用于 3D 游戏的 Libgdx 渲染地板
在我的第一个 3D 游戏中,我现在想在 y = 0
上渲染地板,它实际上是一个平面(不是 libgdx Plane
).
In my first 3D game i now want to render the floor, which is actually a plane (not a libgdx Plane
) on y = 0
.
我想给它添加一个Texture
,这样我就可以在每一层都有不同的楼层了.
I want to add a Texture
to it, so i can have different floors in each level.
现在我的问题是:创建和渲染这种带纹理的地板的最佳方法是什么?
Now my question is: What is the best way to create and render this textured floor?
我考虑过使用由 ModelBuilder
制作的基本 Block Models
,然后添加了一个 Texture
,但因为我只能看到 6 个面孔中的 1 个一个 2d Texture
就足够了,所以我想到了一个 Plane
.
I thought about using basic Block Models
made with ModelBuilder
and then added a Texture
, but as i can only see 1 of 6 faces a 2d Texture
would be enough, so i thought about a Plane
.
我可以将 Texture
添加到 Plane
,因为它是 3D 房间中的无限面吗?然后我想到的最后一件事是Decal
.
Can i add a Texture
to a Plane
, as it is a infinite face in 3D room? The last thing i then thought about were the Decal
s.
贴花
是我要找的吗?我该如何使用它们?或者您有其他解决方案.
Are Decal
s what i am looking for? And how can i use them? Or do you have an other solution .
任何教程或其他帮助都会很棒.
Any tutorial or other help would be great.
谢谢
推荐答案
首先关于贴花,贴花就像精灵,但是在3d坐标中,这样使用它:
First about Decals, decals are like Sprites but in 3d coordinate, use it like this:
私人贴花贴花;私人贴花贴花贴花;
private Decal decal; private DecalBatch decalBatch;
在 show() 或 create() 中
in show() or create()
decalBatch = new DecalBatch();
CameraGroupStrategy cameraGroupStrategy = new CameraGroupStrategy(camera);
decal = Decal.newDecal(textureRegion, true);
decal.setPosition(5, 8, 1);
decal.setScale(0.02f);
decalBatch.setGroupStrategy(cameraGroupStrategy);
在渲染()中
//Add all your decals then flush()
decalBatch.add(decal);
decalBatch.flush();
也可以使用 decalBatch.dispose();
also dispose with decalBatch.dispose();
请注意,未来贴花将成为 3d 的一部分,我个人不鼓励您像我自己一样使用贴花使用 3d 平面,我发现它存在一些问题,要像这样使用 3d 平面,我粘贴了一些代码这里
notice that in future decal will be part of 3d, I personally do not encourage you to use Decals as myself using 3d plane and I saw some problems with it, to use 3d plane use like these, i paste some of my codes here
private Model createPlaneModel(final float width, final float height, final Material material,
final float u1, final float v1, final float u2, final float v2) {
modelBuilder.begin();
MeshPartBuilder bPartBuilder = modelBuilder.part("rect",
GL10.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates,
material);
//NOTE ON TEXTURE REGION, MAY FILL OTHER REGIONS, USE GET region.getU() and so on
bPartBuilder.setUVRange(u1, v1, u2, v2);
bPartBuilder.rect(
-(width*0.5f), -(height*0.5f), 0,
(width*0.5f), -(height*0.5f), 0,
(width*0.5f), (height*0.5f), 0,
-(width*0.5f), (height*0.5f), 0,
0, 0, -1);
return (modelBuilder.end());
}
纹理可以作为属性添加到材质
texture can be added as attribute to material
material.set(new TextureAttribute(TextureAttribute.Diffuse, texture)
对于具有 alpha 的透明平面添加到其他属性
for transparent plane that has alpha add to other attribute
attributes.add( new BlendingAttribute(color.getFloat(3)));
attributes.add( new FloatAttribute(FloatAttribute.AlphaTest, 0.5f));
material.set(attributes);
初始化ModelInstance以获取返回的模型
Init the ModelInstance to get model that returned
modelInstance = new ModelInstance(createPlaneModel(...))
使用 ModelBatch 对象在 render() 中渲染
render in render() with ModelBatch object
modelBatch.render(modelInstance );
也可以查看这些链接.http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=11884
这是我在平面与贴花上的基准http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=12493
this is my benchmark on Plane vs Decals http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=12493
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