Java 如何在jME3中定位球体上的纹理?

Java 如何在jME3中定位球体上的纹理?,java,3d,jmonkeyengine,uv-mapping,Java,3d,Jmonkeyengine,Uv Mapping,我想把JPEG纹理贴图放在球体上。它适合我,但我想将纹理旋转180度。也就是说,我希望图像不是从零UV坐标开始,而是更早 更新 我尝试重新指定球体的纹理坐标。纹理坐标是浮动的,我希望它们不被限制在[0..1]的范围内。否则,它应该将我的图像放置在[0..1 x 0..1]区域 它有点像后者,但并不精确: 即,将整个图像放入球体的一个小区域中。但是,它所在的确切区域对应于U的负值,即在相同的经度上,在先前的实验中,图像边缘是在同一经度上(顶部球体) 为什么? 图片如下: 代码如下: packa

我想把JPEG纹理贴图放在球体上。它适合我,但我想将纹理旋转180度。也就是说,我希望图像不是从零UV坐标开始,而是更早

更新

我尝试重新指定球体的纹理坐标。纹理坐标是浮动的,我希望它们不被限制在[0..1]的范围内。否则,它应该将我的图像放置在[0..1 x 0..1]区域

它有点像后者,但并不精确:

即,将整个图像放入球体的一个小区域中。但是,它所在的确切区域对应于
U
的负值,即在相同的经度上,在先前的实验中,图像边缘是在同一经度上(顶部球体)

为什么?

图片如下:

代码如下:

package tests.com.jme3;

import java.nio.FloatBuffer;

import com.jme3.app.SimpleApplication;
import com.jme3.font.BitmapText;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.scene.shape.Sphere;
import com.jme3.util.BufferUtils;

public class Try_TextureTransform  extends SimpleApplication {

    public static void main(String[] args) {
        Try_TextureTransform app = new Try_TextureTransform();
        app.setShowSettings(false);
        app.start(); // start the game
    }

    final float speed = 0.01f;

    BitmapText hudText;
    Sphere sphere1Mesh, sphere2Mesh;
    Material sphere1Mat, sphere2Mat;
    Geometry sphere1Geo, sphere2Geo;
    Quaternion orientation;
    DirectionalLight sun;

    @Override
    public void simpleInitApp() {

        flyCam.setEnabled(false);
        setDisplayStatView(false); 
        setDisplayFps(false);


        hudText = new BitmapText(guiFont, false);          
        hudText.setSize(guiFont.getCharSet().getRenderedSize());      // font size
        hudText.setColor(ColorRGBA.Blue);                             // font color
        hudText.setText("");             // the text
        hudText.setLocalTranslation(300, hudText.getLineHeight()*2, 0); // position
        guiNode.attachChild(hudText);

        sphere1Mesh = new Sphere(50, 50, 2);
        sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc

        sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("textures/Equirectangular_projection_SW.jpg"));

        sphere1Geo = new Geometry("Sphere2", sphere1Mesh);
        sphere1Geo.setMaterial(sphere1Mat); 
        sphere1Geo.setLocalTranslation(0, 0, 2);

        sphere2Mesh = new Sphere(50, 50, 2);

        VertexBuffer vb = sphere2Mesh.getBuffer(Type.Position);
        FloatBuffer fb = (FloatBuffer) vb.getData();
        float[] vertexCoordinates = BufferUtils.getFloatArray(fb);

        VertexBuffer vb2 = sphere2Mesh.getBuffer(Type.TexCoord);
        FloatBuffer fb2 = (FloatBuffer) vb2.getData();
        float[] uvCoordinates = BufferUtils.getFloatArray(fb2);

        double rho;
        for (int i = 0; i < vertexCoordinates.length/3; ++i) {

            uvCoordinates[i*2] = (float) Math.atan2(vertexCoordinates[i*3+1], vertexCoordinates[i*3]);
            rho = Math.sqrt(Math.pow( vertexCoordinates[i*3], 2) + Math.pow( vertexCoordinates[i*3+1], 2));
            uvCoordinates[i*2+1] = (float) Math.atan2(vertexCoordinates[i*3+2], rho);
        }
      //apply new texture coordinates
        VertexBuffer uvCoordsBuffer = new VertexBuffer(Type.TexCoord);
        uvCoordsBuffer.setupData(Usage.Static, 2, com.jme3.scene.VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(uvCoordinates));
        sphere2Mesh.clearBuffer(Type.TexCoord);
        sphere2Mesh.setBuffer(uvCoordsBuffer);


