PImage imgFront, imgBack, imgLeft, imgRight, imgTop, imgBottom; // declare image variables
void setup() {
size(600, 600, P3D); // set the canvas to be 3D
// load the images
imgFront = loadImage("front.jpg");
imgBack = loadImage("back.jpg");
imgLeft = loadImage("left.jpg");
imgRight = loadImage("right.jpg");
imgTop = loadImage("top.jpg");
imgBottom = loadImage("bottom.jpg");
}
void draw() {
background(250);
translate(width/2, height/2, 0);
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.02);
float s = 100; // set the size of the cube
// apply textures to each face of the box
beginShape(QUADS);
texture(imgFront);
vertex(-s/2, -s/2, -s/2, 0, 0);
vertex(s/2, -s/2, -s/2, 100, 0);
vertex(s/2, s/2, -s/2, 100, 100);
vertex(-s/2, s/2, -s/2, 0, 100);
texture(imgBack);
vertex(s/2, -s/2, s/2, 0, 0);
vertex(-s/2, -s/2, s/2, 100, 0);
vertex(-s/2, s/2, s/2, 100, 100);
vertex(s/2, s/2, s/2, 0, 100);
texture(imgLeft);
vertex(-s/2, -s/2, s/2, 0, 0);
vertex(-s/2, -s/2, -s/2, 100, 0);
vertex(-s/2, s/2, -s/2, 100, 100);
vertex(-s/2, s/2, s/2, 0, 100);
texture(imgRight);
vertex(s/2, -s/2, -s/2, 0, 0);
vertex(s/2, -s/2, s/2, 100, 0);
vertex(s/2, s/2, s/2, 100, 100);
vertex(s/2, s/2, -s/2, 0, 100);
texture(imgTop);
vertex(-s/2, -s/2, s/2, 0, 0);
vertex(s/2, -s/2, s/2, 100, 0);
vertex(s/2, -s/2, -s/2, 100, 100);
vertex(-s/2, -s/2, -s/2, 0, 100);
texture(imgBottom);
vertex(-s/2, s/2, -s/2, 0, 0);
vertex(s/2, s/2, -s/2, 100, 0);
vertex(s/2, s/2, s/2, 100, 100);
vertex(-s/2, s/2, s/2, 0, 100);
endShape();
}
PImage imgFront, imgBack, imgLeft, imgRight, imgTop, imgBottom; // declare image variables
void setup() {
size(600, 600, P3D); // set the canvas to be 3D
// load the images
imgFront = loadImage("front.jpg");
imgBack = loadImage("back.jpg");
imgLeft = loadImage("left.jpg");
imgRight = loadImage("right.jpg");
imgTop = loadImage("top.jpg");
imgBottom = loadImage("bottom.jpg");
}
void draw() {
background(250);
translate(width/2, height/2, 0);
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.02);
float s = 100; // set the size of the cube
// apply textures to each face of the box
beginShape(QUADS);
texture(imgFront);
vertex(-s/2, -s/2, -s/2, 0, 0);
vertex(s/2, -s/2, -s/2, 100, 0);
vertex(s/2, s/2, -s/2, 100, 100);
vertex(-s/2, s/2, -s/2, 0, 100);
texture(imgBack);
vertex(s/2, -s/2, s/2, 0, 0);
vertex(-s/2, -s/2, s/2, 100, 0);
vertex(-s/2, s/2, s/2, 100, 100);
vertex(s/2, s/2, s/2, 0, 100);
texture(imgLeft);
vertex(-s/2, -s/2, s/2, 0, 0);
vertex(-s/2, -s/2, -s/2, 100, 0);
vertex(-s/2, s/2, -s/2, 100, 100);
vertex(-s/2, s/2, s/2, 0, 100);
texture(imgRight);
vertex(s/2, -s/2, -s/2, 0, 0);
vertex(s/2, -s/2, s/2, 100, 0);
vertex(s/2, s/2, s/2, 100, 100);
vertex(s/2, s/2, -s/2, 0, 100);
texture(imgTop);
vertex(-s/2, -s/2, s/2, 0, 0);
vertex(s/2, -s/2, s/2, 100, 0);
vertex(s/2, -s/2, -s/2, 100, 100);
vertex(-s/2, -s/2, -s/2, 0, 100);
texture(imgBottom);
vertex(-s/2, s/2, -s/2, 0, 0);
vertex(s/2, s/2, -s/2, 100, 0);
vertex(s/2, s/2, s/2, 100, 100);
vertex(-s/2, s/2, s/2, 0, 100);
endShape();
}
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