- Qt 6.6
- 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) 2023 The Qt Company Ltd.
     // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

     import QtQuick
     import QtQuick3D
     import QtQuick3D.Particles3D

     Item {
         id: mainWindow

         readonly property real fireStrength: sliderFireStrength.sliderValue
         readonly property real smokeStrength: sliderSmokeStrength.sliderValue
         readonly property real sparklesStrength: sliderSparklesStrength.sliderValue

         anchors.fill: parent

         View3D {
             anchors.fill: parent

             environment: SceneEnvironment {
                 clearColor: "#000000"
                 backgroundMode: SceneEnvironment.Color
                 antialiasingMode: AppSettings.antialiasingMode
                 antialiasingQuality: AppSettings.antialiasingQuality
             }

             PerspectiveCamera {
                 id: camera
                 position: Qt.vector3d(0, 100, 300)
             }

             // Light following the fire
             PointLight {
                 id: pointLight
                 property real animatedBrightness: 0.1
                 position: fireEmitter.position
                 brightness: 0.04 * mainWindow.smokeStrength + 0.4 * mainWindow.fireStrength + animatedBrightness * mainWindow.sparklesStrength;
                 // Add some liveness to the light
                 SequentialAnimation{
                     loops: Animation.Infinite
                     NumberAnimation {
                         target: pointLight
                         property: "animatedBrightness"
                         to: 0.12
                         duration: 1000
                         easing.type: Easing.OutElastic
                     }
                     NumberAnimation {
                         target: pointLight
                         property: "animatedBrightness"
                         to: 0.05
                         duration: 1500
                         easing.type: Easing.InOutQuad
                     }
                     NumberAnimation {
                         target: pointLight
                         property: "animatedBrightness"
                         to: 0.1
                         duration: 2500
                         easing.type: Easing.InElastic
                     }
                 }
             }

             // Background walls & floor
             Node {
                 id: background
                 visible: checkBoxBackground.checked
                 Model {
                     source: "#Rectangle"
                     position: Qt.vector3d(200, 0, -300)
                     scale: Qt.vector3d(10.0, 10.0, 0.0)
                     materials: DefaultMaterial {
                         diffuseColor: "#204020"
                     }
                 }
                 Model {
                     source: "#Rectangle"
                     position: Qt.vector3d(200, -100, -300)
                     eulerRotation.x: -90
                     scale: Qt.vector3d(10.0, 10.0, 0.0)
                     materials: DefaultMaterial {
                         diffuseColor: "#204020"
                     }
                 }
                 Model {
                     source: "#Rectangle"
                     position: Qt.vector3d(-300, 0, -200)
                     eulerRotation.y: 90
                     scale: Qt.vector3d(10.0, 10.0, 0.0)
                     materials: DefaultMaterial {
                         diffuseColor: "#204020"
                     }
                 }
             }

             ParticleSystem3D {
                 id: psystem

                 SpriteParticle3D {
                     id: particleFire
                     sprite: Texture {
                         source: "images/sphere.png"
                     }
                     colorTable: Texture {
                         source: "images/colorTable.png"
                     }
                     maxAmount: 300
                     color: "#ffffff"
                     colorVariation: Qt.vector4d(0.0, 0.6, 0.8, 0.0)
                     billboard: true
                     blendMode: SpriteParticle3D.Screen
                     fadeInDuration: 100
                 }

                 ParticleEmitter3D {
                     id: fireEmitter
                     particle: particleFire
                     particleScale: 4
                     particleEndScale: 12
                     particleScaleVariation: 3
                     particleEndScaleVariation: 5
                     velocity: VectorDirection3D {
                         direction: Qt.vector3d(0, 20 + mainWindow.fireStrength, 0)
                         directionVariation: Qt.vector3d(10 + mainWindow.fireStrength * 0.2, 10, 0)
                     }
                     emitRate: mainWindow.fireStrength * 2
                     lifeSpan: 1000
                     lifeSpanVariation: 500
                     // Animate the fire position
                     SequentialAnimation on x {
                         paused: !checkBoxAnimate.checked
                         loops: Animation.Infinite
                         NumberAnimation {
                             to: 100
                             duration: 2500
                             easing.type: Easing.InOutQuad
                         }
                         NumberAnimation {
                             to: -100
                             duration: 2500
                             easing.type: Easing.InOutQuad
                         }
                     }
                 }

