forked from qt-creator/qt-creator
Merge "Merge remote-tracking branch 'origin/7.0'"
This commit is contained in:
@@ -5,18 +5,94 @@ instructions:
|
||||
- type: EnvironmentVariable
|
||||
variableName: QTC_BUILD_TYPE
|
||||
variableValue: "RelWithDebInfo"
|
||||
- type: EnvironmentVariable
|
||||
variableName: LLVM_BASE_URL
|
||||
variableValue: http://master.qt.io/development_releases/prebuilt/libclang/libclang-release_140-based
|
||||
|
||||
- type: Group
|
||||
instructions:
|
||||
- type: EnvironmentVariable
|
||||
variableName: QTC_QT_BASE_URL
|
||||
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|
||||
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|
||||
variableName: QTC_QT_MODULES
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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- type: Group
|
||||
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||||
- type: EnvironmentVariable
|
||||
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||||
variableValue: "-Windows-Windows_10_21H2-MSVC2019-Windows-Windows_10_21H2-X86_64.7z"
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condition: property
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- type: Group
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||||
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||||
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||||
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||||
- type: Group
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||||
instructions:
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||||
- type: EnvironmentVariable
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||||
variableName: QTC_QT_POSTFIX
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||||
variableValue: "-MacOS-MacOS_12-Clang-MacOS-MacOS_12-X86_64-ARM64.7z"
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
variableName: MACOSX_DEPLOYMENT_TARGET
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||||
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||||
- type: Group
|
||||
instructions:
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||||
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|
||||
variableName: QTC_QT_POSTFIX
|
||||
variableValue: "-Windows-Windows_10-MSVC2019-Windows-Windows_10-X86_64.7z"
|
||||
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||||
condition: property
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||||
property: target.os
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||||
equals_value: Windows
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- type: Group
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||||
instructions:
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||||
- type: EnvironmentVariable
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||||
variableName: QTC_QT_POSTFIX
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||||
variableValue: "-Linux-RHEL_7_6-GCC-Linux-RHEL_7_6-X86_64.7z"
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||||
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||||
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||||
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||||
equals_value: Linux
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||||
- type: Group
|
||||
instructions:
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||||
- type: EnvironmentVariable
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||||
variableName: QTC_QT_POSTFIX
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||||
variableValue: "-MacOS-MacOS_10_13-Clang-MacOS-MacOS_10_13-X86_64.7z"
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||||
enable_if:
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||||
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||||
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||||
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||||
enable_if:
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||||
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||||
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||||
contains_value: "Qt5"
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||||
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||||
- type: PrependToEnvironmentVariable
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variableName: PATH
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||||
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@@ -32,7 +32,7 @@ instructions:
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||||
property: host.os
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||||
in_values: [MacOS, Linux, Windows]
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||||
- type: ExecuteCommand
|
||||
command: "python -u {{.AgentWorkingDir}}/build/qtsdk/packaging-tools/install_qt.py --qt-path {{.AgentWorkingDir}}/build/qt_install_dir --temp-path {{.AgentWorkingDir}}/build/qt_temp --base-url {{.Env.QTC_QT_BASE_URL}} --base-url-postfix=-Linux-RHEL_8_4-GCC-Linux-RHEL_8_4-X86_64.7z --icu7z http://master.qt.io/development_releases/prebuilt/icu/prebuilt/56.1/icu-linux-g++-Rhel7.2-x64.7z {{.Env.QTC_QT_MODULES}}"
|
||||
command: "python -u {{.AgentWorkingDir}}/build/qtsdk/packaging-tools/install_qt.py --qt-path {{.AgentWorkingDir}}/build/qt_install_dir --temp-path {{.AgentWorkingDir}}/build/qt_temp --base-url {{.Env.QTC_QT_BASE_URL}} --base-url-postfix={{.Env.QTC_QT_POSTFIX}} --icu7z http://master.qt.io/development_releases/prebuilt/icu/prebuilt/56.1/icu-linux-g++-Rhel7.2-x64.7z {{.Env.QTC_QT_MODULES}}"
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executeCommandArgumentSplitingBehavior: SplitAfterVariableSubstitution
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maxTimeInSeconds: 3600
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maxTimeBetweenOutput: 360
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@@ -42,7 +42,7 @@ instructions:
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property: host.os
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||||
equals_value: Linux
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||||
- type: ExecuteCommand
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||||
command: "python -u {{.AgentWorkingDir}}/build/qtsdk/packaging-tools/install_qt.py --qt-path {{.AgentWorkingDir}}/build/qt_install_dir --temp-path {{.AgentWorkingDir}}/build/qt_temp --base-url {{.Env.QTC_QT_BASE_URL}} --base-url-postfix=-MacOS-MacOS_12-Clang-MacOS-MacOS_12-X86_64-ARM64.7z {{.Env.QTC_QT_MODULES}}"
|
||||
command: "python -u {{.AgentWorkingDir}}/build/qtsdk/packaging-tools/install_qt.py --qt-path {{.AgentWorkingDir}}/build/qt_install_dir --temp-path {{.AgentWorkingDir}}/build/qt_temp --base-url {{.Env.QTC_QT_BASE_URL}} --base-url-postfix={{.Env.QTC_QT_POSTFIX}} {{.Env.QTC_QT_MODULES}}"
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executeCommandArgumentSplitingBehavior: SplitAfterVariableSubstitution
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maxTimeInSeconds: 3600
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maxTimeBetweenOutput: 360
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@@ -61,7 +61,7 @@ instructions:
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property: host.os
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equals_value: Windows
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||||
- type: ExecuteCommand
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||||
command: "python -u {{.AgentWorkingDir}}/build/qtsdk/packaging-tools/install_qt.py --qt-path {{.AgentWorkingDir}}/build/qt_install_dir --temp-path {{.AgentWorkingDir}}/build/qt_temp --base-url {{.Env.QTC_QT_BASE_URL}} --base-url-postfix=-Windows-Windows_10_21H2-MSVC2019-Windows-Windows_10_21H2-X86_64.7z --opengl32sw7z http://master.qt.io/development_releases/prebuilt/llvmpipe/windows/opengl32sw-64.7z --d3dcompiler7z http://master.qt.io/development_releases/prebuilt/d3dcompiler/msvc2013/d3dcompiler_47-x64.7z --openssl7z http://ci-files02-hki.intra.qt.io/packages/jenkins/openssl/openssl_1.1.1d_prebuild_x64.7z {{.Env.QTC_QT_MODULES}}"
|
||||
command: "python -u {{.AgentWorkingDir}}/build/qtsdk/packaging-tools/install_qt.py --qt-path {{.AgentWorkingDir}}/build/qt_install_dir --temp-path {{.AgentWorkingDir}}/build/qt_temp --base-url {{.Env.QTC_QT_BASE_URL}} --base-url-postfix={{.Env.QTC_QT_POSTFIX}} --opengl32sw7z http://master.qt.io/development_releases/prebuilt/llvmpipe/windows/opengl32sw-64.7z --d3dcompiler7z http://master.qt.io/development_releases/prebuilt/d3dcompiler/msvc2013/d3dcompiler_47-x64.7z --openssl7z http://ci-files02-hki.intra.qt.io/packages/jenkins/openssl/openssl_1.1.1d_prebuild_x64.7z {{.Env.QTC_QT_MODULES}}"
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||||
executeCommandArgumentSplitingBehavior: SplitAfterVariableSubstitution
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||||
maxTimeInSeconds: 3600
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||||
maxTimeBetweenOutput: 360
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||||
|
@@ -173,17 +173,18 @@
|
||||
|
||||
If you use Qt Quick Studio Components or Effects in your project, you have
|
||||
to check out and install the \e {Qt Quick Designer Components} module from
|
||||
\l{https://codereview.qt-project.org/admin/repos/qt-labs/qtquickdesigner-components}
|
||||
\l{https://code.qt.io/cgit/qt-labs/qtquickdesigner-components.git/}
|
||||
{Qt Code Review}.
|
||||
|
||||
For example:
|
||||
\badcode
|
||||
git clone "https://codereview.qt-project.org/qt-labs/qtquickdesigner-components"
|
||||
git clone https://code.qt.io/qt-labs/qtquickdesigner-components.git
|
||||
\endcode
|
||||
|
||||
Then use qmake from your Qt installation to build the module and to add it
|
||||
to your Qt. Switch to the directory that contains the sources (usually,
|
||||
qtquickdesigner-components), and enter the following commands:
|
||||
qtquickdesigner-components), make sure you checkout the qmake branch, and enter
|
||||
the following commands:
|
||||
|
||||
\badcode
|
||||
<path_to_qmake>\qmake -r
|
||||
@@ -193,6 +194,18 @@
|
||||
|
||||
On Windows, use the \c nmake and \c {nmake install} commands instead.
|
||||
|
||||
If you prefer CMake instead and you want to benefit from the QML compilation,
|
||||
then you can checkout the dev branch instead. CMake is only supported since Qt 6.2.
|
||||
Enter the following commands:
|
||||
|
||||
\badcode
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -GNinja -DCMAKE_INSTALL_PREFIX=<path_to_qt_install_directory> <path_to_qtquickdesigner-components>
|
||||
cmake --build .
|
||||
cmake --install .
|
||||
\endcode
|
||||
|
||||
\section1 Adding Qt Quick Timeline Module to Qt Installations
|
||||
|
||||
\note You only need to do this if your Qt version is older than 5.14.
