<?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>imagecube.js Example File | Qt Canvas 3D (deprecated) 5.12.2</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 5.12</td><td ><a href="qtcanvas3d-index.html">Qt Canvas 3D (deprecated)</a></td><td ><a href="qtcanvas3d-threejs-oneqt-example.html">One Qt Example</a></td><td >imagecube.js Example File</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right"><a href="qtcanvas3d-index.html">Qt 5.12.2 Reference Documentation</a></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">imagecube.js Example File</h1> <span class="subtitle">threejs/oneqt/imagecube.js</span> <!-- $$$threejs/oneqt/imagecube.js-description --> <div class="descr"> <a name="details"></a> <pre class="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); } </pre> </div> <!-- @@@threejs/oneqt/imagecube.js --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2019 The Qt Company Ltd. 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