<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>cellphone.js Example File | Qt Canvas 3D 5.9</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.9</td><td ><a href="qtcanvas3d-index.html">Qt Canvas 3D</a></td><td ><a href="qtcanvas3d-threejs-cellphone-example.html">Interactive Mobile Phone Example</a></td><td >cellphone.js Example File</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">cellphone.js Example File</h1> <span class="subtitle">threejs/cellphone/qml/cellphone/cellphone.js</span> <!-- $$$threejs/cellphone/qml/cellphone/cellphone.js-description --> <div class="descr"> <a name="details"></a> <pre class="js"> <span class="comment">/**************************************************************************** ** ** 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="name">Qt</span>.<span class="name">include</span>(<span class="string">"three.js"</span>) var <span class="name">camera</span>, <span class="name">scene</span>, <span class="name">renderer</span>, <span class="name">cubeCamera</span>; var <span class="name">caseMesh</span>, <span class="name">frontMesh</span>, <span class="name">iconMesh</span>; var <span class="name">caseColor</span> = new <span class="name">THREE</span>.<span class="name">Color</span>(<span class="string">"#000000"</span>); var <span class="name">meshesReady</span> = <span class="number">false</span>; var <span class="name">canvasTextureProvider</span> = <span class="number">null</span>; var <span class="name">zeroVector</span> = new <span class="name">THREE</span>.<span class="name">Vector3</span>(<span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>); var <span class="name">cameraLight</span>; var <span class="name">sphereImage</span>, <span class="name">iconImage</span>; var <span class="name">caseMeshFile</span>, <span class="name">frontMeshFile</span>, <span class="name">iconMeshFile</span>; <span class="keyword">function</span> <span class="name">initializeGL</span>(<span class="name">canvas</span>, textureSource) { <span class="name">scene</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">Scene</span>(); <span class="name">cubeCamera</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">CubeCamera</span>(<span class="number">5</span>, <span class="number">100</span>, <span class="number">512</span>); <span class="name">cubeCamera</span>.<span class="name">renderTarget</span>.<span class="name">texture</span>.<span class="name">minFilter</span> <span class="operator">=</span> <span class="name">THREE</span>.<span class="name">LinearMipMapLinearFilter</span>; <span class="name">scene</span>.<span class="name">add</span>(<span class="name">cubeCamera</span>); <span class="comment">// Background sphere</span> var <span class="name">sphere</span> = new <span class="name">THREE</span>.<span class="name">Mesh</span>( new <span class="name">THREE</span>.<span class="name">SphereGeometry</span>(<span class="number">40</span>, <span class="number">16</span>, <span class="number">16</span>), new <span class="name">THREE</span>.<span class="name">MeshBasicMaterial</span>()); <span class="name">sphere</span>.<span class="name">side</span> <span class="operator">=</span> <span class="name">THREE</span>.<span class="name">BackSide</span>; <span class="name">sphere</span>.<span class="name">scale</span>.<span class="name">x</span> <span class="operator">=</span> -<span class="number">1</span>; <span class="name">scene</span>.<span class="name">add</span>(<span class="name">sphere</span>); var <span class="name">textureLoader</span> = new <span class="name">THREE</span>.<span class="name">TextureLoader</span>(); <span class="keyword">if</span> (<span class="name">sphereImage</span>) { var <span class="name">sphereTexture</span> = <span class="name">textureLoader</span>.<span class="name">load</span>(<span class="name">sphereImage</span>, <span class="name">updateEnvMap</span>); <span class="name">sphereTexture</span>.<span class="name">mapping</span> <span class="operator">=</span> <span class="name">THREE</span>.<span class="name">UVMapping</span>; <span class="name">sphereTexture</span>.<span class="name">minFilter</span> <span class="operator">=</span> <span class="name">THREE</span>.<span class="name">LinearFilter</span>; <span class="name">sphere</span>.<span class="name">material</span>.<span class="name">map</span> <span class="operator">=</span> <span class="name">sphereTexture</span>; } <span class="keyword">else</span> { <span class="name">sphere</span>.<span class="name">material</span>.