imagecube.js Example File | Qt Canvas 3D (deprecated) 5.12.8

- Qt 5.12
- Qt Canvas 3D (deprecated)
- One Qt Example
- imagecube.js Example File
- Qt 5.12.8 Reference Documentation

# imagecube.js Example File

threejs/oneqt/imagecube.js

     /****************************************************************************
     **
     ** Copyright (C) 2016 The Qt Company Ltd.
     ** Contact: https://www.qt.io/licensing/
     **
     ** This file is part of the QtCanvas3D module of the Qt Toolkit.
     **
     ** $QT_BEGIN_LICENSE:BSD$
     ** 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.
     **
     ** BSD License Usage
     ** Alternatively, you may use this file under the terms of the BSD license
     ** as follows:
     **
     ** "Redistribution and use in source and binary forms, with or without
     ** modification, are permitted provided that the following conditions are
     ** met:
     **   * Redistributions of source code must retain the above copyright
     **     notice, this list of conditions and the following disclaimer.
     **   * Redistributions in binary form must reproduce the above copyright
     **     notice, this list of conditions and the following disclaimer in
     **     the documentation and/or other materials provided with the
     **     distribution.
     **   * Neither the name of The Qt Company Ltd nor the names of its
     **     contributors may be used to endorse or promote products derived
     **     from this software without specific prior written permission.
     **
     **
     ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
     **
     ** $QT_END_LICENSE$
     **
     ****************************************************************************/

     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 textureLoader = new THREE.TextureLoader();
         var textureCase1 = textureLoader.load(canvas.image1);
         var textureCase2 = textureLoader.load(canvas.image2);
         var textureCase3 = textureLoader.load(canvas.image3);
         var textureCase4 = textureLoader.load(canvas.image4);
         var textureCase5 = textureLoader.load(canvas.image5);
         var textureCase6 = textureLoader.load(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);
     }