imagecube.js Example File
canvas3d/threejs/oneqt/imagecube.js/**************************************************************************** ** ** 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 ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** 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 ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** 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 ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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); }