- Qt 5.5
- Qt Canvas 3D
- One Qt Example
- imagecube.js Example File
- Qt 5.5.1 Reference Documentation

# 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);
    }