Particle3D QML Type▲
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Import Statement: import QtQuick3D.Particles3D
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Since:: Qt 6.2
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Inherited By:: ModelBlendParticle3D, ModelParticle3D, and SpriteParticle3D
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Inherits:: Object3D
Detailed Description▲
This element defines the common properties of the logical particles. Particle3D is an abstract base class of particles, use ModelParticle3D or SpriteParticle3D instead.
Unlike the materials used with the models, particles default to being rendered with assuming semi-transparency, and so with blending enabled. This is the desired behavior most of the time due to particle textures, color (alpha) variations, fadings etc. If you don't need the blending, set the hasTransparency to false for possible performance gains.
Property Documentation▲
AlignMode : enumeration▲
Defines the type of the alignment.
Constant |
Description |
---|---|
Particle3D.AlignNone |
No alignment. Particles rotation can be defined with particleRotation. |
Particle3D.AlignTowardsTarget |
Align the particles towards alignTargetPosition direction. |
Particle3D.AlignTowardsStartVelocity |
Align the particles towards their starting velocity direction. |
FadeType : enumeration▲
Defines the type of the fading effect.
Constant |
Description |
---|---|
Particle3D.FadeNone |
No fading. |
Particle3D.FadeOpacity |
Fade the particle opacity from/to 0.0. |
Particle3D.FadeScale |
Fade the particle scale from/to 0.0. |
SortMode : enumeration▲
Defines the sorting mode of the particle. The sorting mode determines the order in which the particles are drawn.
Constant |
Description |
---|---|
Particle3D.SortNone |
No sorting. |
Particle3D.SortNewest |
Sort based on particle lifetime, newest first. |
Particle3D.SortOldest |
Sort based on particle lifetime, oldest first. |
Particle3D.SortDistance |
Sort based on distance to the camera, farthest first. |
alignMode : AlignMode▲
This property defines the align mode used for the particles. Particle alignment means the direction that particles face.
When the SpriteParticle3D billboard property is set to true, alignMode does not have an effect.
The default value is Particle3D.AlignNone.
See Also▲
See also alignTargetPosition
alignTargetPosition : vector3d▲
This property defines the position particles are aligned to. This property has effect only when the alignMode is set to Particle3D.AlignTowardsTarget.
See Also▲
See also alignMode
color : color▲
This property defines the base color that is used for colorizing the particles.
The default value is "#FFFFFF" (white).
colorVariation : vector4d▲
This property defines the color variation that is used for colorizing the particles. The values are in RGBA order and each value should be between 0.0 (no variation) and 1.0 (full variation).
For example, to create particles which will have translucent red colors between #ff0000 and #e50000, with 40% to 60% opacity:
ModelParticle3D {
...
color
:
"#7fff0000"
colorVariation
:
Qt.vector4d(0.1, 0.0, 0.0, 0.2)
}
The default value is (0, 0, 0, 0) (no variation).
See Also▲
See also unifiedColorVariation
fadeInDuration : int▲
This property defines the duration in milliseconds for the fading in effect.
The fading durations are part of the particles lifeSpan. So e.g. if lifeSpan is 3000, fadeInDuration is 500 and fadeOutDuration is 500, the fully visible time of the particle is 2000ms.
The default value is 250.
See Also▲
See also fadeInEffect, fadeOutDuration
fadeInEffect : FadeType▲
This property defines the fading effect used when the particles appear.
The default value is Particle3D.FadeOpacity.
See Also▲
See also fadeInDuration, fadeOutEffect
fadeOutDuration : int▲
This property defines the duration in milliseconds for the fading out effect.
The default value is 250.
See Also▲
See also fadeOutEffect, fadeInDuration
fadeOutEffect : FadeType▲
This property defines the fading effect used when the particles reach their lifeSpan and disappear.
The default value is Particle3D.FadeOpacity.
See Also▲
See also fadeOutDuration, fadeInEffect
hasTransparency : bool▲
This property defines if the particle has any transparency and should be blended with the background. Usually this should be true, like when the particle color doesn't have full alpha, texture contains semi-transparent pixels or particles opacity is faded in or out. Setting this to false can be an optimization in specific cases.
The default value is true.
See Also▲
See also color, fadeInEffect, fadeOutEffect
maxAmount : int▲
This property defines the maximum amount of particles that can exist at the same time. You can use particlesUsed for debugging how efficiently the allocated particles are used. If the maxAmount is too small, particles are reused before they reach the end of their lifeSpan. If the maxAmount is too big, unnecessary memory is allocated for the particles.
Changing the maxAmount resets all the particles in the particle system.
The default value is 100.
sortMode : SortMode▲
This property defines the sort mode used for the particles.
The default value is Particle3D.SortNone.
unifiedColorVariation : bool▲
This property defines if the colorVariation should be applied uniformly for all the color channels. This means that all variations are applied with the same random amount.
For example, to create particles which will have yellow colors between #ffff00 and #7f7f00, so that the values of R and G color channels are always the same:
ModelParticle3D {
...
color
:
"#ffff00"
colorVariation
:
Qt.vector4d(0.5, 0.5, 0.0, 0.0)
unifiedColorVariation
:
true
}
The default value is false.
See Also▲
See also colorVariation