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

     property int smokeAmount: 20
     property int explosionAmount: 100

     anchors.fill: parent

     View3D {
         id: view3D
         anchors.fill: parent
         camera: camera

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

         PerspectiveCamera {
             id: camera
             position: Qt.vector3d(0, 100, 600)
         }

         PointLight {
             id: light1
             position: Qt.vector3d(0, 400, 100)
             brightness: 5
             ambientColor: Qt.rgba(0.4, 0.3, 0.3, 1.0)
         }

         ParticleSystem3D {
             id: psystem

             SpriteParticle3D {
                 id: spriteParticle
                 sprite: Texture {
                     source: "images/sphere.png"
                 }
                 maxAmount: 3
                 color: "#ffff80"
                 colorTable: Texture {
                     source: "images/color_table5.png"
                 }
                 particleScale: 40.0
                 fadeInEffect: SpriteParticle3D.FadeNone
                 fadeOutEffect: SpriteParticle3D.FadeNone
             }
             SpriteParticle3D {
                 id: spriteTrailParticle
                 sprite: Texture {
                     source: "images/sphere.png"
                 }
                 maxAmount: 1000
                 fadeInDuration: 500
                 fadeOutDuration: 500
                 fadeInEffect: SpriteParticle3D.FadeScale
                 fadeOutEffect: SpriteParticle3D.FadeScale
                 particleScale: 10.0
                 colorTable: Texture {
                     source: "images/color_table3.png"
                 }
                 lights: [ light1 ]
             }
             SpriteParticle3D {
                 id: explosionParticle
                 sprite: Texture {
                     source: "images/star3.png"
                 }
                 maxAmount: 1000
                 fadeInEffect: SpriteParticle3D.FadeScale
                 fadeInDuration: 100
                 fadeOutDuration: 500
                 particleScale: 10.0
                 colorTable: Texture {
                     source: "images/color_table3.png"
                 }
                 lights: [ light1 ]
             }
             SpriteParticle3D {
                 id: smokeParticle
                 sprite: Texture {
                     source: "images/explosion_01_strip13.png"
                 }
                 maxAmount: 1000
                 spriteSequence: SpriteSequence3D {
                     frameCount: 13
                     interpolate: true
                 }
                 billboard: true
                 color: "#2fffffff"
                 colorVariation: Qt.vector4d(0.5, 0.5, 0.5, 0.1)
                 unifiedColorVariation: true
                 fadeOutEffect: Particle3D.FadeOpacity
                 fadeOutDuration: 2000
                 lights: [ light1 ]
             }

             ParticleEmitter3D {
                 particle: spriteParticle
                 position: Qt.vector3d(0, -100, 0)
                 scale: Qt.vector3d(1, 1, 1)
                 shape: ParticleShape3D {
                     type: ParticleShape3D.Cube
                 }
                 particleScaleVariation: 0.2
                 particleEndScale: 1.5
                 particleEndScaleVariation: 0.5
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 400, 0)
                     directionVariation: Qt.vector3d(40, 40, 0)
                 }
                 emitRate: 1
                 lifeSpan: 2500
                 lifeSpanVariation: 500
                 depthBias: -10
             }

             TrailEmitter3D {
                 id: spriteTrailEmitter
                 particle: spriteTrailParticle
                 follow: spriteParticle
                 particleScale: 2.0
                 particleScaleVariation: 0.5
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, -10, 0)
                     directionVariation: Qt.vector3d(2, 2, 0)
                 }
                 emitRate: 100
                 lifeSpan: 2000
                 lifeSpanVariation: 500
             }

             TrailEmitter3D {
                 id: spriteSmokeTrailEmitter
                 particle: smokeParticle
                 follow: spriteParticle
                 particleScale: 8
                 particleScaleVariation: 4
                 particleEndScale: 45
                 particleEndScaleVariation: 15
                 particleRotationVariation: Qt.vector3d(0, 0, 180)
                 particleRotationVelocityVariation: Qt.vector3d(0, 0, 40)
                 emitRate: 0
                 lifeSpan: 3000
                 lifeSpanVariation: 1000
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 0, 0)
                     directionVariation: Qt.vector3d(mainWindow.smokeAmount * 0.6, mainWindow.smokeAmount * 0.6, 0)
                 }
                 depthBias: -20
                 emitBursts: [
                     DynamicBurst3D {
                         enabled: checkBoxStartBurst.checked
                         triggerMode: DynamicBurst3D.TriggerStart
                         amount: mainWindow.smokeAmount
                         amountVariation: mainWindow.smokeAmount * 0.4
                     },
                     DynamicBurst3D {
                         enabled: checkBoxEndBurst.checked
                         triggerMode: DynamicBurst3D.TriggerEnd
                         amount: mainWindow.smokeAmount
                         amountVariation: mainWindow.smokeAmount * 0.4
                     }
                 ]
             }

             TrailEmitter3D {
                 particle: explosionParticle
                 follow: spriteParticle
                 particleScale: 1.0
                 particleScaleVariation: 0.8
                 particleRotationVariation: Qt.vector3d(0, 0, 180)
                 particleRotationVelocityVariation: Qt.vector3d(0, 0, 40)
                 emitRate: 0
                 lifeSpan: 3000
                 lifeSpanVariation: 1000
                 velocity: TargetDirection3D {
                     position: Qt.vector3d(0, 300, 0)
                     positionVariation: Qt.vector3d(100, 100, 0)
                     normalized: true
                     magnitude: 20 + mainWindow.explosionAmount * 0.2
                     magnitudeVariation: magnitude * 0.5
                 }
                 emitBursts: [
                     DynamicBurst3D {
                         enabled: checkBoxExplosionBurst.checked
                         triggerMode: DynamicBurst3D.TriggerEnd
                         amount: mainWindow.explosionAmount
                         amountVariation: mainWindow.explosionAmount * 0.4
                     }
                 ]
             }
             Gravity3D {
                 direction: Qt.vector3d(0, 1, 0)
                 magnitude: -200
                 particles: [spriteParticle]
             }
             Gravity3D {
                 direction: Qt.vector3d(0, 1, 0)
                 magnitude: -40
                 particles: [explosionParticle]
             }
         }
     }

     SettingsView {
         CustomCheckBox {
             id: checkBoxStartBurst
             text: "Smoke burst at start"
             checked: true
         }
         CustomCheckBox {
             id: checkBoxEndBurst
             text: "Smoke burst at end"
             checked: true
         }
         CustomLabel {
             text: "Smoke amount"
         }
         CustomSlider {
             id: smokeSlider
             sliderValue: mainWindow.smokeAmount
             fromValue: 5
             toValue: 50
             onSliderValueChanged: smokeAmount = sliderValue;
         }
         CustomCheckBox {
             id: checkBoxExplosionBurst
             text: "Explosion burst at end"
             checked: true
         }
         CustomLabel {
             text: "Explosion amount"
         }
         CustomSlider {
             id: explosionSlider
             sliderValue: mainWindow.explosionAmount
             fromValue: 20
             toValue: 200
             onSliderValueChanged: mainWindow.explosionAmount = sliderValue;
         }
     }

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