我正在制作一个 3D 游戏,我需要将图像粘贴到立方体上,但我找不到front
/back
/top
/bottom
/left
/right
纹理应该去哪里。
我刚开始使用pyglet,所以我对它不是很熟悉。我已经翻转立方体的纹理部分几天了,它仍然一团糟。这是我在下面为立方体函数编写的代码:
def cuboid(self, x1,y1,z1, x2,y2,z2, tex):
'''
Draws a cuboid from x1,y1,z1 to x2,y2,z2 and covers each side with texn
tex format:n
(front, back, left, right, top, bottom)
Facing in the -z direction
'''
front = tex[0]
back = tex[1]
left = tex[2]
right = tex[3]
top = tex[4]
bottom = tex[5]
tex_coords = ("t2f", (0,0, 1,0, 1,1, 0,1))
self.batch.add(4,GL_QUADS,back,('v3f',(x1,y1,z1, x1,y1,z2, x1,y2,z2, x1,y2,z1, )),tex_coords)
self.batch.add(4,GL_QUADS,right,('v3f',(x2,y1,z2, x2,y1,z1, x2,y2,z1, x2,y2,z2, )),tex_coords)
self.batch.add(4,GL_QUADS,top,('v3f',(x1,y1,z1, x2,y1,z1, x2,y1,z2, x1,y1,z2, )),tex_coords)
self.batch.add(4,GL_QUADS,front,('v3f',(x1,y2,z2, x2,y2,z2, x2,y2,z1, x1,y2,z1, )),tex_coords)
self.batch.add(4,GL_QUADS,bottom,('v3f',(x2,y1,z1, x1,y1,z1, x1,y2,z1, x2,y2,z1, )),tex_coords)
self.batch.add(4,GL_QUADS,left,('v3f',(x1,y1,z2, x2,y1,z2, x2,y2,z2, x1,y2,z2, )),tex_coords)
我无法显示我的期望,因为我没有有效的 3d 渲染程序。
我假设坐标(x1
,y1
,z1
)是立方体的最小值,坐标是最大值(x1
,y1
,z1
)。 例如:
self.cuboid(0, 0, 0, 1, 1, 1, self.tex)
如果在视图空间中绘制立方体,则:
x 轴指向左侧。left
纹理必须放置在所有顶点的 x 坐标x1
的位置,而 x 坐标x2
的right
纹理
self.batch.add(4, GL_QUADS, right, ('v3f',(x1,y1,z1, x1,y1,z2, x1,y2,z2, x1,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, left, ('v3f',(x2,y1,z2, x2,y1,z1, x2,y2,z1, x2,y2,z2)), tex_coords)
y 轴指向上方。因此,bottom
y 坐标y1
和顶部 y 坐标y2
self.batch.add(4, GL_QUADS, bottom, ('v3f',(x1,y1,z1, x2,y1,z1, x2,y1,z2, x1,y1,z2)), tex_coords)
self.batch.add(4, GL_QUADS, top, ('v3f',(x1,y2,z2, x2,y2,z2, x2,y2,z1, x1,y2,z1)), tex_coords)
在右手系统中,z 轴指向视图之外。z 轴是 x 轴和 y 轴的叉积。
这会导致front
必须放置在 z 坐标z2
的位置,back
z 坐标z1
的位置
self.batch.add(4, GL_QUADS, back, ('v3f',(x2,y1,z1, x1,y1,z1, x1,y2,z1, x2,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, front, ('v3f',(x1,y1,z2, x2,y1,z2, x2,y2,z2, x1,y2,z2)), tex_coords)
该方法cuboid
:
def cuboid(self, x1,y1,z1, x2,y2,z2, tex):
'''
Draws a cuboid from x1,y1,z1 to x2,y2,z2 and covers each side with texn
tex format:n
(front, back, left, right, top, bottom)
Facing in the -z direction
'''
front = tex[0]
back = tex[1]
left = tex[2]
right = tex[3]
top = tex[4]
bottom = tex[5]
tex_coords = ("t2f", (0,0, 1,0, 1,1, 0,1))
self.batch.add(4, GL_QUADS, right, ('v3f',(x1,y1,z1, x1,y1,z2, x1,y2,z2, x1,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, left, ('v3f',(x2,y1,z2, x2,y1,z1, x2,y2,z1, x2,y2,z2)), tex_coords)
self.batch.add(4, GL_QUADS, bottom, ('v3f',(x1,y1,z1, x2,y1,z1, x2,y1,z2, x1,y1,z2)), tex_coords)
self.batch.add(4, GL_QUADS, top, ('v3f',(x1,y2,z2, x2,y2,z2, x2,y2,z1, x1,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, back, ('v3f',(x2,y1,z1, x1,y1,z1, x1,y2,z1, x2,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, front, ('v3f',(x1,y1,z2, x2,y1,z2, x2,y2,z2, x1,y2,z2)), tex_coords)