnimation { to: 500 duration: 4000 easing.type: Easing.InOutQuad } NumberAnimation { to: 800 duration: 4000 easing.type: Easing.InOutQuad } } } SequentialAnimation on eulerRotation.y { loops: Animation.Infinite NumberAnimation { to: -20 duration: 2000 easing.type: Easing.InOutQuad } NumberAnimation { to: 20 duration: 2000 easing.type: Easing.InOutQuad } } } // Background wall Model { source: "#Rectangle" scale: Qt.vector3d(80, 50, 0) z: -500 y: -600 materials: DefaultMaterial { diffuseColor: "#201010" } } // Qt Cube model Model { source: "#Cube" z: 10 y: 20 scale: Qt.vector3d(2.0, 2.0, 2.0) NumberAnimation on eulerRotation.y { loops: Animation.Infinite from: 0 to: 360 duration: 5000 } materials: PrincipledMaterial { baseColorMap: Texture { source: "images/qt_logo2.png" } normalMap: Texture { source: "images/qt_logo2_n.png" } } } // System for the trail particles ParticleSystem3D { id: psystemTrail SpriteParticle3D { id: smokeParticle sprite: Texture { source: "images/smoke_sprite.png" } maxAmount: 600 spriteSequence: SpriteSequence3D { frameCount: 15 interpolate: true } billboard: true blendMode: SpriteParticle3D.Screen colorTable: Texture { source: "images/color_table2.png" } colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.8) fadeInEffect: Particle3D.FadeScale fadeInDuration: 100 fadeOutEffect: Particle3D.FadeOpacity fadeOutDuration: 1500 } ParticleEmitter3D { id: smokeEmitter particle: smokeParticle position: psystemStar.position particleScale: 20 particleScaleVariation: 5 particleEndScale: 30 particleEndScaleVariation: 10 particleRotationVariation: Qt.vector3d(0, 0, 180) particleRotationVelocityVariation: Qt.vector3d(0, 0, 40) emitRate: sliderSmokeEmitRate.sliderValue lifeSpan: sliderSmokeLifeSpan.sliderValue lifeSpanVariation: 1000 } SpriteParticle3D { id: dustParticle sprite: Texture { source: "images/dust.png" } maxAmount: 600 blendMode: SpriteParticle3D.Screen color: "#ff8080" colorVariation: Qt.vector4d(0.2, 0.4, 0.4, 0.6) billboard: true fadeInDuration: 200 fadeOutDuration: 1500 } ParticleEmitter3D { id: dustEmitter particle: dustParticle position: psystemStar.position emitRate: sliderStardustEmitRate.sliderValue lifeSpan: sliderStardustLifeSpan.sliderValue lifeSpanVariation: 1000 particleScale: 20.0 particleScaleVariation: 10.0 particleRotationVariation: Qt.vector3d(40, 40, 180) particleRotationVelocityVariation: Qt.vector3d(0, 0, 10) } Wander3D { uniqueAmount: Qt.vector3d(40, 40, 0) uniqueAmountVariation: 0.8 uniquePace: Qt.vector3d(0.1, 0.1, 0) uniquePaceVariation: 0.8 fadeInDuration: 3000 } } // System for the star sphere particles ParticleSystem3D { id: psystemStar position: Qt.vector3d(0, -200, 0) // Animate x & y in a heart shape // This could be done also with Timeline & Keyframes SequentialAnimation on x { running: true loops: Animation.Infinite NumberAnimation { to: -300 duration: 1500 easing.type: Easing.OutSine } NumberAnimation { to: 300 duration: 3000 easing.type: Easing.InOutQuad } NumberAnimation { to: 0 duration: 1500 easing.type: Easing.InSine } } SequentialAnimation on y { running: true loops: Animation.Infinite NumberAnimation { to: 300 duration: 2250 easing.type: Easing.OutSine } NumberAnimation { to: 150 duration: 750 easing.type: Easing.InQuad } NumberAnimation { to: 300 duration: 750 easing.type: Easing.OutQuad } NumberAnimation { to: -300 duration: 2250 easing.type: Easing.InSine } } Vector3dAnimation { running: true loops: Animation.Infinite target: psystemStar property: "eulerRotation" from: Qt.vector3d(0, 0, 0) to: Qt.vector3d(0, 360, -720) duration: 4000 } SpriteParticle3D { id: dotParticle sprite: Texture { source: "images/sphere.png" } maxAmount: 200 color: Qt.rgba(1.0, 0.8, 0.8, sliderLightBrightness.sliderValue / 300) colorVariation: Qt.vector4d(0.0, 0.4, 0.4, 0.2) blendMode: SpriteParticle3D.Screen } ParticleEmitter3D { id: dotParticleEmitter particle: dotParticle scale: Qt.vector3d(0.8, 0.8, 0.8) particleScale: 2.5 particleScaleVariation: 2.0 emitRate: 200 lifeSpan: 1000 shape: ParticleShape3D { type: ParticleShape3D.Sphere fill: false } } } } SettingsView { CustomLabel { text: "Smoke emitrate" } CustomSlider { id: sliderSmokeEmitRate sliderValue: 50 fromValue: 0 toValue: 100 } CustomLabel { text: "Smoke lifeSpan" } CustomSlider { id: sliderSmokeLifeSpan sliderValue: 3000 fromValue: 1000 toValue: 5000 } CustomLabel { text: "Stardust emitrate" } CustomSlider { id: sliderStardustEmitRate sliderValue: 50 fromValue: 0 toValue: 100 } CustomLabel { text: "Stardust lifeSpan" } CustomSlider { id: sliderStardustLifeSpan sliderValue: 4000 fromValue: 1000 toValue: 5000 } CustomLabel { text: "Star brightness" } CustomSlider { id: sliderLightBrightness sliderValue: 50 fromValue: 1 toValue: 200 } } LoggingView { anchors.bottom: parent.bottom particleSystems: [psystemStar, psystemTrail] } }