我有一个2d位图,我想将其转换为3d立方体(例如在我的世界中的例子:)
我设法使用"相机"在3d空间中旋转图像。但我无法理解如何控制它或如何创建一个立方体,任何人都有想法?请注意,我只允许使用画布而不使用OpenGL。
编辑: 这跟我一样接近:
使用此代码:
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();
答案 0 :(得分:1)
好吧,因为没有人帮助我,我寻找另一种方法,并考虑一种有效的解决方法,它效率不高,可能会减慢程序的速度,所以在使用它之前要三思而后行。
我这样做是这样的:
首先,我在油漆中创建了一个立方体(可以是任何3D形状) 然后,我切割方块边并分别保存。
加载这些图像后,剩下的就是代码:
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;
}
代码摘要:我在立方体的每个像素(前面,左面,顶面)上运行,同时这样做我也会在纹理位图的每个像素上运行,并为侧面着色具有纹理像素的像素。之后,我将所有彩色边连接成一个位图并返回它们。
结果: