forked from qt-creator/qt-creator
Create fire particle tutorial
- Rewrite the obsolete fire particle example to a tutorial and move it to the tutorial section - Add links to particle system tutorials to the particle page - Small related fixes Task-number: QDS-6459 Change-Id: If637c9eeabd176af4ee9acdb7f2027e365a6b59a Reviewed-by: Tanja Remes <tanja.remes@qt.io> Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io> Reviewed-by: <github-actions-qt-creator@cristianadam.eu>
This commit is contained in:
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doc/qtdesignstudio/examples/doc/FireParticles.qdoc
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doc/qtdesignstudio/examples/doc/FireParticles.qdoc
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/****************************************************************************
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**
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** Copyright (C) 2022 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt Design Studio documentation.
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**
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Free Documentation License Usage
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** Alternatively, this file may be used under the terms of the GNU Free
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** Documentation License version 1.3 as published by the Free Software
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** Foundation and appearing in the file included in the packaging of
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** this file. Please review the following information to ensure
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** the GNU Free Documentation License version 1.3 requirements
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** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
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**
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****************************************************************************/
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/*!
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\page fire-particle-effect.html
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\ingroup gstutorials
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\sa Particles
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\title Particle System: Fire Effect
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\brief Illustrates how to create a fire effect with the \QDS
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particle system.
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\image fire-particles.png
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The \e{Fire Effect} tutorial illustrates how you can add a fire effect to
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your scene using the \QDS particle system.
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In this tutorial, you create a project from the beginning. You can download
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the completed project from
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\l{https://git.qt.io/public-demos/qtdesign-studio/-/tree/master/tutorial%20projects/fire-particles}
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{here}.
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This tutorial requires that you know the basics of \QDS, see
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\l{Getting Started}.
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\section1 Tutorial Assets
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You need the following assets to complete this tutorial:
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\list
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\li \e fire-sprites.png
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\li \e fire-color-table.png
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\endlist
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You can download the assets from
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\l{https://git.qt.io/public-demos/qtdesign-studio/-/tree/master/tutorial%20projects/fire-particles/FireParticles/content/images}
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{here}.
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\section1 Creating a Fire Effect
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\section2 Creating a Project
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To create a new project:
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\list 1
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\li Open \QDS.
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\li On the \uicontrol {Welcome Screen}, select \uicontrol
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{Create Project}.
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\li In the \uicontrol Presets section, select \uicontrol General >
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\uicontrol {3D}.
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\li In the \uicontrol Details section, set the name to \e FireParticles
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and select the folder where you want to save the project.
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\li Select \uicontrol {Create}.
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\endlist
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Next, remove unwanted default components from the project:
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\list 1
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\li In \uicontrol {Navigator}, select \e Text and select the \key Delete
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key.
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\li In the same way, delete \e {cubeModel}.
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\endlist
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For a better visual effect, set the background color to black:
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\list
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\li In \uicontrol {Navigator}, select \e Rectangle and in
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\uicontrol {Properties}, set \uicontrol {Fill Color} to #000000.
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\endlist
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\section2 Adding a Particle System to Your Scene
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To add a particle system, you first need to import the QtQuick3D.Particles3D
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module to your project:
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\list 1
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\li In the \uicontrol Components view, select \inlineimage icons/plus.png
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.
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\li Find QtQuick3D.Particles3D, and select it to add it to your project.
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\endlist
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In this project, you use an animated sprite to simulate a fire. For
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this, use the Animated Sprite particle system template:
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\list
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\li From \uicontrol Components >
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\uicontrol{Qt Quick 3D Particle System Templates} drag an
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\uicontrol {Animated Sprite} component to \uicontrol{3D Editor}. You can
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also drag it to \e scene in \uicontrol {Navigator}.
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\endlist
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\image fire-particles-navigator.png
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You now have the particle system in place. To preview it, select
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\key Alt + \key{P}. You can also preview the particle system in
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\uicontrol {3D Editor} by using the \l {Particle Editor} tools.
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\section2 Adding Sprites and Sprite Animations
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First, import the sprite to use for the fire:
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\list 1
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\li In \uicontrol {Assets}, select \inlineimage icons/plus.png
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.
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\li Select \e {fire-sprites.png}.
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\endlist
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\image fire-particles-assets.png
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Next, add the sprite to the particle system and create the animation:
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\list 1
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\li From \uicontrol{Assets}, drag \e {fire-sprites.png} to
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\e animatedTexture in \uicontrol {Navigator}.
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\li In \uicontrol{Navigator}, select \e{animatedSequence} and in
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\uicontrol {Properties}, set:
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\list
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\li \uicontrol{Frame Count} to 3.
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There are 3 sprites in \e {fire-sprites.png} so you want to
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divide the image into 3 different sprites for this animation.
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\li \uicontrol Interpolate to true. This makes the animation between
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the sprites smooth.
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\li \uicontrol{Random Start} to true.
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This sets the animation for each particle to start from any of the
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3 sprites, creating some randomness to the effect.
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\endlist
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\endlist
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\image fire-particles-sprite-sequence.png
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To add color to the sprites, use a \e{color table}. With a color table, you
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change the color of a single sprite during its life span. In this
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project, you use a gradient color table ranging from yellow to dark orange.
