imagecube.js Example File

canvas3d/threejs/oneqt/imagecube.js

  /****************************************************************************
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  ** Copyright (C) 2015 The Qt Company Ltd.
  ** Contact: http://www.qt.io/licensing/
  **
  ** This file is part of the QtCanvas3D module of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:LGPL3$
  ** Commercial License Usage
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  ** accordance with the commercial license agreement provided with the
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  ** GNU Lesser General Public License Usage
  ** Alternatively, this file may be used under the terms of the GNU Lesser
  ** General Public License version 3 as published by the Free Software
  ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
  ** packaging of this file. Please review the following information to
  ** ensure the GNU Lesser General Public License version 3 requirements
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  ** GNU General Public License Usage
  ** Alternatively, this file may be used under the terms of the GNU
  ** General Public License version 2.0 or later as published by the Free
  ** Software Foundation and appearing in the file LICENSE.GPL included in
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  Qt.include("three.js")

  var camera, scene, renderer;
  var cube;
  var pointLight;

  function initializeGL(canvas) {
      camera = new THREE.PerspectiveCamera(50, canvas.width / canvas.height, 1, 2000);
      camera.position.z = 400;
      camera.position.y = 140;

      scene = new THREE.Scene();

      // Load textures
      var textureCase1 = THREE.ImageUtils.loadTexture(canvas.image1);
      var textureCase2 = THREE.ImageUtils.loadTexture(canvas.image2);
      var textureCase3 = THREE.ImageUtils.loadTexture(canvas.image3);
      var textureCase4 = THREE.ImageUtils.loadTexture(canvas.image4);
      var textureCase5 = THREE.ImageUtils.loadTexture(canvas.image5);
      var textureCase6 = THREE.ImageUtils.loadTexture(canvas.image6);

      // Materials
      var materials = [];
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase1 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase1 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase3 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase3 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase5 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase5 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase6 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase6 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase4 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase4 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase2 }));
      materials.push(new THREE.MeshLambertMaterial({ map: textureCase2 }));

      // Box geometry to be broken down for MeshFaceMaterial
      var geometry = new THREE.BoxGeometry(200, 200, 200);
      for (var i = 0, len = geometry.faces.length; i < len; i ++) {
          geometry.faces[ i ].materialIndex = i;
      }
      geometry.materials = materials;
      var faceMaterial = new THREE.MeshFaceMaterial(materials);

      cube = new THREE.Mesh(geometry, faceMaterial);
      scene.add(cube);

      camera.lookAt(cube.position);

      // Lights
      scene.add(new THREE.AmbientLight(0x444444));

      var directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);

      directionalLight.position.y = 130;
      directionalLight.position.z = 700;
      directionalLight.position.x = Math.tan(canvas.angleOffset) * directionalLight.position.z;
      directionalLight.position.normalize();
      scene.add(directionalLight);

      renderer = new THREE.Canvas3DRenderer(
                  { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio });
      renderer.setPixelRatio(canvas.devicePixelRatio);
      renderer.setSize(canvas.width, canvas.height);
      setBackgroundColor(canvas.backgroundColor);
  }

  function setBackgroundColor(backgroundColor) {
      var str = ""+backgroundColor;
      var color = parseInt(str.substring(1), 16);
      if (renderer)
          renderer.setClearColor(color);
  }

  function resizeGL(canvas) {
      if (camera === undefined) return;

      camera.aspect = canvas.width / canvas.height;
      camera.updateProjectionMatrix();

      renderer.setPixelRatio(canvas.devicePixelRatio);
      renderer.setSize(canvas.width, canvas.height);
  }

  function paintGL(canvas) {
      cube.rotation.x = canvas.xRotation * Math.PI / 180;
      cube.rotation.y = canvas.yRotation * Math.PI / 180;
      cube.rotation.z = canvas.zRotation * Math.PI / 180;
      renderer.render(scene, camera);
  }