<span class="name">color</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">Color</span>(<span class="string">"black"</span>); } <span class="name">camera</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">PerspectiveCamera</span>( <span class="number">75</span>, <span class="name">canvas</span>.<span class="name">width</span> <span class="operator">/</span> <span class="name">canvas</span>.<span class="name">height</span>, <span class="number">0.001</span>, <span class="number">1000</span> ); var <span class="name">light</span> = new <span class="name">THREE</span>.<span class="name">AmbientLight</span>( <span class="number">0x666666</span> ); <span class="name">scene</span>.<span class="name">add</span>( <span class="name">light</span> ); <span class="name">cameraLight</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">DirectionalLight</span>( <span class="number">0xffffff</span>, <span class="number">1</span> ); <span class="name">cameraLight</span>.<span class="name">position</span>.<span class="name">y</span> <span class="operator">=</span> <span class="number">1.5</span>; <span class="name">scene</span>.<span class="name">add</span>( <span class="name">cameraLight</span> ); var <span class="name">caseMaterial</span> = new <span class="name">THREE</span>.<span class="name">MeshPhongMaterial</span>({ envMap: <span class="name">cubeCamera</span>.<span class="name">renderTarget</span>, combine: <span class="name">THREE</span>.<span class="name">MultiplyOperation</span>, reflectivity: <span class="number">0.35</span>, specular: <span class="string">"#555555"</span> }); var <span class="name">frontTexture</span> = new <span class="name">THREE</span>.<span class="name">QtQuickItemTexture</span>( <span class="name">textureSource</span> ); var <span class="name">frontMaterial</span> = new <span class="name">THREE</span>.<span class="name">MeshPhongMaterial</span>( { map: <span class="name">frontTexture</span> } ); var <span class="name">iconMaterial</span> = new <span class="name">THREE</span>.<span class="name">MeshPhongMaterial</span>( { transparent:<span class="number">true</span> } ); <span class="keyword">if</span> (<span class="name">iconImage</span>) { var <span class="name">iconTexture</span> = <span class="name">textureLoader</span>.<span class="name">load</span>(<span class="name">iconImage</span>); <span class="name">iconTexture</span>.<span class="name">minFilter</span> <span class="operator">=</span> <span class="name">THREE</span>.<span class="name">LinearFilter</span>; <span class="name">iconMaterial</span>.<span class="name">map</span> <span class="operator">=</span> <span class="name">iconTexture</span>; } <span class="keyword">else</span> { <span class="name">iconMaterial</span>.<span class="name">opacity</span> <span class="operator">=</span> <span class="number">0</span>; } <span class="name">renderer</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">Canvas3DRenderer</span>( { canvas: <span class="name">canvas</span>, antialias: <span class="number">true</span>, devicePixelRatio: <span class="name">canvas</span>.<span class="name">devicePixelRatio</span> }); <span class="name">renderer</span>.<span class="name">setSize</span>( <span class="name">canvas</span>.<span class="name">width</span>, <span class="name">canvas</span>.<span class="name">height</span> ); <span class="comment">// The cellphone meshes were created using a third party tool (Blender).</span> <span class="comment">// They were exported from Blender as Wavefront OBJ files and then converted into JSON format</span> <span class="comment">// using the OBJ -> JSON conversion script provided by three.js (convert_obj_three.py).</span> var <span class="name">loader</span> = new <span class="name">THREE</span>.<span class="name">JSONLoader</span>(); <span class="name">loader</span>.<span class="name">load</span>( <span class="name">caseMeshFile</span>, <span class="keyword">function</span> ( <span class="name">geometry</span>, materials ) { <span class="name">geometry</span>.<span class="name">computeVertexNormals</span>(); var <span class="name">bufferGeometry</span> = new <span class="name">THREE</span>.<span class="name">BufferGeometry</span>(); <span class="name">bufferGeometry</span>.<span class="name">fromGeometry</span>(<span class="name">geometry</span>); <span class="name">caseMesh</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">Mesh</span>( <span class="name">bufferGeometry</span>, <span class="name">caseMaterial</span> ); <span class="keyword">if</span> (<span class="name">iconMesh</span> <span class="operator">&&</span> <span class="name">frontMesh</span>) <span class="name">meshesReady</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">caseMesh</span>.