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This results in the sprites being yellow when they are emitted and dark
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orange at the end of the life span.
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To set the color table:
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\list 1
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\li Import \e{fire-color-table.png} to your project.
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\li From \uicontrol{Components}, drag a \uicontrol Texture to
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\e animatedSpriteParticle in \uicontrol{Navigator}.
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\li Rename the texture to \e {fireColorTable}.
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\li In \uicontrol {Navigator}, select \e {fireColorTable} and in
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\uicontrol {Properties}, set \uicontrol Source to
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\e{fire-color-table.png}.
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\li In \uicontrol {Navigator}, select \e {animatedSpriteParticle} and:
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\list
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\li Ensure that \uicontrol Sprite is set to \e {animatedTexture}.
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\li Set \uicontrol {Particle Scale} to 5.
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\li Set \uicontrol {Color Table} to \e{fireColorTable}.
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\endlist
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\endlist
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\image fire-particles-sprite-textures.png
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\section2 Adjusting the Particle Emitter
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The next step is to adjust the particle emitter properties:
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\list 1
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\li In \uicontrol{Navigator}, select \e animatedSpriteEmitter and in
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\uicontrol {Properties}, set:
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\list
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\li \uicontrol {Emit Rate} to 300.
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\li \uicontrol {Life Span} to 2500.
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\li \uicontrol {Life Span Variation} to 100.
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\li \uicontrol {Particle End Scale} to 1,50.
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\endlist
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This sets the emitter to emit 300 particles per second. The life span of
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each particle is ranging from 2.4 to 2.6 seconds. The size of each
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particle is increasing slightly throughout its life span.
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\li In \uicontrol{Navigator}, select \e animatedSpriteParticle and in
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\uicontrol {Properties}, set:
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\list
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\li \uicontrol {Blend Mode} to Screen.
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\li \uicontrol {Max Amount} to 1000.
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\li \uicontrol {Color Variation} > \uicontrol W to 0,50. This adds
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randomness to the opacity of the sprites.
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\endlist
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\li In \uicontrol{Navigator}, select \e animatedSpriteDirection and in
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\uicontrol {Properties}, set:
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\list
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\li \uicontrol Direction > \uicontrol Y to 20.
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\li \uicontrol {Direction Variation} > \uicontrol X to 3.
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\li \uicontrol {Direction Variation} > \uicontrol Y to 10.
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\endlist
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This makes the particles go straight up with a small amount of randomness
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to the direction.
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\endlist
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\section1 Previewing
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Now, the fire effect is done. Before you preview it, adjust the camera:
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\list 1
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\li In \uicontrol {Navigator}, select \e sceneCamera and in
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\uicontrol {Properties}, set:
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\list
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\li \uicontrol {Field of View} to 20.
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\li \uicontrol {Translation} > \uicontrol Y to 35.
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\endlist
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\endlist
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Now, preview the fire effect by selecting \key Alt + \key{P}.
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*/
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doc/qtdesignstudio/examples/doc/images/fire-particles-assets.png
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/*!
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\page rain-snow-particle-effect.html
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\ingroup gstutorials
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\sa Particles
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\title Rain and Snow Effect
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\title Particle System: Rain and Snow Effect
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\brief Illustrates how to create a rain and snow effect with the \QDS
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particle system.
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\page studio-3d-particles.html
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\previouspage studio-3d-loader-3d.html
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\nextpage studio-3d-particle-system.html
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\title Particles
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A \e {particle system} enables you to use sprites, 3D models, or images to
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@@ -96,144 +95,7 @@
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particle instance in \uicontrol Navigator.
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\endlist
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Add instances of other components according to your use case. The following
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section describes how to modify particle system component property values by
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using the simulation of fire as an example.
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\section1 Example: Fire
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\image studio-3d-particles-fire.gif "Fire simulated by using particles"
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In this section, we explore using particle system components and modifying
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their property values, such as particle source images and their color, life
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span, and fading effects, to simulate fire.
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You can download the completed project from
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\l {https://git.qt.io/public-demos/qtdesign-studio/-/tree/master/tutorial%20projects/FireParticles}{here}.
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We will need the following \l{Assets}{assets}:
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\list
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\li Two images of flames: \e flame_01.png and \e flame_03.png
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\li An image of smoke: \e smoke_01.png
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\endlist
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\image studio-3d-particles-fire-assets.png "The assets in Assets"
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We will also need instances of the following components:
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\list
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\li \l {Particle System} (one instance)
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\li \l {Sprite Particle} (four instances)
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\li \l {Emitter} (four instances)
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\li \l {Vector Direction} (four instances)
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\li \l {Textures}{Texture} (four instances)
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\endlist
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We start by creating a \l{Creating a Project}{Qt Quick 3D Application}
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project and adding the assets to it. We then follow the instructions above
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to add the \uicontrol {Particle System} component instance, which provides
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us with our first \uicontrol Emitter, \uicontrol {Sprite Particle}, and
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\uicontrol {Vector Direction} instances.
