如何确定n边多边形的UV纹理坐标

时间:2013-03-21 16:05:12

标签: android opengl-es

我使用以下代码生成了一个n边多边形:

public class Vertex
{
    public FloatBuffer floatBuffer; // buffer holding the vertices
    public ShortBuffer indexBuffer;
    public int numVertices;
    public int numIndeces;

    public Vertex (float[] vertex)
    {            
        this.setVertices(vertex);
    }

    public Vertex (float[] vertex, short[] indices)
    {            
        this.setVertices(vertex);
        this.setIndices(indices);
    }

    private void setVertices(float vertex[])
    {
        // a float has 4 bytes so we allocate for each coordinate 4 bytes
        ByteBuffer factory = ByteBuffer.allocateDirect (vertex.length * 4);
        factory.order (ByteOrder.nativeOrder ());
        // allocates the memory from the byte buffer
        floatBuffer = factory.asFloatBuffer ();
        // fill the vertexBuffer with the vertices
        floatBuffer.put (vertex);
        // set the cursor position to the beginning of the buffer
        floatBuffer.position (0);
        numVertices = vertex.length;
    }

    protected void setIndices(short[] indices) 
    {
        ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
        ibb.order(ByteOrder.nativeOrder());
        indexBuffer = ibb.asShortBuffer();
        indexBuffer.put(indices);
        indexBuffer.position(0);
        numIndeces = indices.length;
    }
}

然后创建一个n边多边形:

public class Polygon extends Mesh 
{

    public Polygon(int lines)
    {
        this(lines, 1f, 1f);
    }

    public Polygon(int lines, float xOffset, float yOffset) 
    {       
        float vertices[] = new float[lines*3];  
        float texturevertices[] = new float[lines*2];
        short indices[] = new short[lines+1];

        for (int i = 0; i < lines;i++)
        {
            vertices[i*3]     = (float) (xOffset * Math.cos(2*Math.PI*i/lines));
            vertices[(i*3)+1] = (float) (yOffset * Math.sin(2*Math.PI*i/lines));
            vertices[(i*3)+2] = 0.0f;//z

            indices[i] = (short)i;  

            texturevertices[i*2] =(float) (Math.cos(2*Math.PI*i/lines)/2 + 0.5f); 
            texturevertices[(i*2)+1] = (float) (Math.sin(2*Math.PI*i/lines)/2 + 0.5f); 
        }

        indices[lines] = indices[0];        

        shape = new Vertex(vertices,indices);
        texture = new Vertex(texturevertices, indices);
    }   
}

正如你所看到的那样,我按顺序设置了凹槽,以便我可以将它们渲染为线条。现在我希望纹理多边形。我该怎么做?

我尝试过这样做:

enter image description here
enter image description here

从这里开始:http://en.wikipedia.org/wiki/UV_mapping

但结果真的很糟糕。如何查看坐标并确定纹理的排序?

可以在此处找到相关参考:How to draw a n sided regular polygon in cartesian coordinates?

编辑我根据下面的Matic Oblak给出的答案进行了更新,结果如下:

enter image description here

轮换无关紧要。

这非常接近......但还没有雪茄。原始纹理如下:

enter image description here

1 个答案:

答案 0 :(得分:2)

如果我正确阅读此内容,您正尝试从n个多边形创建一个圆圈。有很多方法可以使用不同类型的纹理并将它们粘贴到一个形状上,最直接的方法是绘制一个整体形状的纹理(对于大的'n',它将是一个圆),纹理坐标将是相同的作为圆心,中心在(.5,.5),半径为.5:

//for your case:
    u = Math.cos(2*Math.PI*i/lines)/2 + .5
    v = Math.sin(2*Math.PI*i/lines)/2 + .5
//the center coordinate should be set to (.5, .5) though

你发布的方程是针对一个球体而且有点复杂,因为很难想象把它作为一个图像放到二维表面。

编辑 (来自评论)

创建这些三角形与绘制线条不完全相同。您应该使用三角形扇形而不是三角形条带并且您需要将第一个点设置为形状的中心。

public Polygon(int lines, float xOffset, float yOffset) 
    {       
        float vertices[] = new float[(lines+1)*3];  //number of angles + center
        float texturevertices[] = new float[(lines+1)*2];
        short indices[] = new short[lines+2];  //number of vertices + closing

        vertices[0*3]     = .0f; //set 1st to center
        vertices[(0*3)+1] = .0f;
        vertices[(0*3)+2] = .0f;
        indices[0] = 0;  
        texturevertices[0] = .5f; 
        texturevertices[1] = .5f;

        for (int i = 0; i < lines;i++)
        {
            vertices[(i+1)*3]     = (float) (xOffset * Math.cos(2*Math.PI*i/lines));
            vertices[((i+1)*3)+1] = (float) (yOffset * Math.sin(2*Math.PI*i/lines));
            vertices[((i+1)*3)+2] = 0.0f;//z

            indices[(i+1)] = (short)i;  

            texturevertices[(i+1)*2] =(float) (Math.cos(2*Math.PI*i/lines)/2 + 0.5f); 
            texturevertices[((i+1)*2)+1] = (float) (Math.sin(2*Math.PI*i/lines)/2 + 0.5f); 
        }

        indices[lines+1] = indices[1]; //closing part is same as for i=0       

        shape = new Vertex(vertices,indices);
        texture = new Vertex(texturevertices, indices);
    }   

现在你只需要用三角形FAN绘制直到索引计数。稍微注意一下你的“偏移”,你使用xOffset和yOffset作为椭圆参数而不是偏移量。如果您将它们用作偏移vertices[(i+1)*3] = (float) (xOffset + Math.cos(2*Math.PI*i/lines));(注意'+'而不是'*'),那么第一个顶点应该是偏移而不是(0,0),而纹理坐标保持不变。