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qtcanvas3d5-doc-5.12.2-2.mga7.noarch.rpm

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<h1 class="title">imagecube.js Example File</h1>
<span class="subtitle">threejs/oneqt/imagecube.js</span>
<!-- $$$threejs/oneqt/imagecube.js-description -->
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  /****************************************************************************
  **
  ** 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
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  **     distribution.
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  **     contributors may be used to endorse or promote products derived
  **     from this software without specific prior written permission.
  **
  **
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  ** "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
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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);
  }

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