Qt Quick 3D - Particles 3D Testbed Example | Qt Quick 3D 6.4.1

- Qt 6.4
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Particles 3D Testbed Example
- Qt Quick 3D | Commercial or GPLv3

# Qt Quick 3D - Particles 3D Testbed Example

     // Copyright (C) 2021 The Qt Company Ltd.
     // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

     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]
         }
     }