        //sphere2Mesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres

        sphere2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        sphere2Mat.setTexture("ColorMap", assetManager.loadTexture("textures/Equirectangular_projection_SW.jpg"));

        sphere2Geo = new Geometry("Sphere2", sphere2Mesh);
        sphere2Geo.setMaterial(sphere2Mat); 
        sphere2Geo.setLocalTranslation(0, 0, -2);

        cam.setLocation(new Vector3f(-10, 0, 0));
        cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Z);

        rootNode.attachChild(sphere1Geo);
        rootNode.attachChild(sphere2Geo); 

    }

    @Override
    public void simpleUpdate(float tpf) {


        Vector2f cursorPosition = inputManager.getCursorPosition();
        Vector3f cursorPositionWorld = cam.getWorldCoordinates(cursorPosition, 1);

        orientation = new Quaternion().fromAngleAxis(cursorPositionWorld.z*speed, Vector3f.UNIT_Y);
        orientation.multLocal(new Quaternion().fromAngleAxis(-cursorPositionWorld.y*speed, Vector3f.UNIT_Z));

        rootNode.setLocalRotation(orientation);



    }

}
package tests.com.jme3;
导入java.nio.FloatBuffer;
导入com.jme3.app.SimpleApplication;
导入com.jme3.font.BitmapText;
导入com.jme3.light.DirectionalLight;
导入com.jme3.material.material;
导入com.jme3.math.ColorRGBA;
导入com.jme3.math.Quaternion;
导入com.jme3.math.Vector2f;
导入com.jme3.math.Vector3f;
导入com.jme3.scene.Geometry;
导入com.jme3.scene.VertexBuffer;
导入com.jme3.scene.VertexBuffer.Type;
导入com.jme3.scene.VertexBuffer.Usage;
导入com.jme3.scene.shape.Sphere;
导入com.jme3.util.BufferUtils;
公共类Try\u TextureTransform扩展了SimpleApplication{
公共静态void main(字符串[]args){
Try_TextureTransform app=新建Try_TextureTransform();
应用程序设置显示设置(错误);
app.start();//开始游戏
}
最终浮动速度=0.01f;
位图文本;
球体球体1网格,球体2网格;
材料球垫,球垫;
几何体sphere1Geo,sphere2Geo;
四元数定向;
定向光太阳;
@凌驾
public void simpleInitApp(){
flyCam.setEnabled(假);
setDisplayStatView(假);
setDisplayFps(假);
hudText=新的位图文本(guiFont,false);
hudText.setSize(guiFont.getCharSet().getrenderdSize());//字体大小
hudText.setColor(ColorRGBA.Blue);//字体颜色
hudText.setText(“”;//文本
hudText.setLocalTranslation(300,hudText.getLineHeight()*2,0);//位置
guiNode.attachChild(文本);
Sphere1网格=新球体(50,50,2);
sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected);//matrc
SphereMat=新材料(资产管理器,“通用/MatDefs/Misc/Unshaded.j3md”);
SphereMat.setTexture(“ColorMap”,assetManager.loadTexture(“textures/Equirectangle_projection_SW.jpg”);
sphere1Geo=新几何体(“Sphere2”,sphere1Mesh);
sphere1Geo.setMaterial(sphere1Mat);
sphere1Geo.setLocalTranslation(0,0,2);
Sphere2网格=新球体(50,50,2);
VertexBuffer vb=sphere2Mesh.getBuffer(类型.位置);
FloatBuffer fb=(FloatBuffer)vb.getData();
float[]vertexCoordinates=BufferUtils.getFloatArray(fb);
VertexBuffer vb2=sphere2Mesh.getBuffer(Type.TexCoord);
FloatBuffer fb2=(FloatBuffer)vb2.getData();
float[]uvCoordinates=BufferUtils.getFloatArray(fb2);
双rho;
对于(int i=0;i
正确的方法是根据您认为合适的方式旋转几何体或编辑纹理(技术1和2),但由于您谈到修改纹理坐标本身,因此我将包括技术3和4,以防您使用此示例学习更大的技术,以便在适当时使用

技术1-旋转几何体 旋转几何体,使其朝向所需的方向。这是迄今为止最简单、最合适、最容易理解的技巧,也是我推荐的

    //Add this
    Quaternion quat=new Quaternion();
    quat.fromAngles(0 ,0 , FastMath.PI);
    sphere1Geo.setLocalRotation(quat);

完整程序 技术2-编辑纹理以符合您希望的方式 存在许多图像编辑程序,我使用的是Paint.Net,并且(像大多数编辑软件一样)提供精确的像素鼠标坐标。只需剪切并粘贴图像,使格林威治位于
public class Main extends SimpleApplication {

    public static void main(String[] args) {
        Main app = new Main();
        app.setShowSettings(false);
        app.start(); // start the game
    }

    final float speed = 0.01f;