<span class="name">material</span>.<span class="name">color</span> <span class="operator">=</span> <span class="name">caseColor</span>; <span class="name">updateEnvMap</span>(); <span class="name">scene</span>.<span class="name">add</span>( <span class="name">caseMesh</span> ); } ); <span class="name">loader</span>.<span class="name">load</span>( <span class="name">frontMeshFile</span>, <span class="keyword">function</span> ( <span class="name">geometry</span>, materials ) { var <span class="name">bufferGeometry</span> = new <span class="name">THREE</span>.<span class="name">BufferGeometry</span>(); <span class="name">bufferGeometry</span>.<span class="name">fromGeometry</span>(<span class="name">geometry</span>); <span class="name">frontMesh</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">Mesh</span>( <span class="name">bufferGeometry</span>, <span class="name">frontMaterial</span> ); <span class="keyword">if</span> (<span class="name">iconMesh</span> <span class="operator">&&</span> <span class="name">caseMesh</span>) <span class="name">meshesReady</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">scene</span>.<span class="name">add</span>( <span class="name">frontMesh</span> ); } ); <span class="name">loader</span>.<span class="name">load</span>( <span class="name">iconMeshFile</span>, <span class="keyword">function</span> ( <span class="name">geometry</span>, materials ) { var <span class="name">bufferGeometry</span> = new <span class="name">THREE</span>.<span class="name">BufferGeometry</span>(); <span class="name">bufferGeometry</span>.<span class="name">fromGeometry</span>(<span class="name">geometry</span>); <span class="name">iconMesh</span> <span class="operator">=</span> new <span class="name">THREE</span>.<span class="name">Mesh</span>( <span class="name">bufferGeometry</span>, <span class="name">iconMaterial</span> ); <span class="keyword">if</span> (<span class="name">caseMesh</span> <span class="operator">&&</span> <span class="name">frontMesh</span>) <span class="name">meshesReady</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">scene</span>.<span class="name">add</span>( <span class="name">iconMesh</span> ); } ); } <span class="keyword">function</span> <span class="name">updateEnvMap</span>() { <span class="keyword">if</span> (<span class="name">caseMesh</span>) { <span class="comment">// Take a snapshot of the scene using cube camera to create environment map for case</span> <span class="name">caseMesh</span>.<span class="name">material</span>.<span class="name">envMap</span> <span class="operator">=</span> <span class="name">cubeCamera</span>.<span class="name">renderTarget</span>; <span class="name">cubeCamera</span>.<span class="name">updateCubeMap</span>(<span class="name">renderer</span>, <span class="name">scene</span>); <span class="name">caseMesh</span>.<span class="name">material</span>.<span class="name">needsUpdate</span> <span class="operator">=</span> <span class="number">true</span>; } } <span class="keyword">function</span> <span class="name">setSphereTexture</span>(<span class="name">image</span>) { <span class="name">sphereImage</span> <span class="operator">=</span> <span class="name">image</span>; } <span class="keyword">function</span> <span class="name">setIconTexture</span>(<span class="name">image</span>) { <span class="name">iconImage</span> <span class="operator">=</span> <span class="name">image</span>; } <span class="keyword">function</span> <span class="name">setMeshFiles</span>(<span class="name">caseFile</span>, frontFile, iconFile) { <span class="name">caseMeshFile</span> <span class="operator">=</span> <span class="name">caseFile</span>; <span class="name">frontMeshFile</span> <span class="operator">=</span> <span class="name">frontFile</span>; <span class="name">iconMeshFile</span> <span class="operator">=</span> <span class="name">iconFile</span>; } <span class="keyword">function</span> <span class="name">setCaseColor</span>(<span class="name">color</span>) { <span class="name">caseColor</span>.<span class="name">set</span>(<span class="name">color</span>); <span class="keyword">if</span> (<span class="name">caseMesh</span>) <span class="name">caseMesh</span>.<span class="name">material</span>.<span class="name">color</span> <span class="operator">=</span> <span class="name">caseColor</span>; } <span class="keyword">function</span> <span class="name">resizeGL</span>(<span class="name">canvas</span>) { <span class="name">camera</span>.