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We add a \uicontrol Texture component instance with \e flame_01.png as the
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source, and then add the texture as the sprite to use for the sprite
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particle. We now have all the component instances we need for our first
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emitter. To keep all the component instances together, we drag-and-drop the
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sprite particle instance to the emitter instance in \uicontrol Navigator.
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\image studio-3d-particles-fire-emitter1.png "First emitter in fire example in Navigator"
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We need more than one particle to realistically simulate a fire, so we will
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add three more emitter instances to the particle system. We can copy-paste
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the first instance in \uicontrol Navigator, and just modify two of the
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texture instances to use \e flame_03.png as the source and one of them to
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use \e smoke_01.png as the source. We use three different flame particles
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to be able to layer them and to hide the fact that two of them actually use
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the same texture.
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\image studio-3d-particles-fire-components.png "Fire particle system component instances in Navigator"
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We can now start playing with the particle system component properties to
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achieve the artistic effect that we want. To see how the changes in property
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values affect the simulation, we will open the live preview by selecting
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\inlineimage icons/live_preview.png
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on the main toolbar (or by pressing \key {Alt+P}).
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First, we will specify property values for the \uicontrol {Particle System}
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component. We want to spawn some particles before the simulation starts, so
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that the fire will be roaring at start. To achieve this, we set the value of
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\uicontrol Properties > \uicontrol {Particle System} >
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\uicontrol {Start Time} to \e 2000 milliseconds. We will
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use the default values for the other properties.
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\image studio-3d-particles-fire-properties-particle-system.png "Particle System properties"
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Then, we will specify how individual particles are spawned. We set the
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value of \uicontrol Properties > \uicontrol {Particle Emitter} >
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\uicontrol {Emit rate} to \e 40.00 for the flame particles and \e 20.00
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for the smoke particle, because we want to have more flames than smoke.
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\image studio-3d-particles-fire-properties-particle-emitter.png "Particle Emitter properties"
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To increase the visibility of the smoke at the top, we set the value of
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\uicontrol {Life span} to \e 1200 milliseconds for the smoke particles
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and \e 900, \e 1000, and \e 600 milliseconds for the flame particles.
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Further, we set \uicontrol {Life span variation} to \e 100, \e 200, and
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\e 300 for the flame particles to have some of them expire sooner than
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others.
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To scale the particles during their lifespan, we set
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\uicontrol {Particle scale} to \e 2.00 for all particles and
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\uicontrol {Particle end scale} to \e 5.00 for the flame
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particles and to \e 6.00 for the smoke particles.
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We can now modify the appearance of the particles by selecting the
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\e spriteParticle in \uicontrol Navigator and then setting their color in
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\uicontrol Properties > \uicontrol Particle. We select transparent yellow,
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orange, and transparent gray in \uicontrol Color and set values for
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\uicontrol {Color variation} to use slightly different colors for the
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individual particles.
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We can also try changing the \uicontrol{Blend Mode} for the particle to get
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a more realistic fire effect.
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\image studio-3d-particles-fire-properties-particle.png "Particle properties"
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We set \uicontrol {Fade in effect} and \uicontrol {Fade out effect} values
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to \uicontrol FadeOpacity to change particle opacity between 0 and 1 over
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the time specified in milliseconds in \uicontrol {Fade in duration} and
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\uicontrol {Fade out duration}. Fading duration is calculated into the
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particle lifespan, and therefore the smoke particles are actually never
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fully visible with our settings.
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To specify that the particle texture should always be aligned face towards
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the screen, we enable \uicontrol Properties > \uicontrol {Sprite Particle} >
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\uicontrol Billboard for all the particle component instances.
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\image studio-3d-particles-fire-properties-sprite-particle.png "Sprite Particle properties"
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In \uicontrol{Particle Rotation}, we also need to set \uicontrol Rotation
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and \uicontrol{Velocity Variation} for all emitters to 0.
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\image studio-3d-particles-fire-properties-rotation.png "Emitter rotation properties"
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Finally, we will specify the direction in which the particles move by
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modifying the property values of the \uicontrol {Vector Direction} component
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instances in \uicontrol Properties > \uicontrol {Particle Vector Direction}.
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In \uicontrol Direction, we set \uicontrol Y to \e 100.00 to make particles
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move \e up, and \uicontrol Z to \e -100.00 to make them move in the
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direction opposite to the target vector. We set the \uicontrol Direction
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value to \e -50.00 for one of the flame particles and to \e -80.00 for the
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smoke particle.
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\image studio-3d-particles-fire-properties-vector-direction.png "Vector Direction properties"
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We set the \uicontrol {Direction Variation} values for the different
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vector direction instances to \e 10.00, \e 8.00, and \e 12.00 to make some
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flames spread wider than others. You can try different values until you
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get the effect you want.
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Add instances of other components according to your use case.
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\section1 Performance Considerations
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@@ -344,6 +206,13 @@
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\li Wander
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\li Applies random wave curves to particles.
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\endtable
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\section1 Particle System Tutorials
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\list
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\li \l{Particle System: Fire Effect}
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\li \l{Particle System: Rain and Snow Effect}
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\endlist
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*/
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/*!
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Reference in New Issue
Block a user