imagecube.js Example File

threejs/oneqt/imagecube.js
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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);
 }