Qt Quick 3D - Particles 3D Testbed Example

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import QtQuick import QtQuick3D import QtQuick3D.Particles3D import QtQuick.Controls Item { anchors.fill: parent Timer { id: lightsUpdateTimer interval: 0 triggeredOnStart: true onTriggered: updateLightsArray(); } // Update the lights array of the particles function updateLightsArray() { var newLights = []; if (checkBoxDirectionalLightUse.checked) newLights.push(lightDirectional); if (checkBoxPointLightUse.checked) newLights.push(lightPoint); if (checkBoxSpotLightUse.checked) newLights.push(lightSpot); // Particles to use the enabled lights spriteParticle.lights = newLights; } View3D { anchors.fill: parent environment: SceneEnvironment { clearColor: "#000000" backgroundMode: SceneEnvironment.Color antialiasingMode: SceneEnvironment.MSAA antialiasingQuality: SceneEnvironment.High } PerspectiveCamera { position: Qt.vector3d(0, 100, 700) eulerRotation.x: -10 } DirectionalLight { id: lightDirectional color: Qt.rgba(1.0, 0.1, 0.1, 1.0) position: Qt.vector3d(0, 200, 0) rotation: Quaternion.fromEulerAngles(-70, 0, 0) visible: checkBoxDirectionalLight.checked brightness: sliderDirectionalLight.sliderValue } PointLight { id: lightPoint color: Qt.rgba(0.1, 1.0, 0.1, 1.0) position: Qt.vector3d(0, 300, 0) visible: checkBoxPointLight.checked brightness: sliderPointLight.sliderValue constantFade: sliderPointLightConstantFade.sliderValue linearFade: sliderPointLightLinearFade.sliderValue quadraticFade: sliderPointLightQuadraticFade.sliderValue SequentialAnimation on x { loops: Animation.Infinite NumberAnimation { to: 400 duration: 2000 easing.type: Easing.InOutQuad } NumberAnimation { to: -400 duration: 2000 easing.type: Easing.InOutQuad } } } SpotLight { id: lightSpot color: Qt.rgba(0.0, 0.0, 1.0, 1.0) position: Qt.vector3d(0, 250, 0) eulerRotation.x: -45 visible: checkBoxSpotLight.checked brightness: sliderSpotLight.sliderValue coneAngle: 50 innerConeAngle: 20 constantFade: sliderSpotLightConstantFade.sliderValue linearFade: sliderSpotLightLinearFade.sliderValue quadraticFade: sliderSpotLightQuadraticFade.sliderValue PropertyAnimation on eulerRotation.y { loops: Animation.Infinite from: 0 to: 360 duration: 10000 } } Model { source: "#Rectangle" y: -200 scale: Qt.vector3d(15, 15, 15) eulerRotation.x: -90 materials: [ DefaultMaterial { diffuseColor: Qt.rgba(0.4, 0.4, 0.4, 1.0) } ] } Model { source: "#Rectangle" z: -400 scale: Qt.vector3d(15, 15, 15) materials: [ DefaultMaterial { diffuseColor: Qt.rgba(0.4, 0.4, 0.4, 1.0) } ] } ParticleSystem3D { id: psystem startTime: 5000 SpriteParticle3D { id: spriteParticle sprite: Texture { source: "images/sphere.png" } maxAmount: 10000 color: "#ffffff" colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.5); fadeInDuration: 1000 fadeOutDuration: 1000 billboard: true // Disable this to see the unlit particles blendMode: SpriteParticle3D.Screen } ParticleEmitter3D { id: emitter particle: spriteParticle position: Qt.vector3d(0, 350, 0) depthBias: -100 scale: Qt.vector3d(8.0, 0.0, 8.0) shape: ParticleShape3D { type: ParticleShape3D.Sphere } particleScale: 2.0 particleScaleVariation: 1.0; velocity: VectorDirection3D { direction: Qt.vector3d(0, -100, 0) directionVariation: Qt.vector3d(20, 50, 20) } emitRate: 2000 lifeSpan: 5000 } PointRotator3D { pivotPoint: Qt.vector3d(0, 0, 0) direction: Qt.vector3d(0, 1, 0) magnitude: 20 } } } SettingsView { CustomCheckBox { id: checkBoxDirectionalLight text: qsTr("Directional Light") checked: true } CustomSlider { id: sliderDirectionalLight sliderValue: 0.4 fromValue: 0.0 toValue: 1 } CustomCheckBox { id: checkBoxDirectionalLightUse text: qsTr("Use also for particles") checked: true onCheckedChanged: lightsUpdateTimer.restart(); } Item { width: 1; height: 40 } CustomCheckBox { id: checkBoxPointLight text: qsTr("Point Light") checked: true } CustomSlider { id: sliderPointLight sliderValue: 6 fromValue: 0.0 toValue: 10 } CustomCheckBox { id: checkBoxPointLightUse text: qsTr("Use also for particles") checked: true onCheckedChanged: lightsUpdateTimer.restart(); } CustomLabel { text: qsTr("constantFade") } CustomSlider { id: sliderPointLightConstantFade sliderValue: 1.0 fromValue: 0.1 toValue: 20.0 } CustomLabel { text: qsTr("linearFade") } CustomSlider { id: sliderPointLightLinearFade sliderValue: 0.0 fromValue: 0.0 toValue: 20.0 } CustomLabel { text: qsTr("quadraticFade") } CustomSlider { id: sliderPointLightQuadraticFade sliderValue: 1.0 fromValue: 0.1 toValue: 20.0 } Item { width: 1; height: 40 } CustomCheckBox { id: checkBoxSpotLight text: qsTr("Spot Light") checked: true } CustomSlider { id: sliderSpotLight sliderValue: 40 fromValue: 0.0 toValue: 100 } CustomCheckBox { id: checkBoxSpotLightUse text: qsTr("Use also for particles") checked: true onCheckedChanged: lightsUpdateTimer.restart(); } CustomLabel { text: qsTr("constantFade") } CustomSlider { id: sliderSpotLightConstantFade sliderValue: 1.0 fromValue: 0.1 toValue: 20.0 } CustomLabel { text: qsTr("linearFade") } CustomSlider { id: sliderSpotLightLinearFade sliderValue: 0.0 fromValue: 0.0 toValue: 20.0 } CustomLabel { text: qsTr("quadraticFade") } CustomSlider { id: sliderSpotLightQuadraticFade sliderValue: 1.0 fromValue: 0.1 toValue: 20.0 } } LoggingView { anchors.bottom: parent.bottom particleSystems: [psystem] } }