                 SpriteParticle3D {
                     id: particleSparkle
                     sprite: Texture {
                         source: "images/sphere.png"
                     }
                     colorTable: Texture {
                         source: "images/color_table3.png"
                     }
                     maxAmount: 400
                     colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.4)
                     blendMode: SpriteParticle3D.Screen
                 }

                 ParticleEmitter3D {
                     id: sparklesEmitter
                     particle: particleSparkle
                     position: fireEmitter.position
                     particleScale: 1.0
                     particleEndScale: 0
                     particleScaleVariation: 0.5
                     particleRotationVariation: Qt.vector3d(180, 180, 0)
                     particleRotationVelocityVariation: Qt.vector3d(400, 400, 0)
                     velocity: VectorDirection3D {
                         direction: Qt.vector3d(0, 50 + mainWindow.sparklesStrength, 0)
                         directionVariation: Qt.vector3d(50, 10 + mainWindow.sparklesStrength * 0.5, 0)
                     }
                     emitRate: mainWindow.sparklesStrength * 4
                     lifeSpan: 500
                     lifeSpanVariation: 500
                 }

                 SpriteParticle3D {
                     id: smokeParticle
                     sprite: Texture {
                         source: "images/smoke_sprite.png"
                     }
                     maxAmount: 200
                     spriteSequence: SpriteSequence3D {
                         frameCount: 15
                         interpolate: true
                     }
                     billboard: true
                     color: "#40ffffff"
                     colorVariation: Qt.vector4d(0.5, 0.5, 0.5, 0.2)
                     unifiedColorVariation: true
                     fadeOutEffect: Particle3D.FadeOpacity
                     fadeOutDuration: 1500
                 }

                 ParticleEmitter3D {
                     id: smokeEmitter
                     particle: smokeParticle
                     // Smoke always behind the fire & sparkles
                     position: Qt.vector3d(fireEmitter.position.x, fireEmitter.position.y, fireEmitter.position.z - 2)
                     particleScale: 6
                     particleScaleVariation: 4
                     particleEndScale: 35
                     particleEndScaleVariation: 15
                     particleRotationVariation: Qt.vector3d(0, 0, 180)
                     particleRotationVelocityVariation: Qt.vector3d(0, 0, 40)
                     emitRate: mainWindow.smokeStrength * 0.5
                     lifeSpan: 3000
                     lifeSpanVariation: 1000
                     velocity: VectorDirection3D {
                         direction: Qt.vector3d(0, 50 + mainWindow.smokeStrength * 0.1, 0)
                         directionVariation: Qt.vector3d(20, 20, 0)
                     }
                 }

                 Gravity3D {
                     // Add gravity to sparkles
                     particles: [ particleSparkle ]
                     magnitude: 200
                 }
             }
         }

         SettingsView {
             CustomLabel {
                 text: "Fire Strength"
             }
             CustomSlider {
                 id: sliderFireStrength
                 sliderValue: 50
                 fromValue: 0
                 toValue: 100
             }
             CustomLabel {
                 text: "Smoke Strength"
             }
             CustomSlider {
                 id: sliderSmokeStrength
                 sliderValue: 50
                 fromValue: 0
                 toValue: 100
             }
             CustomLabel {
                 text: "Sparkles Strength"
             }
             CustomSlider {
                 id: sliderSparklesStrength
                 sliderValue: 50
                 fromValue: 0
                 toValue: 100
             }
             CustomCheckBox {
                 id: checkBoxBackground
                 text: "Show Background"
                 checked: true
             }
             CustomCheckBox {
                 id: checkBoxAnimate
                 text: "Animate Position"
                 checked: true
             }
         }

         LoggingView {
             anchors.bottom: parent.bottom
             particleSystems: [psystem]
         }
     }