|
||||
|
227
doc/qtdesignstudio/examples/doc/FireParticles.qdoc
Normal file
227
doc/qtdesignstudio/examples/doc/FireParticles.qdoc
Normal file
@@ -0,0 +1,227 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2022 The Qt Company Ltd.
|
||||
** Contact: https://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Design Studio documentation.
|
||||
**
|
||||
** Commercial License Usage
|
||||
** Licensees holding valid commercial Qt licenses may use this file in
|
||||
** accordance with the commercial license agreement provided with the
|
||||
** Software or, alternatively, in accordance with the terms contained in
|
||||
** a written agreement between you and The Qt Company. For licensing terms
|
||||
** and conditions see https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** GNU Free Documentation License Usage
|
||||
** Alternatively, this file may be used under the terms of the GNU Free
|
||||
** Documentation License version 1.3 as published by the Free Software
|
||||
** Foundation and appearing in the file included in the packaging of
|
||||
** this file. Please review the following information to ensure
|
||||
** the GNU Free Documentation License version 1.3 requirements
|
||||
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
/*!
|
||||
\page fire-particle-effect.html
|
||||
\ingroup gstutorials
|
||||
\sa Particles
|
||||
|
||||
\title Particle System: Fire Effect
|
||||
\brief Illustrates how to create a fire effect with the \QDS
|
||||
particle system.
|
||||
|
||||
\image fire-particles.png
|
||||
|
||||
The \e{Fire Effect} tutorial illustrates how you can add a fire effect to
|
||||
your scene using the \QDS particle system.
|
||||
|
||||
In this tutorial, you create a project from the beginning. You can download
|
||||
the completed project from
|
||||
\l{https://git.qt.io/public-demos/qtdesign-studio/-/tree/master/tutorial%20projects/fire-particles}
|
||||
{here}.
|
||||
|
||||
This tutorial requires that you know the basics of \QDS, see
|
||||
\l{Getting Started}.
|
||||
|
||||
\section1 Tutorial Assets
|
||||
|
||||
You need the following assets to complete this tutorial:
|
||||
\list
|
||||
\li \e fire-sprites.png
|
||||
\li \e fire-color-table.png
|
||||
\endlist
|
||||
|
||||
You can download the assets from
|
||||
\l{https://git.qt.io/public-demos/qtdesign-studio/-/tree/master/tutorial%20projects/fire-particles/FireParticles/content/images}
|
||||
{here}.
|
||||
|
||||
\section1 Creating a Fire Effect
|
||||
|
||||
\section2 Creating a Project
|
||||
|
||||
To create a new project:
|
||||
|
||||
\list 1
|
||||
\li Open \QDS.
|
||||
\li On the \uicontrol {Welcome Screen}, select \uicontrol
|
||||
{Create Project}.
|
||||
\li In the \uicontrol Presets section, select \uicontrol General >
|
||||
\uicontrol {3D}.
|
||||
\li In the \uicontrol Details section, set the name to \e FireParticles
|
||||
and select the folder where you want to save the project.
|
||||
\li Select \uicontrol {Create}.
|
||||
\endlist
|
||||
|
||||
Next, remove unwanted default components from the project:
|
||||
|
||||
\list 1
|
||||
\li In \uicontrol {Navigator}, select \e Text and select the \key Delete
|
||||
key.
|
||||
\li In the same way, delete \e {cubeModel}.
|
||||
\endlist
|
||||
|
||||
For a better visual effect, set the background color to black:
|
||||
|
||||
\list
|
||||
\li In \uicontrol {Navigator}, select \e Rectangle and in
|
||||
\uicontrol {Properties}, set \uicontrol {Fill Color} to #000000.
|
||||
\endlist
|
||||
|
||||
|
||||
\section2 Adding a Particle System to Your Scene
|
||||
|
||||
To add a particle system, you first need to import the QtQuick3D.Particles3D
|
||||
module to your project:
|
||||
|
||||
\list 1
|
||||
\li In the \uicontrol Components view, select \inlineimage icons/plus.png
|
||||
.
|
||||
\li Find QtQuick3D.Particles3D, and select it to add it to your project.
|
||||
\endlist
|
||||
|
||||
In this project, you use an animated sprite to simulate a fire. For
|
||||
this, use the Animated Sprite particle system template:
|
||||
|
||||
\list
|
||||
\li From \uicontrol Components >
|
||||
\uicontrol{Qt Quick 3D Particle System Templates} drag an
|
||||
\uicontrol {Animated Sprite} component to \uicontrol{3D Editor}. You can
|
||||
also drag it to \e scene in \uicontrol {Navigator}.
|
||||
\endlist
|
||||
|
||||
\image fire-particles-navigator.png
|
||||
|
||||
You now have the particle system in place. To preview it, select
|
||||
\key Alt + \key{P}. You can also preview the particle system in
|
||||
\uicontrol {3D Editor} by using the \l {Particle Editor} tools.