    BitmapText hudText;
    Quaternion orientation;
    DirectionalLight sun;

    @Override
    public void simpleInitApp() {

        flyCam.setEnabled(false);
        setDisplayStatView(false); 
        setDisplayFps(false);


        hudText = new BitmapText(guiFont, false);          
        hudText.setSize(guiFont.getCharSet().getRenderedSize());      // font size
        hudText.setColor(ColorRGBA.Blue);                             // font color
        hudText.setText("");             // the text
        hudText.setLocalTranslation(300, hudText.getLineHeight()*2, 0); // position
        guiNode.attachChild(hudText);

        cam.setLocation(new Vector3f(10, 0, 0));
        cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Z);

        addOriginalSphere();
        addRotatedSphere();

    }

    public void addOriginalSphere(){
        Sphere sphere1Mesh = new Sphere(50, 50, 2);
        sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc

        Material sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/world.png"));

        Geometry sphere1Geo = new Geometry("Original Sphere", sphere1Mesh);
        sphere1Geo.setMaterial(sphere1Mat); 
        sphere1Geo.setLocalTranslation(0, -2, 0);

        rootNode.attachChild(sphere1Geo);
    }
    public void addRotatedSphere(){
        Sphere sphere1Mesh = new Sphere(50, 50, 2);
        sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc

        Material sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/world.png"));

        Geometry sphere1Geo = new Geometry("Rotated Sphere", sphere1Mesh);
        sphere1Geo.setMaterial(sphere1Mat); 
        sphere1Geo.setLocalTranslation(0, 2, 0);

        //Add this
        Quaternion quat=new Quaternion();
        quat.fromAngles(0 ,0 , FastMath.PI);
        sphere1Geo.setLocalRotation(quat);

        rootNode.attachChild(sphere1Geo);
    }

    @Override
    public void simpleUpdate(float tpf) {



    }

}
public void addRotatedSphere_ByMessingWithMesh(){
    Sphere sphere1Mesh = new Sphere(50, 50, 2);
    sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc


    FloatBuffer textureBuffer=sphere1Mesh.getFloatBuffer(Type.TexCoord);

    float[] newTextureCoordinates=new float[textureBuffer.capacity()];


    for(int i=0;i<newTextureCoordinates.length;i++){
        //texture buffer goes x co-ordinate, y coordinate, x coordinate, y coordinate
        if (i%2!=1){
            newTextureCoordinates[i]=(float)((textureBuffer.get(i)+0.5)%1);
        }else{
            newTextureCoordinates[i]=textureBuffer.get(i);
        }
    }

    sphere1Mesh.setBuffer(Type.TexCoord, 2,newTextureCoordinates);

    Material sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/world.png"));



    Geometry sphere1Geo = new Geometry("Rotated Sphere", sphere1Mesh);
    sphere1Geo.setMaterial(sphere1Mat); 
    sphere1Geo.setLocalTranslation(0, 2, 0);



    rootNode.attachChild(sphere1Geo);
}
MaterialDef Unshaded {

    MaterialParameters {
        Texture2D ColorMap
        Texture2D LightMap
        Color Color (Color)
        Boolean VertexColor (UseVertexColor)
        Boolean SeparateTexCoord

        // Texture of the glowing parts of the material
        Texture2D GlowMap
        // The glow color of the object
        Color GlowColor

        // For hardware skinning
        Int NumberOfBones
        Matrix4Array BoneMatrices

        // Alpha threshold for fragment discarding
        Float AlphaDiscardThreshold (AlphaTestFallOff)

        //Shadows
        Int FilterMode
        Boolean HardwareShadows

        Texture2D ShadowMap0
        Texture2D ShadowMap1
        Texture2D ShadowMap2
        Texture2D ShadowMap3
        //pointLights
        Texture2D ShadowMap4
        Texture2D ShadowMap5

        Float ShadowIntensity
        Vector4 Splits
        Vector2 FadeInfo

        Matrix4 LightViewProjectionMatrix0
        Matrix4 LightViewProjectionMatrix1
        Matrix4 LightViewProjectionMatrix2
        Matrix4 LightViewProjectionMatrix3
        //pointLight
        Matrix4 LightViewProjectionMatrix4
        Matrix4 LightViewProjectionMatrix5
        Vector3 LightPos
        Vector3 LightDir

        Float PCFEdge

        Float ShadowMapSize
    }

    Technique {
        VertexShader GLSL100:   MatDefs/TextureSplitting.vert
        FragmentShader GLSL100: Common/MatDefs/Misc/Unshaded.frag

