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 meterTicksAngle: 300 readonly property bool particleNeedle: checkBoxParticlesNeedle.checked property real separation: sliderElementSeparation.sliderValue anchors.fill: parent Behavior on separation { SmoothedAnimation { velocity: 0.2 duration: 1000 } } View3D { id: view3D anchors.fill: parent environment: SceneEnvironment { clearColor: "#161610" backgroundMode: SceneEnvironment.Color antialiasingMode: settings.antialiasingMode antialiasingQuality: settings.antialiasingQuality } PerspectiveCamera { position: Qt.vector3d(0, 100, 600 - separation * 100) } PointLight { position: Qt.vector3d(200, 400, 300) brightness: 5 ambientColor: Qt.rgba(0.3, 0.3, 0.3, 1.0) } // Background Model { source: "#Rectangle" scale: Qt.vector3d(25, 15, 0) z: -300 materials: PrincipledMaterial { baseColor: "#505040" } } Node { id: speedometerComponent position: Qt.vector3d(0, 100, 0) eulerRotation.x: 90 - separation * 75 // Light which follows the needle PointLight { // Calculates the direction of the needle function getNeedleAngle(startAngle) { return Math.sin(startAngle + (-(180 / 360) + (-gaugeItem.value * meterTicksAngle / 360) + (meterTicksAngle / 2 + 180) / 360) * 2 * Math.PI); } readonly property real lightRadius: 120 readonly property real posX: getNeedleAngle(Math.PI) * lightRadius readonly property real posY: getNeedleAngle(Math.PI / 2) * lightRadius position: Qt.vector3d(posX, 40, -posY) color: Qt.rgba(1.0, 0.8, 0.4, 1.0) brightness: sliderNeedleBrightness.sliderValue quadraticFade: 4.0 } Model { y: -4 - separation * 100 source: "meshes/meter_background.mesh" scale: Qt.vector3d(30, 30, 30) materials: PrincipledMaterial { baseColor: "#505050" metalness: 1.0 roughness: 0.6 normalMap: Texture { source: "images/leather_n.png" } normalStrength: 0.4 } } Model { y: -35 - separation * 100 source: "#Sphere" scale: Qt.vector3d(1.6, 0.2, 1.6) materials: PrincipledMaterial { baseColor: "#606060" } } Model { y: -separation * 60 source: "#Cylinder" scale: Qt.vector3d(0.2, 0.8, 0.2) materials: PrincipledMaterial { baseColor: "#606060" } } Model { y: 30 - separation * 60 source: "#Sphere" scale: Qt.vector3d(0.4, 0.1, 0.4) materials: PrincipledMaterial { baseColor: "#f0f0f0" } } // Speedometer labels Model { y: 25 + separation * 20 source: "#Rectangle" scale: Qt.vector3d(4, 4, 4) eulerRotation.x: -90 materials: PrincipledMaterial { alphaMode: PrincipledMaterial.Blend baseColorMap: Texture { source: "images/speedometer_labels.png" } } } Model { y: separation * 60 source: "meshes/meter_edge.mesh" scale: Qt.vector3d(30, 30, 30) materials: PrincipledMaterial { baseColor: "#b0b0b0" } } Node { id: gaugeItem property real value: 0 property real needleSize: 180 SequentialAnimation on value { running: checkBoxAnimateSpeed.checked loops: Animation.Infinite NumberAnimation { duration: 8000 to: 1 easing.type: Easing.InOutQuad } NumberAnimation { duration: 8000 to: 0 easing.type: Easing.InOutQuad } } y: 20 - separation * 60 eulerRotation.z: 90 eulerRotation.y: -meterTicksAngle * value + (meterTicksAngle/2 - 90) Model { position.y: gaugeItem.needleSize / 2 source: "#Cylinder" scale: Qt.vector3d(0.05, gaugeItem.needleSize * 0.01, 0.2) materials: PrincipledMaterial { baseColor: "#606060" opacity: particleNeedle ? 