Qt Quick 3D - Particles 3D Testbed Example

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import QtQuick import QtQuick3D import QtQuick3D.Particles3D import QtQuick.Controls Item { id: mainWindow property int smokeAmount: 20 property int explosionAmount: 100 anchors.fill: parent View3D { id: view3D anchors.fill: parent camera: camera environment: SceneEnvironment { clearColor: "#000000" backgroundMode: SceneEnvironment.Color antialiasingMode: settings.antialiasingMode antialiasingQuality: settings.antialiasingQuality } PerspectiveCamera { id: camera position: Qt.vector3d(0, 100, 600) } PointLight { id: light1 position: Qt.vector3d(0, 400, 100) brightness: 5 ambientColor: Qt.rgba(0.4, 0.3, 0.3, 1.0) } ParticleSystem3D { id: psystem SpriteParticle3D { id: spriteParticle sprite: Texture { source: "images/sphere.png" } maxAmount: 3 color: "#ffff80" colorTable: Texture { source: "images/color_table5.png" } particleScale: 40.0 fadeInEffect: SpriteParticle3D.FadeNone fadeOutEffect: SpriteParticle3D.FadeNone } SpriteParticle3D { id: spriteTrailParticle sprite: Texture { source: "images/sphere.png" } maxAmount: 1000 fadeInDuration: 500 fadeOutDuration: 500 fadeInEffect: SpriteParticle3D.FadeScale fadeOutEffect: SpriteParticle3D.FadeScale particleScale: 10.0 colorTable: Texture { source: "images/color_table3.png" } lights: light1 } SpriteParticle3D { id: explosionParticle sprite: Texture { source: "images/star3.png" } maxAmount: 1000 fadeInEffect: SpriteParticle3D.FadeScale fadeInDuration: 100 fadeOutDuration: 500 particleScale: 10.0 colorTable: Texture { source: "images/color_table3.png" } lights: light1 } SpriteParticle3D { id: smokeParticle sprite: Texture { source: "images/explosion_01_strip13.png" } maxAmount: 1000 spriteSequence: SpriteSequence3D { frameCount: 13 interpolate: true } billboard: true color: "#2fffffff" colorVariation: Qt.vector4d(0.5, 0.5, 0.5, 0.1) unifiedColorVariation: true fadeOutEffect: Particle3D.FadeOpacity fadeOutDuration: 2000 lights: light1 } ParticleEmitter3D { particle: spriteParticle position: Qt.vector3d(0, -100, 0) scale: Qt.vector3d(1, 1, 1) shape: ParticleShape3D { type: ParticleShape3D.Cube } particleScaleVariation: 0.2 particleEndScale: 1.5 particleEndScaleVariation: 0.5 velocity: VectorDirection3D { direction: Qt.vector3d(0, 400, 0) directionVariation: Qt.vector3d(40, 40, 0) } emitRate: 1 lifeSpan: 2500 lifeSpanVariation: 500 depthBias: -10 } TrailEmitter3D { id: spriteTrailEmitter particle: spriteTrailParticle follow: spriteParticle particleScale: 2.0 particleScaleVariation: 0.5 velocity: VectorDirection3D { direction: Qt.vector3d(0, -10, 0) directionVariation: Qt.vector3d(2, 2, 0) } emitRate: 100 lifeSpan: 2000 lifeSpanVariation: 500 } TrailEmitter3D { id: spriteSmokeTrailEmitter particle: smokeParticle follow: spriteParticle particleScale: 8 particleScaleVariation: 4 particleEndScale: 45 particleEndScaleVariation: 15 particleRotationVariation: Qt.vector3d(0, 0, 180) particleRotationVelocityVariation: Qt.vector3d(0, 0, 40) emitRate: 0 lifeSpan: 3000 lifeSpanVariation: 1000 velocity: VectorDirection3D { direction: Qt.vector3d(0, 0, 0) directionVariation: Qt.vector3d(smokeAmount * 0.6, smokeAmount * 0.6, 0) } depthBias: -20 emitBursts: [ DynamicBurst3D { enabled: checkBoxStartBurst.checked triggerMode: DynamicBurst3D.TriggerStart amount: smokeAmount amountVariation: smokeAmount * 0.4 }, DynamicBurst3D { enabled: checkBoxEndBurst.checked triggerMode: DynamicBurst3D.TriggerEnd amount: smokeAmount amountVariation: smokeAmount * 0.4 } ] } TrailEmitter3D { particle: explosionParticle follow: spriteParticle particleScale: 1.0 particleScaleVariation: 0.8 particleRotationVariation: Qt.vector3d(0, 0, 180) particleRotationVelocityVariation: Qt.vector3d(0, 0, 40) emitRate: 0 lifeSpan: 3000 lifeSpanVariation: 1000 velocity: TargetDirection3D { position: Qt.vector3d(0, 300, 0) positionVariation: Qt.vector3d(100, 100, 0) normalized: true magnitude: 20 + explosionAmount * 0.2 magnitudeVariation: magnitude * 0.5 } emitBursts: [ DynamicBurst3D { enabled: checkBoxExplosionBurst.checked triggerMode: DynamicBurst3D.TriggerEnd amount: explosionAmount amountVariation: explosionAmount * 0.4 } ] } Gravity3D { direction: Qt.vector3d(0, 1, 0) magnitude: -200 particles: [spriteParticle] } Gravity3D { direction: Qt.vector3d(0, 1, 0) magnitude: -40 particles: [explosionParticle] } } } SettingsView { CustomCheckBox { id: checkBoxStartBurst text: "Smoke burst at start" checked: true } CustomCheckBox { id: checkBoxEndBurst text: "Smoke burst at end" checked: true } CustomLabel { text: "Smoke amount" } CustomSlider { id: smokeSlider sliderValue: smokeAmount fromValue: 5 toValue: 50 onSliderValueChanged: smokeAmount = sliderValue; } CustomCheckBox { id: checkBoxExplosionBurst text: "Explosion burst at end" checked: true } CustomLabel { text: "Explosion amount" } CustomSlider { id: explosionSlider sliderValue: explosionAmount fromValue: 20 toValue: 200 onSliderValueChanged: explosionAmount = sliderValue; } } LoggingView { anchors.bottom: parent.bottom particleSystems: [psystem] } }