imagecube.js Example File

canvas3d/threejs/oneqt/imagecube.js
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** Copyright (C) 2015 The Qt Company Ltd.
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** This file is part of the QtCanvas3D module of the Qt Toolkit.
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** 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);
}