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. 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, 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 );

  }