Qt Quick 3D - Particles 3D Testbed Example
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