Qt Quick 3D - Particles 3D Testbed Example
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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick import QtQuick3D import QtQuick3D.Particles3D Item { id: mainWindow readonly property real tentacleEmitRate: 120 readonly property real cameraDistance: sliderCameraDistance.sliderValue property real cameraDistanceSmoothed: cameraDistance property real tentacleWideness: 0 anchors.fill: parent // Animate tentacle movement SequentialAnimation on tentacleWideness { loops: Animation.Infinite NumberAnimation { to: 30 duration: 6000 easing.type: Easing.InOutQuad } NumberAnimation { to: -30 duration: 6000 easing.type: Easing.InOutQuad } } Behavior on cameraDistanceSmoothed { SmoothedAnimation { velocity: 100 duration: 1000 } } // Background ocean gradient Rectangle { anchors.fill: parent gradient: Gradient { GradientStop { color: "#005060" position: 0.0 } GradientStop { color: "#000000" position: 1.0 } } } View3D { anchors.fill: parent environment: SceneEnvironment { backgroundMode: SceneEnvironment.Transparent antialiasingMode: settings.antialiasingMode antialiasingQuality: settings.antialiasingQuality } // Camera rotating the spider Node { PerspectiveCamera { id: camera position: Qt.vector3d(0, 0, cameraDistanceSmoothed) } NumberAnimation on eulerRotation.y { loops: Animation.Infinite from: 0 to: 360 duration: 20000 } SequentialAnimation on eulerRotation.x { loops: Animation.Infinite NumberAnimation { to: -50 duration: 6000 easing.type: Easing.InOutQuad } NumberAnimation { to: 0 duration: 6000 easing.type: Easing.InOutQuad } } } PointLight { position: Qt.vector3d(0, 400, 0) brightness: 200 } // Body of the spider Model { id: spiderBody source: "#Sphere" scale: Qt.vector3d(1.0, 0.6, 1.2) PrincipledMaterial { id: spiderMaterial baseColor: tentacleParticle.color metalness: 1.0 roughness: 0.6 normalMap: Texture { source: "images/leather_n.png" } normalStrength: 0.8 } materials: spiderMaterial Model { source: "#Cone" scale: Qt.vector3d(0.4, 0.5, 0.5) position: Qt.vector3d(20, 10, -20) eulerRotation: Qt.vector3d(-40, -80, 0) materials: spiderMaterial } Model { source: "#Cone" scale: Qt.vector3d(0.4, 0.5, 0.5) position: Qt.vector3d(-20, 10, -20) eulerRotation: Qt.vector3d(-40, 80, 0) materials: spiderMaterial } SequentialAnimation on y { loops: Animation.Infinite NumberAnimation { to: 100 duration: 2500 easing.type: Easing.InOutQuad } NumberAnimation { to: 0 duration: 2500 easing.type: Easing.InOutQuad } } // System for tentacles particles ParticleSystem3D { id: psystemTentacles SpriteParticle3D { id: tentacleParticle sprite: Texture { source: "images/dot.png" } maxAmount: 8 * tentacleEmitRate * 1.5 color: "#000000" colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.2) fadeInEffect: SpriteParticle3D.FadeNone fadeOutDuration: 800 billboard: true SequentialAnimation on color { loops: Animation.Infinite ColorAnimation { to: "#202000" duration: 2000 } ColorAnimation { to: "#200000" duration: 2000 } ColorAnimation { to: "#000020" duration: 2000 } ColorAnimation { to: "#002000" duration: 2000 } } blendMode: SpriteParticle3D.Screen } // Emitters for all 8 tentacles component TentacleEmitter: Node { id: tentacleNode property real movementAmount: 1.0 ParticleEmitter3D { z: 55 eulerRotation.x: 80 + mainWindow.tentacleWideness * tentacleNode.movementAmount system: psystemTentacles particle: tentacleParticle velocity: VectorDirection3D { direction: Qt.vector3d(0, 300, 0) } particleScale: 6.0 particleEndScale: 0.5 emitRate: tentacleEmitRate lifeSpan: 1500 } } TentacleEmitter { eulerRotation.y: 0.5 * 45 movementAmount: 1.8 } TentacleEmitter { eulerRotation.y: 1.5 * 45 movementAmount: 1.3 } TentacleEmitter { eulerRotation.y: 2.5 * 45 movementAmount: 1.5 } TentacleEmitter { eulerRotation.y: 3.5 * 45 movementAmount: 2.2 } TentacleEmitter { eulerRotation.y: 4.5 * 45 movementAmount: 1.6 } TentacleEmitter { eulerRotation.y: 5.5 * 45 movementAmount: 1.1 } TentacleEmitter { eulerRotation.y: 6.5 * 45 movementAmount: 1.5 } TentacleEmitter { eulerRotation.y: 7.5 * 45 movementAmount: 2.1 } Gravity3D { direction: Qt.vector3d(0, 1, 0) magnitude: -300 } Wander3D { globalAmount: Qt.vector3d(15, 15, 15) globalPace: Qt.vector3d(1.0, 1.0, 1.0) fadeInDuration: 1000 Vector3dAnimation on globalPaceStart { loops: Animation.Infinite duration: 8000 from: Qt.vector3d(0, 0, 0) to: Qt.vector3d(5 * Math.PI * 2, 3 * Math.PI * 2, Math.PI * 2) } } } // Emitters for dust/smoke particles ParticleEmitter3D { id: smokeEmitter system: psystemDust particle: smokeParticle particleScale: 10 particleScaleVariation: 5 particleEndScale: 60 particleEndScaleVariation: 30 particleRotationVariation: Qt.vector3d(0, 0, 180) particleRotationVelocityVariation: Qt.vector3d(0, 0, 40) emitRate: sliderDustEmitRate.sliderValue lifeSpan: 3000 lifeSpanVariation: 1000 velocity: VectorDirection3D { direction: Qt.vector3d(0, 0, 200) directionVariation: Qt.vector3d(50, 50, 50) } } ParticleEmitter3D { id: dustEmitter system: psystemDust particle: dustParticle emitRate: sliderDustEmitRate.sliderValue * 0.5 lifeSpan: 3000 lifeSpanVariation: 1000 particleScale: 10.0 particleScaleVariation: 5.0 particleEndScale: 30.0 particleEndScaleVariation: 10.0 particleRotationVariation: Qt.vector3d(20, 20, 180) particleRotationVelocityVariation: Qt.vector3d(5, 5, 50) velocity: VectorDirection3D { direction: Qt.vector3d(0, 0, 100) directionVariation: Qt.vector3d(20, 20, 20) } } } // System for dust/smoke particles ParticleSystem3D { id: psystemDust SpriteParticle3D { id: smokeParticle sprite: Texture { source: "images/smoke_sprite.png" } maxAmount: 200 spriteSequence: SpriteSequence3D { frameCount: 15 interpolate: true } billboard: true color: tentacleParticle.color fadeInEffect: SpriteParticle3D.FadeNone fadeOutEffect: Particle3D.FadeOpacity fadeOutDuration: 1500 blendMode: SpriteParticle3D.Screen } SpriteParticle3D { id: dustParticle sprite: Texture { source: "images/dust.png" } maxAmount: 100 color: "#ffffff" colorVariation: Qt.vector4d(0.4, 0.4, 0.4, 0.4) billboard: true fadeInDuration: 200 fadeOutDuration: 1500 blendMode: SpriteParticle3D.Screen } } // System for bubbles particles ParticleSystem3D { id: psystemBubbles position: Qt.vector3d(0, 100, -200) SpriteParticle3D { id: bubbleParticle sprite: Texture { source: "images/sphere.png" } maxAmount: 300 color: "#80ffffff" colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.2) fadeInDuration: 1000 fadeOutDuration: 1000 blendMode: SpriteParticle3D.Screen billboard: true } ParticleEmitter3D { particle: bubbleParticle scale: Qt.vector3d(12, 12, 12) particleScale: 2.0 particleScaleVariation: 1.0 particleEndScale: 1.0 particleEndScaleVariation: 0.5 emitRate: 100 lifeSpan: 3000 shape: ParticleShape3D { type: ParticleShape3D.Sphere } velocity: VectorDirection3D { direction: Qt.vector3d(0, 0, 200) directionVariation: Qt.vector3d(20, 20, 100) } } } } SettingsView { CustomLabel { text: "Camera Distance" } CustomSlider { id: sliderCameraDistance sliderValue: 400 fromValue: 200 toValue: 800 } CustomLabel { text: "Mystical Dust" } CustomSlider { id: sliderDustEmitRate sliderValue: 20 fromValue: 0 toValue: 50 } } LoggingView { anchors.bottom: parent.bottom particleSystems: [psystemTentacles, psystemBubbles, psystemDust] } }