如何在Android ArCore Sceneform API中的对象上设置重复纹理?

时间:2018-11-22 19:32:24

标签: android arcore sceneform

我已经成功地在AR场景中的两个向量之间划了一条线。

我的代码:

private void addLineBetweenPoints(Scene scene, Vector3 from, Vector3 to) {
        // prepare an anchor position
        Quaternion camQ = scene.getCamera().getWorldRotation();
        float[] f1 = new float[]{to.x, to.y, to.z};
        float[] f2 = new float[]{camQ.x, camQ.y, camQ.z, camQ.w};
        Pose anchorPose = new Pose(f1, f2);

        // make an ARCore Anchor
        Anchor anchor = mCallback.getSession().createAnchor(anchorPose);
        // Node that is automatically positioned in world space based on the ARCore Anchor.
        AnchorNode anchorNode = new AnchorNode(anchor);
        anchorNode.setParent(scene);

        // Compute a line's length
        float lineLength = Vector3.subtract(from, to).length();

        // Prepare a sampler
        Texture.Sampler sampler = Texture.Sampler.builder()
                .setMinFilter(Texture.Sampler.MinFilter.LINEAR_MIPMAP_LINEAR)
                .setMagFilter(Texture.Sampler.MagFilter.LINEAR)
                .setWrapModeR(Texture.Sampler.WrapMode.REPEAT)
                .setWrapModeS(Texture.Sampler.WrapMode.REPEAT)
                .setWrapModeT(Texture.Sampler.WrapMode.REPEAT)
                .build();

        // 1. Make a texture
        Texture.builder()
                .setSource(() -> getContext().getAssets().open("textures/aim_line.png"))
                .setSampler(sampler)
                .build().thenAccept(texture -> {
                    // 2. make a material by the texture
                    MaterialFactory.makeTransparentWithTexture(getContext(), texture)
                        .thenAccept(material -> {
                            // 3. make a model by the material
                            ModelRenderable model = ShapeFactory.makeCylinder(0.0025f, lineLength,
                                    new Vector3(0f, lineLength / 2, 0f), material);
                            model.setShadowReceiver(false);
                            model.setShadowCaster(false);

                            // make node
                            Node node = new Node();
                            node.setRenderable(model);
                            node.setParent(anchorNode);

                            // set rotation
                            final Vector3 difference = Vector3.subtract(to, from);
                            final Vector3 directionFromTopToBottom = difference.normalized();
                            final Quaternion rotationFromAToB =
                                    Quaternion.lookRotation(directionFromTopToBottom, Vector3.up());
                            node.setWorldRotation(Quaternion.multiply(rotationFromAToB,
                                    Quaternion.axisAngle(new Vector3(1.0f, 0.0f, 0.0f), 90)));
                    });
        });
    }

它工作正常,但纹理错误。 在文件“ textures / aim_line.png”中包含PNG: (该行的一半是透明的,另一半是橙色的。)

aim_line.png

我当前的结果:

current result

但是我期望下一个结果:

expected result

因此,我使用了采样器,其位置写为“ WrapMode.REPEAT”,但纹理不会重复,只会拉伸。

如何在Android ArCore Sceneform API中为对象设置重复纹理?

1 个答案:

答案 0 :(得分:2)

查看圆柱模型,它的UV贴图为0到1。用于将纹理贴图到网格上。 0,0是纹理的左下角,而1,1是纹理的右上角。仅当模型上的UV坐标> 1.0时,才使用采样器上的包装配置。在这种情况下,它会根据设置进行钳位或重复。由于圆柱体已经被限制为0.1,所以纹理总是被拉伸。

要解决此问题,您可以选择建模自己的圆柱体并根据需要设置UV坐标,或者使用自定义材质在采样前操纵UV坐标。

您可以使用Blender或Maya或其他3D建模工具来制作模型。

自定义材质特定于Sceneform,因此步骤如下:

