diff options
author | Mats Honkamaa <mats.honkamaa@qt.io> | 2022-04-01 10:55:11 +0300 |
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committer | Mats Honkamaa <mats.honkamaa@qt.io> | 2022-04-04 06:46:09 +0000 |
commit | a32c857dedeaef4127cc3318668a95300ada3e2b (patch) | |
tree | 173657286244a9c15730e5f0ef60e559abe1b61b /doc/qtdesignstudio | |
parent | b2ae5218927cf179b71d28c42b67f2c99d8e0071 (diff) | |
download | qt-creator-a32c857dedeaef4127cc3318668a95300ada3e2b.tar.gz |
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>
Diffstat (limited to 'doc/qtdesignstudio')
-rw-r--r-- | doc/qtdesignstudio/examples/doc/FireParticles.qdoc | 227 | ||||
-rw-r--r-- | doc/qtdesignstudio/examples/doc/images/fire-particles-assets.png | bin | 0 -> 10709 bytes | |||
-rw-r--r-- | doc/qtdesignstudio/examples/doc/images/fire-particles-navigator.png | bin | 0 -> 8250 bytes | |||
-rw-r--r-- | doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-sequence.png | bin | 0 -> 16387 bytes | |||
-rw-r--r-- | doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-textures.png | bin | 0 -> 20917 bytes | |||
-rw-r--r-- | doc/qtdesignstudio/examples/doc/images/fire-particles.png | bin | 0 -> 64163 bytes | |||
-rw-r--r-- | doc/qtdesignstudio/examples/doc/rainSnowParticles.qdoc | 3 | ||||
-rw-r--r-- | doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-particles.qdoc | 147 |
8 files changed, 237 insertions, 140 deletions
diff --git a/doc/qtdesignstudio/examples/doc/FireParticles.qdoc b/doc/qtdesignstudio/examples/doc/FireParticles.qdoc new file mode 100644 index 0000000000..9d0b489de3 --- /dev/null +++ b/doc/qtdesignstudio/examples/doc/FireParticles.qdoc @@ -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}. + +*/ diff --git a/doc/qtdesignstudio/examples/doc/images/fire-particles-assets.png b/doc/qtdesignstudio/examples/doc/images/fire-particles-assets.png Binary files differnew file mode 100644 index 0000000000..a820fd9819 --- /dev/null +++ b/doc/qtdesignstudio/examples/doc/images/fire-particles-assets.png diff --git a/doc/qtdesignstudio/examples/doc/images/fire-particles-navigator.png b/doc/qtdesignstudio/examples/doc/images/fire-particles-navigator.png Binary files differnew file mode 100644 index 0000000000..759cca9990 --- /dev/null +++ b/doc/qtdesignstudio/examples/doc/images/fire-particles-navigator.png diff --git a/doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-sequence.png b/doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-sequence.png Binary files differnew file mode 100644 index 0000000000..c2ef2156bf --- /dev/null +++ b/doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-sequence.png diff --git a/doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-textures.png b/doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-textures.png Binary files differnew file mode 100644 index 0000000000..e719b7ef29 --- /dev/null +++ b/doc/qtdesignstudio/examples/doc/images/fire-particles-sprite-textures.png diff --git a/doc/qtdesignstudio/examples/doc/images/fire-particles.png b/doc/qtdesignstudio/examples/doc/images/fire-particles.png Binary files differnew file mode 100644 index 0000000000..c0ea560828 --- /dev/null +++ b/doc/qtdesignstudio/examples/doc/images/fire-particles.png diff --git a/doc/qtdesignstudio/examples/doc/rainSnowParticles.qdoc b/doc/qtdesignstudio/examples/doc/rainSnowParticles.qdoc index 6b50449f07..2ab7fe2182 100644 --- a/doc/qtdesignstudio/examples/doc/rainSnowParticles.qdoc +++ b/doc/qtdesignstudio/examples/doc/rainSnowParticles.qdoc @@ -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. diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-particles.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-particles.qdoc index 6f768c6bd2..12638642ff 100644 --- a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-particles.qdoc +++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-particles.qdoc @@ -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 */ /*! |