cellphone.js Example File | Qt Canvas 3D (deprecated) 5.12.11

- Qt 5.12
- Qt Canvas 3D (deprecated)
- Interactive Mobile Phone Example
- cellphone.js Example File
- Qt 5.12.11 Reference Documentation

# cellphone.js Example File

threejs/cellphone/qml/cellphone/cellphone.js

     /****************************************************************************
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     ** This file is part of the QtCanvas3D module of the Qt Toolkit.
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     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 );

     }