0.0 : 1.0 } ParticleEmitter3D { system: psystemGauge particle: particleSpark y: 10 scale: Qt.vector3d(0.1, 0.8, 0.1) shape: ParticleShape3D { type: ParticleShape3D.Cube } particleScale: 2.0 particleScaleVariation: 1.0 particleRotationVariation: Qt.vector3d(0, 0, 180) particleRotationVelocityVariation: Qt.vector3d(20, 20, 200); emitRate: 500 lifeSpan: 2000 lifeSpanVariation: 1000 } // Needle particle system // This system rotates together with the needle ParticleSystem3D { id: psystemNeedle running: particleNeedle visible: running SpriteParticle3D { id: needleParticle sprite: Texture { source: "images/dot.png" } maxAmount: 500 fadeInDuration: 50 fadeOutDuration: 200 color: "#40808020" colorVariation: Qt.vector4d(0.2, 0.2, 0.0, 0.2) blendMode: SpriteParticle3D.Screen } ParticleEmitter3D { particle: needleParticle y: -50 scale: Qt.vector3d(0.2, 0.0, 0.2) shape: ParticleShape3D { type: ParticleShape3D.Cube } particleScale: 4.0 particleScaleVariation: 2.0 particleEndScale: 1.0 particleEndScaleVariation: 0.5 velocity: VectorDirection3D { direction: Qt.vector3d(0, 110, 0) directionVariation: Qt.vector3d(10, 10, 10) } emitRate: sliderNeedleEmitrate.sliderValue lifeSpan: 1000 } } } } // Gauge particle system ParticleSystem3D { id: psystemGauge // Particles coming under the needle SpriteParticle3D { id: particleSpark sprite: Texture { source: "images/star3.png" } maxAmount: 1500 fadeInEffect: SpriteParticle3D.FadeNone fadeOutDuration: 200 color: "#40ff0000" colorVariation: Qt.vector4d(0.4, 0.2, 0.2, 0.2) unifiedColorVariation: true blendMode: SpriteParticle3D.Screen } // Particles rotating the gauge SpriteParticle3D { id: particleSpark2 sprite: Texture { source: "images/star3.png" } maxAmount: 30 fadeInDuration: 1000 fadeOutDuration: 1000 color: "#20ffffff" colorVariation: Qt.vector4d(0.2, 0.2, 0.5, 0.1) blendMode: SpriteParticle3D.Screen } ParticleEmitter3D { y: 40 + separation * 60 particle: particleSpark2 scale: Qt.vector3d(3.8, 0, 3.8) shape: ParticleShape3D { type: ParticleShape3D.Cylinder } emitRate: 10 lifeSpan: 3000 particleScale: 4.0 particleScaleVariation: 3.0 particleRotationVariation: Qt.vector3d(20, 20, 180) particleRotationVelocityVariation: Qt.vector3d(10, 10, 50) } Wander3D { uniqueAmount: Qt.vector3d(10, 0, 10) uniquePace: Qt.vector3d(0.1, 0.1, 0.1) fadeInDuration: 2000 } PointRotator3D { particles: particleSpark2 magnitude: -20 } } } } SettingsView { CustomCheckBox { id: checkBoxAnimateSpeed text: "Animate Speed" checked: true } CustomLabel { text: "Speed" opacity: !checkBoxAnimateSpeed.checked ? 1.0 : 0.4 } CustomSlider { id: sliderSpeedValue sliderValue: gaugeItem.value sliderEnabled: !checkBoxAnimateSpeed.checked fromValue: 0 toValue: 1 onSliderValueChanged: gaugeItem.value = sliderValue; } CustomCheckBox { id: checkBoxParticlesNeedle text: "Particles Needle" checked: true } CustomLabel { text: "Needle emitRate" opacity: checkBoxParticlesNeedle.checked ? 1.0 : 0.4 } CustomSlider { id: sliderNeedleEmitrate sliderValue: 200 sliderEnabled: checkBoxParticlesNeedle.checked fromValue: 50 toValue: 500 } CustomLabel { text: "Needle Brightness" } CustomSlider { id: sliderNeedleBrightness sliderValue: 10 fromValue: 0 toValue: 50 } CustomLabel { text: "Elements Separation" } CustomSlider { id: sliderElementSeparation sliderValue: 0 fromValue: 0 toValue: 1 } } LoggingView { anchors.bottom: parent.bottom particleSystems: [psystemGauge, psystemNeedle] } }