Qt Quick 3D - 3D粒子测试平台示例

// 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
                running: true
                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]
    }
}