在libgdx中绘制球体上的文本

Vik*_*Dev 10 3d android libgdx

我正在尝试使用libgdx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);
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其中aBound - >模型的BoundingBox(即篮球)

小智 2

您在这里想要实现的目标在 libGdx 中稍微复杂一些。然而,您的方法是不正确的,因为您将文本绘制为球顶部的单独精灵对象。

实现此目的的正确过程是将文本绘制到纹理上,然后将纹理映射并绑定到球。

该过程可分为 4 个部分 -

  1. 设置字体生成和帧缓冲区对象
  2. 设置精灵批次
  3. 绘制文本,将纹理映射到模型
  4. 渲染模型

作为注释,我想提一下,可以使用任何其他纹理,如果您不想实时更新文本,您可以轻松地将预制纹理与您想要的任何文本一起使用。

代码如下——

设置字体生成和帧缓冲区对象

//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);
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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);
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最后将文字绘制到纹理上

batch.begin();
aFont.draw(batch,"Goal!",64,64);
batch.end();
lFb.end();
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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);
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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);
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结果-

将文本渲染到球体 libGDX