我正在尝试使用libgdx来渲染一些fbx模型而且我成功地做到了这一点,但我陷入了困境。
我在ModelInstance的帮助下渲染一个篮球fbx文件,现在我想在那个篮球上画一个文本。我能够在篮球上绘制文字,但是它的线性不是那种篮球的一部分。 我希望文本采用与该球相同的曲线方式。
这就是我绘制文字的方式 -
batch = new SpriteBatch();
batch.setProjectionMatrix(camera.combined);
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("font/Lato-Bold.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 30;
parameter.color = com.badlogic.gdx.graphics.Color.WHITE;
parameter.magFilter = Texture.TextureFilter.Linear; // used for resizing quality
parameter.minFilter = Texture.TextureFilter.Linear;
generator.scaleForPixelHeight(3);
BitmapFont aFont = generator.generateFont(parameter);
aFont.getRegion().getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
aFont.draw(batch, options.get(i), aBound.getCenterX(), aBound.getCenterY() + textHeight / 2);
其中aBound - >模型的边界框(即篮球)
答案 0 :(得分:1)
你想要实现的目标在libGdx中有点复杂。然而,你的方法是不正确的,因为你正在将球作为一个单独的精灵对象绘制在你的球上。
实现此目的的正确步骤是将文本绘制到纹理上,然后将纹理贴图并将其绑定到球上。
该程序可分为4个部分 -
作为一个注释,我想提及可以使用任何其他纹理,如果您不想实时更新文本,您可以轻松地使用预制纹理与任何文本你喜欢。
代码如下 -
设置字体生成和帧缓冲对象
//Create a new SpriteBatch object
batch = new SpriteBatch();
//Generate font
FreeTypeFontGenerator generator = new
FreeTypeFontGenerator(Gdx.files.internal("font/Lato-Bold.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new
FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 30;
parameter.color = com.badlogic.gdx.graphics.Color.WHITE;
parameter.magFilter = Texture.TextureFilter.Linear; // used for resizing quality
parameter.minFilter = Texture.TextureFilter.Linear;
generator.scaleForPixelHeight(10);
//Get bitmap font
BitmapFont aFont = generator.generateFont(parameter);
aFont.getRegion().getTexture().setFilter(Texture.TextureFilter.Linear,
Texture.TextureFilter.Linear);
//Generate new framebuffer object of 128x128 px. This will be our texture
FrameBuffer lFb = new FrameBuffer(Pixmap.Format.RGBA4444,128,128,false);
设置精灵批次
//Set the correct resolution for drawing to the framebuffer
lFb.begin();
Gdx.gl.glViewport(0,0,128,128);
Gdx.gl.glClearColor(1f, 1f, 1f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Matrix4 lm = new Matrix4();
//Set the correct projection for the sprite batch
lm.setToOrtho2D(0,0,128,128);
batch.setProjectionMatrix(lm);
最后将文字绘制到纹理上
batch.begin();
aFont.draw(batch,"Goal!",64,64);
batch.end();
lFb.end();
将纹理映射到模型
//Generate the material to be applied to the ball
//Notice here how we use the FBO's texture as the material base
Material lMaterial = new Material(TextureAttribute.createDiffuse(lFb.getColorBufferTexture()));
//Since I do not have a sphere model, I'll just create one with the newly
//generated material
ballModel = mb.createSphere(1.0f,1.0f,1.0f,8,8,lMaterial,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal | VertexAttributes.Usage.TextureCoordinates);
//Finally instantiate an object of the model
ballInstance = new ModelInstance(ballModel);
渲染模型
mBatch.begin(mCamera);
mBatch.render(ballInstance);
mBatch.end();
//Rotate the ball along the y-axis
ballInstance.transform.rotate(0.0f,1.0f,0.0f,0.5f);
结果 -