在 javafx 8 中给自定义 3D 立方体蒙皮 [英] Skinning custom 3D cube in javafx 8
问题描述
我正在尝试使用以下代码向多维数据集添加皮肤,但该皮肤根本不起作用.我测试了它是否会添加到默认立方体中,并且会(但在每一侧重复完整图像而不是环绕它,这就是我制作自定义立方体以防止这种情况发生的原因).任何帮助将不胜感激.
I am trying to add a skin to a cube by using the following code, but the skin will not work at all. I tested to see if it will add to a default cube and it will (but repeats the full image on each side instead of wrapping around it, which is why I am making a custom cube to prevent this). Any help would be greatly appreciated.
private void buildGraphics()
{
Image dieImage = new Image(getClass().getResourceAsStream("images/die.gif"));
PhongMaterial material = new PhongMaterial();
material.setDiffuseMap(dieImage);
material.setSpecularColor(Color.RED);
float hw = 100/2f;
float hh = 100/2f;
float hd = 100/2f;
float points[] =
{
hw, hh, hd,
hw, hh, -hd,
hw, -hh, hd,
hw, -hh, -hd,
-hw, hh, hd,
-hw, hh, -hd,
-hw, -hh, hd,
-hw, -hh, -hd,
};
float tex[] =
{
100, 0,
200, 0,
0, 100,
100, 100,
200, 100,
300, 100,
400, 100,
0, 200,
100, 200,
200, 200,
300, 200,
400, 200,
100, 300,
200, 300
};
int faces[] =
{
0, 10, 2, 5, 1, 9,
2, 5, 3, 4, 1, 9,
4, 7, 5, 8, 6, 2,
6, 2, 5, 8, 7, 3,
0, 13, 1, 9, 4, 12,
4, 12, 1, 9, 5, 8,
2, 1, 6, 0, 3, 4,
3, 4, 6, 0, 7, 3,
0, 10, 4, 11, 2, 5,
2, 5, 4, 11, 6, 6,
1, 9, 3, 4, 5, 8,
5, 8, 3, 4, 7, 3
};
TriangleMesh mesh = new TriangleMesh();
mesh.getPoints().addAll(points);
mesh.getTexCoords().addAll(tex);
mesh.getFaces().addAll(faces);
MeshView box = new MeshView(mesh);
box.setMaterial(material);
graphicGroup.getChildren().add(box);
Box box2 = new Box(100, 100, 100);
box2.setTranslateX(150);
box2.setMaterial(material);
graphicGroup.getChildren().add(box2);
world.getChildren().add(graphicGroup);
}
推荐答案
你说得对......我也一直在尝试制作基本形状......比如胶囊、高度图、圆环等......
You are correct... I have also been playing around with making basic shapes.. like Capsule, Height Maps, Torus, etc...
texCoords 很痛苦,但在制作更复杂的形状时,人脸更痛苦.
The texCoords are a pain, but faces are even more of a pain when doing more complex shapes.
正如您所评论的,texCoords 应该是矩形图像的 0.0(0%) 和 1.0(100%) 之间的值
As you commented, texCoords should be a value between 0.0(0%), and 1.0(100%) of your rectangle Image
我仍然无法为我的 Torus 找出我的 texCoords...
I still have not been able to figure out my texCoords for my Torus...
我仍然认为幕后的人需要摆脱他们构建 TriangleMesh 的系统.
I still think the guys behind the scenes need to get rid of their system for building TriangleMesh's.
Point3D 对 Points[] 非常有意义,但它们使用 float[] ...与 texCoords 相同... Point2D 会更适合 imho ..Faces[] 没问题...因为它是一个简单的 Integer[]...
Point3D makes perfect sense for the Points[], yet they use a float[] ... same with texCoords... Point2D would make a much better fit imho.. The Faces[] is ok... As it is a simple Integer[]...
我什至可以创建一个 SimpleMesh 类来处理那样的事情......无论如何,很高兴你想通了.
I may even just create a SimpleMesh class that handles thing in that way... anyways, Glad you figured it out.
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