<span class="name">aspect</span> <span class="operator">=</span> <span class="name">canvas</span>.<span class="name">width</span> <span class="operator">/</span> <span class="name">canvas</span>.<span class="name">height</span>; <span class="name">camera</span>.<span class="name">updateProjectionMatrix</span>(); <span class="name">renderer</span>.<span class="name">setPixelRatio</span>(<span class="name">canvas</span>.<span class="name">devicePixelRatio</span>); <span class="name">renderer</span>.<span class="name">setSize</span>( <span class="name">canvas</span>.<span class="name">width</span>, <span class="name">canvas</span>.<span class="name">height</span> ); } <span class="keyword">function</span> <span class="name">degToRad</span>(<span class="name">degrees</span>) { <span class="keyword">return</span> <span class="name">degrees</span> <span class="operator">*</span> <span class="name">Math</span>.<span class="name">PI</span> <span class="operator">/</span> <span class="number">180</span>; } <span class="keyword">function</span> <span class="name">paintGL</span>(<span class="name">canvas</span>) { <span class="keyword">if</span> (<span class="name">meshesReady</span>) { var <span class="name">cameraRad</span> = <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">cameraAngle</span>); var <span class="name">lightRad</span> = <span class="name">cameraRad</span> <span class="operator">-</span> <span class="number">0.8</span>; <span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">x</span> <span class="operator">=</span> <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">xRotAnim</span>); <span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">y</span> <span class="operator">=</span> <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">yRotAnim</span>); <span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">z</span> <span class="operator">=</span> <span class="name">cameraRad</span> <span class="operator">+</span> <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">zRotAnim</span>); <span class="name">frontMesh</span>.<span class="name">rotation</span>.<span class="name">set</span>(<span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">x</span>, <span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">y</span>, <span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">z</span>); <span class="name">iconMesh</span>.<span class="name">rotation</span>.<span class="name">set</span>(<span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">x</span>, <span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">y</span>, <span class="name">caseMesh</span>.<span class="name">rotation</span>.<span class="name">z</span>); <span class="name">camera</span>.<span class="name">position</span>.<span class="name">x</span> <span class="operator">=</span> <span class="name">canvas</span>.<span class="name">distance</span> <span class="operator">*</span> <span class="name">Math</span>.<span class="name">sin</span>(<span class="name">cameraRad</span>); <span class="name">camera</span>.<span class="name">position</span>.<span class="name">z</span> <span class="operator">=</span> <span class="name">canvas</span>.<span class="name">distance</span> <span class="operator">*</span> <span class="name">Math</span>.<span class="name">cos</span>(<span class="name">cameraRad</span>); <span class="name">cameraLight</span>.<span class="name">position</span>.<span class="name">x</span> <span class="operator">=</span> (<span class="name">canvas</span>.<span class="name">distance</span> <span class="operator">+</span> <span class="number">2</span>) <span class="operator">*</span> <span class="name">Math</span>.<span class="name">sin</span>(<span class="name">lightRad</span>); <span class="name">cameraLight</span>.<span class="name">position</span>.<span class="name">z</span> <span class="operator">=</span> (<span class="name">canvas</span>.<span class="name">distance</span> <span class="operator">+</span> <span class="number">2</span>) <span class="operator">*</span> <span class="name">Math</span>.<span class="name">cos</span>(<span class="name">lightRad</span>); <span class="name">camera</span>.<span class="name">lookAt</span>(<span class="name">zeroVector</span>); } <span class="name">renderer</span>.<span class="name">render</span>( <span class="name">scene</span>, <span class="name">camera</span> ); } </pre> </div> <!-- @@@threejs/cellphone/qml/cellphone/cellphone.js --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>