|
||||
|
||||
\section2 Adding Sprites and Sprite Animations
|
||||
|
||||
First, import the sprite to use for the fire:
|
||||
|
||||
\list 1
|
||||
\li In \uicontrol {Assets}, select \inlineimage icons/plus.png
|
||||
.
|
||||
\li Select \e {fire-sprites.png}.
|
||||
\endlist
|
||||
|
||||
\image fire-particles-assets.png
|
||||
|
||||
Next, add the sprite to the particle system and create the animation:
|
||||
|
||||
\list 1
|
||||
\li From \uicontrol{Assets}, drag \e {fire-sprites.png} to
|
||||
\e animatedTexture in \uicontrol {Navigator}.
|
||||
\li In \uicontrol{Navigator}, select \e{animatedSequence} and in
|
||||
\uicontrol {Properties}, set:
|
||||
\list
|
||||
\li \uicontrol{Frame Count} to 3.
|
||||
There are 3 sprites in \e {fire-sprites.png} so you want to
|
||||
divide the image into 3 different sprites for this animation.
|
||||
\li \uicontrol Interpolate to true. This makes the animation between
|
||||
the sprites smooth.
|
||||
\li \uicontrol{Random Start} to true.
|
||||
This sets the animation for each particle to start from any of the
|
||||
3 sprites, creating some randomness to the effect.
|
||||
\endlist
|
||||
\endlist
|
||||
|
||||
\image fire-particles-sprite-sequence.png
|
||||
|
||||
To add color to the sprites, use a \e{color table}. With a color table, you
|
||||
change the color of a single sprite during its life span. In this
|
||||
project, you use a gradient color table ranging from yellow to dark orange.
|
||||
This results in the sprites being yellow when they are emitted and dark
|
||||
orange at the end of the life span.
|
||||
|
||||
To set the color table:
|
||||
\list 1
|
||||
\li Import \e{fire-color-table.png} to your project.
|
||||
\li From \uicontrol{Components}, drag a \uicontrol Texture to
|
||||
\e animatedSpriteParticle in \uicontrol{Navigator}.
|
||||
\li Rename the texture to \e {fireColorTable}.
|
||||
\li In \uicontrol {Navigator}, select \e {fireColorTable} and in
|
||||
\uicontrol {Properties}, set \uicontrol Source to
|
||||
\e{fire-color-table.png}.
|
||||
\li In \uicontrol {Navigator}, select \e {animatedSpriteParticle} and:
|
||||
\list
|
||||
\li Ensure that \uicontrol Sprite is set to \e {animatedTexture}.
|
||||
\li Set \uicontrol {Particle Scale} to 5.
|
||||
\li Set \uicontrol {Color Table} to \e{fireColorTable}.
|
||||
\endlist
|
||||
\endlist
|
||||
|
||||
\image fire-particles-sprite-textures.png
|
||||
|
||||
\section2 Adjusting the Particle Emitter
|
||||
|
||||
The next step is to adjust the particle emitter properties:
|
||||
|
||||
\list 1
|
||||
\li In \uicontrol{Navigator}, select \e animatedSpriteEmitter and in
|
||||
\uicontrol {Properties}, set:
|
||||
\list
|
||||
\li \uicontrol {Emit Rate} to 300.
|
||||
\li \uicontrol {Life Span} to 2500.
|
||||
\li \uicontrol {Life Span Variation} to 100.
|
||||
\li \uicontrol {Particle End Scale} to 1,50.
|
||||
\endlist
|
||||
This sets the emitter to emit 300 particles per second. The life span of
|
||||
each particle is ranging from 2.4 to 2.6 seconds. The size of each
|
||||
particle is increasing slightly throughout its life span.
|
||||
\li In \uicontrol{Navigator}, select \e animatedSpriteParticle and in
|
||||
\uicontrol {Properties}, set:
|
||||
\list
|
||||
\li \uicontrol {Blend Mode} to Screen.
|
||||
\li \uicontrol {Max Amount} to 1000.
|
||||
\li \uicontrol {Color Variation} > \uicontrol W to 0,50. This adds
|
||||
randomness to the opacity of the sprites.
|
||||
\endlist
|
||||
\li In \uicontrol{Navigator}, select \e animatedSpriteDirection and in
|
||||
\uicontrol {Properties}, set:
|
||||
\list
|
||||
\li \uicontrol Direction > \uicontrol Y to 20.
|
||||
\li \uicontrol {Direction Variation} > \uicontrol X to 3.
|
||||
\li \uicontrol {Direction Variation} > \uicontrol Y to 10.
|
||||
\endlist
|
||||
This makes the particles go straight up with a small amount of randomness
|
||||
to the direction.
