cellphone.js Example File
threejs/cellphone/qml/cellphone/cellphone.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. 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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, cubeCamera; var caseMesh, frontMesh, iconMesh; var caseColor = new THREE.Color("#000000"); var meshesReady = false; var canvasTextureProvider = null; var zeroVector = new THREE.Vector3(0, 0, 0); var cameraLight; var sphereImage, iconImage; var caseMeshFile, frontMeshFile, iconMeshFile; function initializeGL(canvas, textureSource) { scene = new THREE.Scene(); cubeCamera = new THREE.CubeCamera(5, 100, 512); cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter; scene.add(cubeCamera); // Background sphere var sphere = new THREE.Mesh( new THREE.SphereGeometry(40, 16, 16), new THREE.MeshBasicMaterial()); sphere.side = THREE.BackSide; sphere.scale.x = -1; scene.add(sphere); var textureLoader = new THREE.TextureLoader(); if (sphereImage) { var sphereTexture = textureLoader.load(sphereImage, updateEnvMap); sphereTexture.mapping = THREE.UVMapping; sphereTexture.minFilter = THREE.LinearFilter; sphere.material.map = sphereTexture; } else { sphere.material.color = new THREE.Color("black"); } camera = new THREE.PerspectiveCamera( 75, canvas.width / canvas.height, 0.001, 1000 ); var light = new THREE.AmbientLight( 0x666666 ); scene.add( light ); cameraLight = new THREE.DirectionalLight( 0xffffff, 1 ); cameraLight.position.y = 1.5; scene.add( cameraLight ); var caseMaterial = new THREE.MeshPhongMaterial({ envMap: cubeCamera.renderTarget, combine: THREE.MultiplyOperation, reflectivity: 0.35, specular: "#555555" }); var frontTexture = new THREE.QtQuickItemTexture( textureSource ); var frontMaterial = new THREE.MeshPhongMaterial( { map: frontTexture } ); var iconMaterial = new THREE.MeshPhongMaterial( { transparent:true } ); if (iconImage) { var iconTexture = textureLoader.load(iconImage); iconTexture.minFilter = THREE.LinearFilter; iconMaterial.map = iconTexture; } else { iconMaterial.opacity = 0; } renderer = new THREE.Canvas3DRenderer( { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio }); renderer.setSize( canvas.width, canvas.height ); // The cellphone meshes were created using a third party tool (Blender). // They were exported from Blender as Wavefront OBJ files and then converted into JSON format // using the OBJ -> JSON conversion script provided by three.js (convert_obj_three.py). var loader = new THREE.JSONLoader(); loader.load( caseMeshFile, function ( geometry, materials ) { geometry.computeVertexNormals(); var bufferGeometry = new THREE.BufferGeometry(); bufferGeometry.fromGeometry(geometry); caseMesh = new THREE.Mesh( bufferGeometry, caseMaterial ); if (iconMesh && frontMesh) meshesReady = true; caseMesh.material.color = caseColor; updateEnvMap(); scene.add( caseMesh ); } ); loader.load( frontMeshFile, function ( geometry, materials ) { var bufferGeometry = new THREE.BufferGeometry(); bufferGeometry.fromGeometry(geometry); frontMesh = new THREE.Mesh( bufferGeometry, frontMaterial ); if (iconMesh && caseMesh) meshesReady = true; scene.add( frontMesh ); } ); loader.load( iconMeshFile, function ( geometry, materials ) { var bufferGeometry = new THREE.BufferGeometry(); bufferGeometry.fromGeometry(geometry); iconMesh = new THREE.Mesh( bufferGeometry, iconMaterial ); if (caseMesh && frontMesh) meshesReady = true; scene.add( iconMesh ); } ); } function updateEnvMap() { if (caseMesh) { // Take a snapshot of the scene using cube camera to create environment map for case caseMesh.material.envMap = cubeCamera.renderTarget; cubeCamera.updateCubeMap(renderer, scene); caseMesh.material.needsUpdate = true; } } function setSphereTexture(image) { sphereImage = image; } function setIconTexture(image) { iconImage = image; } function setMeshFiles(caseFile, frontFile, iconFile) { caseMeshFile = caseFile; frontMeshFile = frontFile; iconMeshFile = iconFile; } function setCaseColor(color) { caseColor.set(color); if (caseMesh) caseMesh.material.color = caseColor; } function resizeGL(canvas) { camera.aspect = canvas.width / canvas.height; camera.updateProjectionMatrix(); renderer.setPixelRatio(canvas.devicePixelRatio); renderer.setSize( canvas.width, canvas.height ); } function degToRad(degrees) { return degrees * Math.PI / 180; } function paintGL(canvas) { if (meshesReady) { var cameraRad = degToRad(canvas.cameraAngle); var lightRad = cameraRad - 0.8; caseMesh.rotation.x = degToRad(canvas.xRotAnim); caseMesh.rotation.y = degToRad(canvas.yRotAnim); caseMesh.rotation.z = cameraRad + degToRad(canvas.zRotAnim); frontMesh.rotation.set(caseMesh.rotation.x, caseMesh.rotation.y, caseMesh.rotation.z); iconMesh.rotation.set(caseMesh.rotation.x, caseMesh.rotation.y, caseMesh.rotation.z); camera.position.x = canvas.distance * Math.sin(cameraRad); camera.position.z = canvas.distance * Math.cos(cameraRad); cameraLight.position.x = (canvas.distance + 2) * Math.sin(lightRad); cameraLight.position.z = (canvas.distance + 2) * Math.cos(lightRad); camera.lookAt(zeroVector); } renderer.render( scene, camera ); }