创建3D立方体帆布 [英] Create 3D cube with Canvas

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本文介绍了创建3D立方体帆布的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我有一个2D位图,我想转换成3D立方体(例如像我的世界:

我设法绕使用相机在三维空间中的图像,但我不明白如何控制它或如何创建一个立方体出来,任何人有想法?请注意我只允许使用帆布和OpenGL的无

编辑:
这是接近我得到:

使用

这code:

 矩阵mMatrix = canvas.getMatrix();
        canvas.save();
        摄像头摄像头=新相机();
        camera.save();
        camera.rotateY(30);
        camera.getMatrix(mMatrix);
        。mMatrix preTranslate(-30,0);
        mMatrix.postTranslate(30,0);
        canvas.concat(mMatrix);
        canvas.drawBitmap(B,150,150,空);
        canvas.drawBitmap(B,180,180,空);
        camera.restore();
        canvas.restore();
        canvas.save();


解决方案

好了,因为没有帮我,我找了做它和一个可行的解决办法的方式思想的另一种方式,它的效率不高,这可能会降低程序下来,而这样做,所以在使用它之前三思而后行。

我做它的方式是这样的:

首先,我创建了一个油漆立方体(可以是任何3D形状)

然后,我切立方体两侧,分别保存它们。

加载所有那些剩下的图像之后是code:

 公共位图CreateACube(位图B2D){
    位图的结果= Bitmap.createBitmap(B2D);
    立方体纹理绘画对他们的/ *装载面* /
    位图上方;
    位图左;
    位图前;
    TOP = BitmapFactory.de codeResource(getResources(),R.drawable.top);
    顶= CubeCreator(顶部,B2D,顶);
    左= BitmapFactory.de codeResource(getResources(),R.drawable.left);
    左= CubeCreator(左,B2D,左);
    前面= BitmapFactory.de codeResource(getResources(),R.drawable.front);
    前面= CubeCreator(前,B2D,前);
    位图合并;
    合并=覆盖(上左); //所有立方体双方连接在一起成一个位图
    合并=叠加(合并前);
    结果= Bitmap.createScaledBitmap(合并,merge.getWidth()* 2,merge.getHeight()* 2,假); //缩放的结果,您可以删除,如果你不想。
    返回结果;
}
私人位图CubeCreator(位图srcBmp,位图B2D,一个String){
/ *获得立方体侧的位图,所述纹理位图,和侧名的字符串* /
      INT宽度= srcBmp.getWidth();
        INT高度= srcBmp.getHeight();
        INT宽度2 = b2D.getWidth();
        INT身高2 = b2D.getHeight();
        INT rows1 = 0;
        INT rows2 = 0;
        位图dstBitmap = Bitmap.createBitmap(宽度,高度,Config.ARGB_8888);
        / *运行在立方体侧的每个像素* /
        对于(INT行= 0;&行LT;高度;排++){
            rows1 = ++ rows1%身高2; //对纹理的每个像素运行,CH375复位,如果达到了最后一个像素
            对于(INT COL = 0;&山坳LT;宽度;山坳++){
                 rows2 = ++ rows2%宽2;
                INT像素= srcBmp.getPixel(COL,行);
                INT阿尔法= Color.alpha(像素);
                INT dstColor = b2D.getPixel(rows2,rows1);
                开关(S){//你可以添加更多的双方,我用3
                案前线:{
                    浮动[] = HSV新的浮动[3];
                    INT颜色= dstColor;
                    Color.colorToHSV(颜色,HSV);
                    HSV [2] * = 0.8f; //给亮度某些双方让它看起来更加的3D
                    dstColor = Color.HSVToColor(HSV);
                打破;
                }
                案左:{
                    浮动[] = HSV新的浮动[3];
                    INT颜色= dstColor;
                    Color.colorToHSV(颜色,HSV);
                    HSV [2] * = 0.44f;
                    dstColor = Color.HSVToColor(HSV);
                    打破;
                }
                案顶:{
                    浮动[] = HSV新的浮动[3];
                    INT颜色= dstColor;
                    Color.colorToHSV(颜色,HSV);
                    HSV [2] * = 1.2F;
                    dstColor = Color.HSVToColor(HSV);
                    打破;
                }                }
                INT pixel2 = srcBmp.getPixel(COL,行);
                如果(pixel2!= Color.TRANSPARENT)//检查是否侧的当前像素不是透明
                dstBitmap.setPixel(COL,行,dstColor);
                其他{
                    dstBitmap.setPixel(COL,行,pixel2);
                }
            }
        }        返回dstBitmap;
}
公共静态位图覆盖(位图BMP1,位图BMP2){
    / *两个位图连接在一起* /
    位图bmOverlay = Bitmap.createBitmap(bmp1.getWidth(),bmp1.getHeight(),bmp1.getConfig());
    帆布帆布=新的Canvas(bmOverlay);
    canvas.drawBitmap(BMP1,新的Matrix(),NULL);
    canvas.drawBitmap(BMP2,0,0,NULL);
    返回bmOverlay;
}

的code摘要:我在立方体面(正面,左侧,顶部)的每个像素运行,而这样做我也是在纹理位图的每个像素运行,与纹理的像素上色侧像素。这之后,我所有的颜色方面连接在一起成一个位图和归还。

结果:

I have a 2d bitmap that I would like to convert into a 3d cube(example like in minecraft: )

I managed to rotate around images in 3d space using the "Camera" but I can't understand how to control it or how to create a cube out of it, anyone has ideas? Please notice i'm allowed only to use canvas and no OpenGL.