|
||||
\endlist
|
||||
|
||||
\section1 Previewing
|
||||
|
||||
Now, the fire effect is done. Before you preview it, adjust the camera:
|
||||
\list 1
|
||||
\li In \uicontrol {Navigator}, select \e sceneCamera and in
|
||||
\uicontrol {Properties}, set:
|
||||
\list
|
||||
\li \uicontrol {Field of View} to 20.
|
||||
\li \uicontrol {Translation} > \uicontrol Y to 35.
|
||||
\endlist
|
||||
\endlist
|
||||
|
||||
Now, preview the fire effect by selecting \key Alt + \key{P}.
|
||||
|
||||
*/
|
BIN
doc/qtdesignstudio/examples/doc/images/fire-particles-assets.png
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@@ -26,8 +26,9 @@
|
||||
/*!
|
||||
\page rain-snow-particle-effect.html
|
||||
\ingroup gstutorials
|
||||
\sa Particles
|
||||
|
||||
\title Rain and Snow Effect
|
||||
\title Particle System: Rain and Snow Effect
|
||||
\brief Illustrates how to create a rain and snow effect with the \QDS
|
||||
particle system.
|
||||
|
||||
|
@@ -29,7 +29,6 @@
|
||||
\page studio-3d-particles.html
|
||||
\previouspage studio-3d-loader-3d.html
|
||||
\nextpage studio-3d-particle-system.html
|
||||
|
||||
\title Particles
|
||||
|
||||
A \e {particle system} enables you to use sprites, 3D models, or images to
|
||||
@@ -96,144 +95,7 @@
|
||||
particle instance in \uicontrol Navigator.
|
||||
\endlist
|
||||
|
||||
Add instances of other components according to your use case. The following
|
||||
section describes how to modify particle system component property values by
|
||||
using the simulation of fire as an example.
|
||||
|
||||
\section1 Example: Fire
|
||||
|
||||
\image studio-3d-particles-fire.gif "Fire simulated by using particles"
|
||||
|
||||
In this section, we explore using particle system components and modifying
|
||||
their property values, such as particle source images and their color, life
|
||||
span, and fading effects, to simulate fire.
|
||||
|
||||
You can download the completed project from
|
||||
\l {https://git.qt.io/public-demos/qtdesign-studio/-/tree/master/tutorial%20projects/FireParticles}{here}.
|
||||
|
||||
We will need the following \l{Assets}{assets}:
|
||||
|
||||
\list
|
||||
\li Two images of flames: \e flame_01.png and \e flame_03.png
|
||||
\li An image of smoke: \e smoke_01.png
|
||||
\endlist
|
||||
|
||||
\image studio-3d-particles-fire-assets.png "The assets in Assets"
|
||||
|
||||
We will also need instances of the following components:
|
||||
|
||||
\list
|
||||
\li \l {Particle System} (one instance)
|
||||
\li \l {Sprite Particle} (four instances)
|
||||
\li \l {Emitter} (four instances)
|
||||
\li \l {Vector Direction} (four instances)
|
||||
\li \l {Textures}{Texture} (four instances)
|
||||
\endlist
|
||||
|
||||
We start by creating a \l{Creating a Project}{Qt Quick 3D Application}
|
||||
project and adding the assets to it. We then follow the instructions above
|
||||
to add the \uicontrol {Particle System} component instance, which provides
|
||||
us with our first \uicontrol Emitter, \uicontrol {Sprite Particle}, and
|
||||
\uicontrol {Vector Direction} instances.
|
||||
|
||||
We add a \uicontrol Texture component instance with \e flame_01.png as the
|
||||
source, and then add the texture as the sprite to use for the sprite
|
||||
particle. We now have all the component instances we need for our first
|
||||
emitter. To keep all the component instances together, we drag-and-drop the
|
||||
sprite particle instance to the emitter instance in \uicontrol Navigator.
|
||||
|
||||
\image studio-3d-particles-fire-emitter1.png "First emitter in fire example in Navigator"
|
||||
|
||||
We need more than one particle to realistically simulate a fire, so we will
|
||||
add three more emitter instances to the particle system. We can copy-paste
|
||||
the first instance in \uicontrol Navigator, and just modify two of the
|
||||
texture instances to use \e flame_03.png as the source and one of them to
|
||||
use \e smoke_01.png as the source. We use three different flame particles
|
||||
to be able to layer them and to hide the fact that two of them actually use
|
||||
the same texture.
|
||||
|
||||
\image studio-3d-particles-fire-components.png "Fire particle system component instances in Navigator"
|
||||
|
||||
We can now start playing with the particle system component properties to
|
||||
achieve the artistic effect that we want. To see how the changes in property
|
||||
values affect the simulation, we will open the live preview by selecting
|
||||
\inlineimage icons/live_preview.png
|
||||
on the main toolbar (or by pressing \key {Alt+P}).
