Qt 5.11 | Qt Canvas 3D | One Qt Example | imagecube.js Example File

Qt 5.11.3 Reference Documentation

# imagecube.js Example File

threejs/oneqt/imagecube.js

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      ** This file is part of the QtCanvas3D module of the Qt Toolkit.
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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 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);
      }