Edit: this is as close as I got:

using this code:

        Matrix mMatrix = canvas.getMatrix();
        canvas.save();
        Camera camera=new Camera();
        camera.save();
        camera.rotateY(30);
        camera.getMatrix(mMatrix);
        mMatrix.preTranslate(-30, 0);
        mMatrix.postTranslate(30, 0);
        canvas.concat(mMatrix);
        canvas.drawBitmap(b, 150, 150, null);
        canvas.drawBitmap(b, 180, 180, null);
        camera.restore();
        canvas.restore();
        canvas.save();

解决方案

Okay, so because none helped me I looked for another way of doing it and thought of a workaround way that works, its not efficient and it might slow the program down while doing it, so think twice before using it.

The way I did it is like that:

First of all, I created a cube in paint (could be any 3D shape) Then, I cut the cube sides and saved them separately.

After loading those images all is left is the code:

    public Bitmap CreateACube(Bitmap b2D){
    Bitmap result=Bitmap.createBitmap(b2D);
    /*loading sides of cube and painting texture on them*/
    Bitmap top;
    Bitmap left;
    Bitmap front;
    top=BitmapFactory.decodeResource(getResources(), R.drawable.top);
    top=CubeCreator(top, b2D,"top");
    left=BitmapFactory.decodeResource(getResources(), R.drawable.left);
    left=CubeCreator(left, b2D,"left");
    front=BitmapFactory.decodeResource(getResources(), R.drawable.front);
    front=CubeCreator(front, b2D,"front");
    Bitmap merge;
    merge=overlay(top, left);//connecting all cube sides together into one bitmap
    merge=overlay(merge, front);
    result=Bitmap.createScaledBitmap(merge, merge.getWidth()*2, merge.getHeight()*2, false); //Scaling the result, you can remove if you don't want to.
    return result;
}
private Bitmap CubeCreator(Bitmap srcBmp,Bitmap b2D,String s){
/*gets cube side bitmap, the texture bitmap, and a string of the side name*/
      int width = srcBmp.getWidth();
        int height = srcBmp.getHeight();
        int width2=b2D.getWidth();
        int height2=b2D.getHeight();
        int rows1=0;
        int rows2=0;
        Bitmap dstBitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
        /*Running on every pixel in the cube side*/
        for (int row = 0; row < height; row++) {
            rows1=++rows1%height2; //running on every pixel on the texture and reseting it if reached the last pixel
            for (int col = 0; col < width; col++) {
                 rows2=++rows2%width2;
                int pixel = srcBmp.getPixel(col, row);
                int alpha = Color.alpha(pixel);
                int dstColor=b2D.getPixel(rows2, rows1);
                switch(s){//you can add more sides, I used 3
                case "front":{
                    float[] hsv = new float[3];
                    int color = dstColor;
                    Color.colorToHSV(color, hsv);
                    hsv[2] *= 0.8f; // giving brightness to certain sides to make it look more 3D
                    dstColor = Color.HSVToColor(hsv);
                break;
                }
                case "left":{
                    float[] hsv = new float[3];
                    int color = dstColor;
                    Color.colorToHSV(color, hsv);
                    hsv[2] *= 0.44f; 
                    dstColor = Color.HSVToColor(hsv);
                    break;
                }
                case "top":{
                    float[] hsv = new float[3];
                    int color = dstColor;
                    Color.colorToHSV(color, hsv);
                    hsv[2] *= 1.2f; 
                    dstColor = Color.HSVToColor(hsv);
                    break;
                }

                }
                int pixel2=srcBmp.getPixel(col, row);
                if(pixel2!= Color.TRANSPARENT)//checking if the current pixel of the side is not transparent
                dstBitmap.setPixel(col, row, dstColor);
                else{
                    dstBitmap.setPixel(col, row, pixel2);
                }
            }
        }

        return dstBitmap;
}
public static Bitmap overlay(Bitmap bmp1, Bitmap bmp2) {
    /*connects two bitmaps together*/
    Bitmap bmOverlay = Bitmap.createBitmap(bmp1.getWidth(), bmp1.getHeight(), bmp1.getConfig());
    Canvas canvas = new Canvas(bmOverlay);
    canvas.drawBitmap(bmp1, new Matrix(), null);
    canvas.drawBitmap(bmp2, 0, 0, null);
    return bmOverlay;
}

Summary of the code: I run on every pixel of the cube side (front, left, top) and while doing so I also run on every pixel in the texture bitmap, and color the side pixels with the pixels of the texture. After it I connect all colored sides together into one bitmap and return them.

Result:

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