|
||||
|
||||
First, we will specify property values for the \uicontrol {Particle System}
|
||||
component. We want to spawn some particles before the simulation starts, so
|
||||
that the fire will be roaring at start. To achieve this, we set the value of
|
||||
\uicontrol Properties > \uicontrol {Particle System} >
|
||||
\uicontrol {Start Time} to \e 2000 milliseconds. We will
|
||||
use the default values for the other properties.
|
||||
|
||||
\image studio-3d-particles-fire-properties-particle-system.png "Particle System properties"
|
||||
|
||||
Then, we will specify how individual particles are spawned. We set the
|
||||
value of \uicontrol Properties > \uicontrol {Particle Emitter} >
|
||||
\uicontrol {Emit rate} to \e 40.00 for the flame particles and \e 20.00
|
||||
for the smoke particle, because we want to have more flames than smoke.
|
||||
|
||||
\image studio-3d-particles-fire-properties-particle-emitter.png "Particle Emitter properties"
|
||||
|
||||
To increase the visibility of the smoke at the top, we set the value of
|
||||
\uicontrol {Life span} to \e 1200 milliseconds for the smoke particles
|
||||
and \e 900, \e 1000, and \e 600 milliseconds for the flame particles.
|
||||
Further, we set \uicontrol {Life span variation} to \e 100, \e 200, and
|
||||
\e 300 for the flame particles to have some of them expire sooner than
|
||||
others.
|
||||
|
||||
To scale the particles during their lifespan, we set
|
||||
\uicontrol {Particle scale} to \e 2.00 for all particles and
|
||||
\uicontrol {Particle end scale} to \e 5.00 for the flame
|
||||
particles and to \e 6.00 for the smoke particles.
|
||||
|
||||
We can now modify the appearance of the particles by selecting the
|
||||
\e spriteParticle in \uicontrol Navigator and then setting their color in
|
||||
\uicontrol Properties > \uicontrol Particle. We select transparent yellow,
|
||||
orange, and transparent gray in \uicontrol Color and set values for
|
||||
\uicontrol {Color variation} to use slightly different colors for the
|
||||
individual particles.
|
||||
|
||||
We can also try changing the \uicontrol{Blend Mode} for the particle to get
|
||||
a more realistic fire effect.
|
||||
|
||||
\image studio-3d-particles-fire-properties-particle.png "Particle properties"
|
||||
|
||||
We set \uicontrol {Fade in effect} and \uicontrol {Fade out effect} values
|
||||
to \uicontrol FadeOpacity to change particle opacity between 0 and 1 over
|
||||
the time specified in milliseconds in \uicontrol {Fade in duration} and
|
||||
\uicontrol {Fade out duration}. Fading duration is calculated into the
|
||||
particle lifespan, and therefore the smoke particles are actually never
|
||||
fully visible with our settings.
|
||||
|
||||
To specify that the particle texture should always be aligned face towards
|
||||
the screen, we enable \uicontrol Properties > \uicontrol {Sprite Particle} >
|
||||
\uicontrol Billboard for all the particle component instances.
|
||||
|
||||
\image studio-3d-particles-fire-properties-sprite-particle.png "Sprite Particle properties"
|
||||
|
||||
In \uicontrol{Particle Rotation}, we also need to set \uicontrol Rotation
|
||||
and \uicontrol{Velocity Variation} for all emitters to 0.
|
||||
|
||||
\image studio-3d-particles-fire-properties-rotation.png "Emitter rotation properties"
|
||||
|
||||
Finally, we will specify the direction in which the particles move by
|
||||
modifying the property values of the \uicontrol {Vector Direction} component
|
||||
instances in \uicontrol Properties > \uicontrol {Particle Vector Direction}.
|
||||
|
||||
In \uicontrol Direction, we set \uicontrol Y to \e 100.00 to make particles
|
||||
move \e up, and \uicontrol Z to \e -100.00 to make them move in the
|
||||
direction opposite to the target vector. We set the \uicontrol Direction
|
||||
value to \e -50.00 for one of the flame particles and to \e -80.00 for the
|
||||
smoke particle.
|
||||
|
||||
\image studio-3d-particles-fire-properties-vector-direction.png "Vector Direction properties"
|
||||
|
||||
We set the \uicontrol {Direction Variation} values for the different
|
||||
vector direction instances to \e 10.00, \e 8.00, and \e 12.00 to make some
|
||||
flames spread wider than others. You can try different values until you
|
||||
get the effect you want.
|
||||
Add instances of other components according to your use case.
|
||||
|
||||
\section1 Performance Considerations
|
||||
|
||||
@@ -344,6 +206,13 @@
|
||||
\li Wander
|
||||
\li Applies random wave curves to particles.
|
||||
\endtable
|
||||
|
||||
\section1 Particle System Tutorials
|
||||
|
||||
\list
|
||||
\li \l{Particle System: Fire Effect}
|
||||
\li \l{Particle System: Rain and Snow Effect}
|
||||
\endlist
|
||||
*/
|
||||
|
||||
/*!