  1. 创建一个虚拟模型,以在加载自定义材料时使用
  2. 编写重复纹理的自定义材质
  3. 在运行时加载虚拟模型并获取材料
  4. 在自定义材质上设置参数。

创建一个虚拟模型

我使用了周围的平面OBJ模型。不管是什么模型,我们只需要它来加载材料。在app/sampledata/materials中创建名为 dummy.obj

的文件
o Plane
v 0.500000 0.500000 0.000000
v  -0.500000 0.500000 0.000000
v  0.500000 -0.500000 0.000000
v  -0.500000 -0.500000 0.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 1.000000 1.000000
vn 0.0000 0.0000 1.0000
usemtl None
s off
f 1/1/1 2/2/1 4/3/1 3/4/1

编写自定义材料

custom material reference描述了 repeating_texture.mat 中的每个元素:

// Sample material for repeating a texture.
//
// the repeating factor is given as repeat_x,
// repeat_y as a factor multipled by the UV
// coordinate.
material {
    "name" : "RepeatingTexture",
   parameters : [
   {
      type : sampler2d,
      name : texture
   },

    {
        type: float,
        name:"repeat_x"
    },
    {
            type: float,
            name: "repeat_y"
    }
   ],
   requires : [
       "position",
       "uv0"
   ],

}
fragment {
    void material(inout MaterialInputs material) {
        prepareMaterial(material);

        vec2 uv = getUV0();
        uv.x = uv.x * materialParams.repeat_x;
        uv.y = uv.y * materialParams.repeat_y;

        material.baseColor = texture(materialParams_texture, uv).rgba;
    }
}

将模型和材料添加到构建中

这增加了将模型和材料编译为.sfb文件的步骤。 在app/build.gradle中添加:

apply plugin: 'com.google.ar.sceneform.plugin'

sceneform.asset('sampledata/materials/dummy.obj',
        "sampledata/materials/repeating_texture.mat",
        'sampledata/materials/dummy.sfa',
        'src/main/res/raw/material_holder')

您还需要将Sceneform添加到顶层build.gradle的buildscript类路径中:

    dependencies {
        classpath 'com.android.tools.build:gradle:3.2.1'
        classpath 'com.google.ar.sceneform:plugin:1.5.1'
        // NOTE: Do not place your application dependencies here; they belong
        // in the individual module build.gradle files
    }
}

在运行时加载材料

onCreate()通话中:

ModelRenderable.builder()。setSource(this,R.raw.material_holder)         .build()。thenAccept(                 modelRenderable-> repeatingMaterial = modelRenderable.getMaterial());

这会将材料存储在成员字段repeatingMaterial中。

在材料上设置参数

将原始代码修改为:

  private void addLineBetweenPoints(AnchorNode from, Vector3 to) {
    // Compute a line's length
    float lineLength = Vector3.subtract(from.getWorldPosition(), to).length();
    // repeat the pattern every 10cm
    float lengthCM = lineLength * 100;

    repeatingMaterial.setFloat("repeat_x", lengthCM/10);
    repeatingMaterial.setFloat("repeat_y", lengthCM/10);
                // 3. make a model by the material
                ModelRenderable model = ShapeFactory.makeCylinder(0.0025f, lineLength,
                        new Vector3(0f, lineLength / 2, 0f), repeatingMaterial);
                model.setShadowReceiver(false);
                model.setShadowCaster(false);
                // make node
                Node node = new Node();
                node.setRenderable(model);
                node.setParent(from);
                // set rotation
                final Vector3 difference = Vector3.subtract(from.getWorldPosition(), to);
                final Vector3 directionFromTopToBottom = difference.normalized();
                final Quaternion rotationFromAToB =
                        Quaternion.lookRotation(directionFromTopToBottom, Vector3.up());
                node.setWorldRotation(Quaternion.multiply(rotationFromAToB,
                        Quaternion.axisAngle(new Vector3(1.0f, 0.0f, 0.0f), 90)));
  }