我正在尝试构建3D对象模型。但是我的代码只是渲染了图像中具有特定颜色的3D模型。
如何为每个表面(如魔方)创建具有6张图像的3D对象?
这是我的代码,使用Aspose 3D lib和C#:
private void Form1_Load(object sender, EventArgs e)
{
//Create a FBX file with embedded textures
Scene scene = new Scene();
scene.Open("BetterShirt.obj");
//Create an embedded texture
Texture tex = new Texture()
{
Content = CreateTextureContent(),
FileName = "face.png",
WrapModeU = Aspose.ThreeD.Shading.WrapMode.Wrap,
};
tex.SetProperty("TexProp", "value");
//create a material with custom property
//Aspose.ThreeD.Shading.
Material mat = scene.RootNode.ChildNodes[0].Material;
mat.SetTexture(Material.MapDiffuse, tex);
mat.SetProperty("MyProp", 1.0);
scene.RootNode.ChildNodes[0].Material = mat;
//save this to file
scene.Save("exported.obj", FileFormat.WavefrontOBJ);
}
private static byte[] CreateTextureContent()
{
using (var bitmap = new Bitmap(256, 256))
{
using (var g = Graphics.FromImage(bitmap))
{
g.Clear(Color.White);
LinearGradientBrush brush = new LinearGradientBrush(new Rectangle(0, 0, 128, 128),
Color.Moccasin, Color.Blue, 45);
using (var font = new Font(FontFamily.GenericSerif, 40))
{
g.DrawString("Aspose.3D", font, brush, Point.Empty);
}
}
using (var ms = new MemoryStream())
{
//bitmap.Save(ms, ImageFormat.Png);
return ms.ToArray();
}
}
}
用6张图像构建3D对象模型
答案 0 :(得分:0)
我们根据您的要求设计了以下代码。评论也已添加,供您参考。请尝试在您的环境中使用它,然后与我们分享您的反馈。
private static void RubikCube()
{
Bitmap[] bitmaps = CreateRubikBitmaps();
Scene scene = new Scene();
//create a box and convert it to mesh, so we can manually specify the material per face
var box = (new Box()).ToMesh();
//create a material mapping, the box mesh generated from Box primitive class contains 6 polygons, then we can reference the material of polygon(specified by MappingMode.Polygon) by index(ReferenceMode.Index)
var materials = (VertexElementMaterial)box.CreateElement(VertexElementType.Material, MappingMode.Polygon, ReferenceMode.Index);
//and each polygon uses different materials, the indices of these materials are specified below
materials.SetIndices(new int[] {0, 1, 2, 3, 4, 5});
//create the node and materials(referenced above)
var boxNode = scene.RootNode.CreateChildNode(box);
for (int i = 0; i < bitmaps.Length; i++)
{
//create material with texture
var material = new LambertMaterial();
var tex = new Texture();
using (var ms = new MemoryStream())
{
bitmaps[i].Save(ms, ImageFormat.Png);
var bytes = ms.ToArray();
//Save it to Texture.Content as embedded texture, thus the scene with textures can be exported into a single FBX file.
tex.Content = bytes;
//Give it a name and save it to disk so it can be opened with .obj file
tex.FileName = string.Format("cube_{0}.png", i);
File.WriteAllBytes(tex.FileName, bytes);
//Dispose the bitmap since we're no longer need it.
bitmaps[i].Dispose();
}
//the texture is used as diffuse
material.SetTexture(Material.MapDiffuse, tex);
//attach it to the node where contains the box mesh
boxNode.Materials.Add(material);
}
//save it to file
//3D viewer of Windows 10 does not support multiple materials, you'll see same textures in each face, but the tools from Autodesk does
scene.Save("test.fbx", FileFormat.FBX7500ASCII);
//NOTE: Multiple materials of mesh in Aspose.3D's OBJ Exporter is not supported yet.
//But we can split the mesh with multiple materials into different meshes by using PolygonModifier.SplitMesh
PolygonModifier.SplitMesh(scene, SplitMeshPolicy.CloneData);
//following code will also generate a material library file(test.mtl) which uses the textures exported in above code.
scene.Save("test.obj", FileFormat.WavefrontOBJ);
}
private static Bitmap[] CreateRubikBitmaps()
{
Brush[] colors = { Brushes.White, Brushes.Red, Brushes.Blue, Brushes.Yellow, Brushes.Orange, Brushes.Green};
Bitmap[] bitmaps = new Bitmap[6];
//initialize the cell colors
int[] cells = new int[6 * 9];
for (int i = 0; i < cells.Length; i++)
{
cells[i] = i / 9;
}
//shuffle the cells
Random random = new Random();
Array.Sort(cells, (a, b) => random.Next(-1, 2));
//paint each face
// size of each face is 256px
const int size = 256;
// size of cell is 80x80
const int cellSize = 80;
// calculate padding size between each cell
const int paddingSize = (size - cellSize * 3) / 4;
int cellId = 0;
for (int i = 0; i < 6; i++)
{
bitmaps[i] = new Bitmap(size, size, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
using (Graphics g = Graphics.FromImage(bitmaps[i]))
{
g.Clear(Color.Black);
for (int j = 0; j < 9; j++)
{
//calculate the cell's position
int row = j / 3;
int column = j % 3;
int y = row * (cellSize + paddingSize) + paddingSize;
int x = column * (cellSize + paddingSize) + paddingSize;
Brush cellBrush = colors[cells[cellId++]];
//paint cell
g.FillRectangle(cellBrush, x, y, cellSize, cellSize);
}
}
}
return bitmaps;
}
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