|
||||
|
@@ -1101,7 +1101,7 @@ static CommandLine defaultInitialCMakeCommand(const Kit *k, const QString buildT
|
||||
if (!isIos(k)) { // iOS handles this differently
|
||||
const QString sysRoot = SysRootKitAspect::sysRoot(k).path();
|
||||
if (!sysRoot.isEmpty()) {
|
||||
cmd.addArg("-DCMAKE_SYSROOT:PATH" + sysRoot);
|
||||
cmd.addArg("-DCMAKE_SYSROOT:PATH=" + sysRoot);
|
||||
if (ToolChain *tc = ToolChainKitAspect::cxxToolChain(k)) {
|
||||
const QString targetTriple = tc->originalTargetTriple();
|
||||
cmd.addArg("-DCMAKE_C_COMPILER_TARGET:STRING=" + targetTriple);
|
||||
|
@@ -514,7 +514,7 @@ void CMakeBuildSystem::combineScanAndParse(bool restoredFromBackup)
|
||||
|
||||
if (restoredFromBackup)
|
||||
project()->addIssue(
|
||||
CMakeProject::IssueType::Error,
|
||||
CMakeProject::IssueType::Warning,
|
||||
tr("<b>CMake configuration failed<b>"
|
||||
"<p>The backup of the previous configuration has been restored.</p>"
|
||||
"<p>Issues and \"Projects > Build\" settings "
|
||||
@@ -532,7 +532,7 @@ void CMakeBuildSystem::combineScanAndParse(bool restoredFromBackup)
|
||||
updateFallbackProjectData();
|
||||
|
||||
project()->addIssue(
|
||||
CMakeProject::IssueType::Error,
|
||||
CMakeProject::IssueType::Warning,
|
||||
tr("<b>Failed to load project<b>"
|
||||
"<p>Issues and \"Projects > Build\" settings "
|
||||
"show more information about the failure.</p"));
|
||||
|
@@ -349,7 +349,8 @@ CMakeConfig CMakeConfig::fromArguments(const QStringList &list, QStringList &unk
|
||||
|
||||
unknownOptions.append(i);
|
||||
}
|
||||
return result;
|
||||
|
||||
return Utils::filtered(result, [](const CMakeConfigItem &item) { return !item.key.isEmpty(); });
|
||||
}
|
||||
|
||||
CMakeConfig CMakeConfig::fromFile(const Utils::FilePath &cacheFile, QString *errorMessage)
|
||||
|
@@ -274,7 +274,7 @@ void ProgressManagerPrivate::init()
|
||||
summaryProgressLayout->setSpacing(0);
|
||||
m_summaryProgressWidget->setLayout(summaryProgressLayout);
|
||||
m_statusDetailsWidgetContainer = new QWidget(m_summaryProgressWidget);
|
||||
m_statusDetailsWidgetLayout = new QHBoxLayout(m_summaryProgressWidget);
|
||||
m_statusDetailsWidgetLayout = new QHBoxLayout(m_statusDetailsWidgetContainer);
|
||||
m_statusDetailsWidgetLayout->setContentsMargins(0, 0, 0, 0);
|
||||
m_statusDetailsWidgetLayout->setSpacing(0);
|
||||
m_statusDetailsWidgetLayout->addStretch(1);
|
||||
|
@@ -26,6 +26,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <QList>
|
||||
#include <QSet>
|
||||
#include <QSharedPointer>
|
||||
#include <QVersionNumber>
|
||||
#include <QtGlobal>
|
||||
|
@@ -1244,7 +1244,7 @@ void BuildDeviceKitAspect::setup(Kit *k)
|
||||
{
|
||||
QTC_ASSERT(DeviceManager::instance()->isLoaded(), return );
|
||||
IDevice::ConstPtr dev = BuildDeviceKitAspect::device(k);
|
||||
if (!dev.isNull() && dev->isCompatibleWith(k))
|
||||
if (!dev.isNull())
|
||||
return;
|
||||
|
||||
dev = defaultDevice();
|
||||
|
@@ -103,13 +103,12 @@ static QAction *createAction(const Utils::Id &id,
|
||||
const QString &name,
|
||||
const QKeySequence &shortcut)
|
||||
{
|
||||
QString text = QString("%1 (%2)").arg(name).arg(shortcut.toString());
|
||||
|
||||
Core::Context context(TimelineConstants::C_QMLTIMELINE);
|
||||
|
||||
auto *action = new QAction(icon, text);
|
||||
auto *action = new QAction(icon, name);
|
||||
auto *command = Core::ActionManager::registerAction(action, id, context);
|
||||
command->setDefaultKeySequence(shortcut);
|
||||
command->augmentActionWithShortcutToolTip(action);
|
||||
|
||||
return action;
|
||||
}
|
||||
|
@@ -37,10 +37,10 @@ const int transitionEditorPropertyItemUserType = QGraphicsItem::UserType + 7;
|
||||
|
||||
const char C_QMLTRANSITIONS[] = "QmlDesigner::Transitions";
|
||||
|
||||
const char C_SETTINGS[] = "QmlDesigner.SettingsTransitions";
|
||||
const char C_CURVE_PICKER[] = "QmlDesigner.CurvePickerTransitions";
|
||||
const char C_ZOOM_IN[] = "QmlDesigner.ZoomInTransition";
|
||||
const char C_ZOOM_OUT[] = "QmlDesigner.ZoomOutTransitions";
|
||||
const char C_SETTINGS[] = "QmlDesigner.Transitions.Settings";
|
||||
const char C_CURVE_PICKER[] = "QmlDesigner.Transitions.CurvePicker";
|
||||
const char C_ZOOM_IN[] = "QmlDesigner.Transitions.ZoomIn";
|
||||
const char C_ZOOM_OUT[] = "QmlDesigner.Transitions.ZoomOut";
|
||||
|
||||
} // namespace TransitionEditorConstants
|
||||
} // namespace QmlDesigner
|
||||
|
@@ -90,13 +90,13 @@ static QAction *createAction(const Utils::Id &id,
|
||||
const QString &name,
|
||||
const QKeySequence &shortcut)
|
||||
{
|
||||
QString text = QString("%1 (%2)").arg(name).arg(shortcut.toString());
|
||||
|
||||
Core::Context context(TransitionEditorConstants::C_QMLTRANSITIONS);
|
||||
|
||||
auto *action = new QAction(icon, text);
|
||||
auto *action = new QAction(icon, name);
|
||||
auto *command = Core::ActionManager::registerAction(action, id, context);
|
||||
command->setDefaultKeySequence(shortcut);
|
||||
command->augmentActionWithShortcutToolTip(action);
|
||||
|
||||
return action;
|
||||
}
|
||||
|
@@ -319,6 +319,9 @@ TransitionEditorWidget *TransitionEditorView::createWidget()
|
||||
if (!m_transitionEditorWidget)
|
||||
m_transitionEditorWidget = new TransitionEditorWidget(this);
|
||||
|
||||
auto *transitionContext = new TransitionContext(m_transitionEditorWidget);
|
||||
Core::ICore::addContextObject(transitionContext);
|
||||
|
||||
return m_transitionEditorWidget;
|
||||
}
|
||||
|
||||
|
@@ -68,6 +68,19 @@
|
||||
|
||||
namespace QmlDesigner {
|
||||
|
||||
TransitionContext::TransitionContext(QWidget *widget)
|
||||
: IContext(widget)
|
||||
{
|
||||
setWidget(widget);
|
||||
setContext(Core::Context(TransitionEditorConstants::C_QMLTRANSITIONS));
|
||||
}
|
||||
|
||||
void TransitionContext::contextHelp(const Core::IContext::HelpCallback &callback) const
|
||||
{
|
||||
if (auto *widget = qobject_cast<TransitionEditorWidget *>(m_widget))
|
||||
widget->contextHelp(callback);
|
||||
}
|
||||
|
||||
class Eventfilter : public QObject
|
||||
{
|
||||
public:
|
||||
|
@@ -49,6 +49,15 @@ class TransitionEditorToolBar;
|
||||
class TransitionEditorGraphicsScene;
|
||||
class ModelNode;
|
||||
|
||||
class TransitionContext : public Core::IContext
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
explicit TransitionContext(QWidget *widget);
|
||||
void contextHelp(const HelpCallback &callback) const override;
|
||||
};
|
||||
|
||||
class TransitionEditorWidget : public QWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
|
@@ -169,7 +169,7 @@ void QnxDeployQtLibrariesDialog::updateProgress(const QString &progressMessage)
|
||||
{
|
||||
QTC_CHECK(m_state == Uploading);
|
||||
|
||||
const int progress = progressMessage.count("sftp> put");
|
||||
const int progress = progressMessage.count("sftp> put") + progressMessage.count("sftp> ln -s");
|
||||
if (progress != 0) {
|
||||
m_progressCount += progress;
|
||||
m_ui->deployProgress->setValue(m_progressCount);
|
||||
|
@@ -156,7 +156,6 @@ void QnxQtVersion::addToEnvironment(const Kit *k, Environment &env) const
|
||||
QtSupport::QtVersion::addToEnvironment(k, env);
|
||||
updateEnvironment();
|
||||
env.modify(m_qnxEnv);
|
||||
env.prependOrSetLibrarySearchPath(libraryPath());
|
||||
}
|
||||
|
||||
void QnxQtVersion::setupQmakeRunEnvironment(Environment &env) const
|
||||
|
Reference in New Issue
Block a user