        WorldParameters {
            WorldViewProjectionMatrix
        }

        Defines {
            SEPARATE_TEXCOORD : SeparateTexCoord
            HAS_COLORMAP : ColorMap
            HAS_LIGHTMAP : LightMap
            HAS_VERTEXCOLOR : VertexColor
            HAS_COLOR : Color
            NUM_BONES : NumberOfBones
            DISCARD_ALPHA : AlphaDiscardThreshold
        }
    }

    Technique {
    }

    Technique PreNormalPass {

          VertexShader GLSL100 :   Common/MatDefs/SSAO/normal.vert
          FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag

          WorldParameters {
              WorldViewProjectionMatrix
              WorldViewMatrix
              NormalMatrix
          }

          Defines {
              NUM_BONES : NumberOfBones
          }
   }

    Technique PreShadow {

        VertexShader GLSL100 :   Common/MatDefs/Shadow/PreShadow.vert
        FragmentShader GLSL100 : Common/MatDefs/Shadow/PreShadow.frag

        WorldParameters {
            WorldViewProjectionMatrix
            WorldViewMatrix
        }

        Defines {
            COLOR_MAP : ColorMap
            DISCARD_ALPHA : AlphaDiscardThreshold
            NUM_BONES : NumberOfBones
        }

        ForcedRenderState {
            FaceCull Off
            DepthTest On
            DepthWrite On
            PolyOffset 5 3
            ColorWrite Off
        }

    }


    Technique PostShadow15{
        VertexShader GLSL150:   Common/MatDefs/Shadow/PostShadow15.vert
        FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag

        WorldParameters {
            WorldViewProjectionMatrix
            WorldMatrix
        }

        Defines {
            HARDWARE_SHADOWS : HardwareShadows
            FILTER_MODE : FilterMode
            PCFEDGE : PCFEdge
            DISCARD_ALPHA : AlphaDiscardThreshold           
            COLOR_MAP : ColorMap
            SHADOWMAP_SIZE : ShadowMapSize
            FADE : FadeInfo
            PSSM : Splits
            POINTLIGHT : LightViewProjectionMatrix5
            NUM_BONES : NumberOfBones
        }

        ForcedRenderState {
            Blend Modulate
            DepthWrite Off                 
            PolyOffset -0.1 0
        }
    }

    Technique PostShadow{
        VertexShader GLSL100:   Common/MatDefs/Shadow/PostShadow.vert
        FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadow.frag

        WorldParameters {
            WorldViewProjectionMatrix
            WorldMatrix
        }

        Defines {
            HARDWARE_SHADOWS : HardwareShadows
            FILTER_MODE : FilterMode
            PCFEDGE : PCFEdge
            DISCARD_ALPHA : AlphaDiscardThreshold           
            COLOR_MAP : ColorMap
            SHADOWMAP_SIZE : ShadowMapSize
            FADE : FadeInfo
            PSSM : Splits
            POINTLIGHT : LightViewProjectionMatrix5
            NUM_BONES : NumberOfBones
        }

        ForcedRenderState {
            Blend Modulate
            DepthWrite Off   
            PolyOffset -0.1 0  
        }
    }

    Technique Glow {

        VertexShader GLSL100:   Common/MatDefs/Misc/TextureSplitting.vert
        FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag

        WorldParameters {
            WorldViewProjectionMatrix
        }

        Defines {
            NEED_TEXCOORD1
            HAS_GLOWMAP : GlowMap
            HAS_GLOWCOLOR : GlowColor
            NUM_BONES : NumberOfBones
        }
    }
}
#import "Common/ShaderLib/Skinning.glsllib"

uniform mat4 g_WorldViewProjectionMatrix;
attribute vec3 inPosition;

#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
    #define NEED_TEXCOORD1
#endif

attribute vec2 inTexCoord;
attribute vec2 inTexCoord2;
attribute vec4 inColor;

varying vec2 texCoord1;
varying vec2 texCoord2;

varying vec4 vertColor;

void main(){
    #ifdef NEED_TEXCOORD1
        texCoord1 = inTexCoord;
        texCoord1.x=texCoord1.x+0.5;
        if (texCoord1.x>1){
            texCoord1.x=texCoord1.x-1;
        }
    #endif

    #ifdef SEPARATE_TEXCOORD
        texCoord2 = inTexCoord2;
    #endif

    #ifdef HAS_VERTEXCOLOR
        vertColor = inColor;
    #endif

    vec4 modelSpacePos = vec4(inPosition, 1.0);
    #ifdef NUM_BONES
        Skinning_Compute(modelSpacePos);
    #endif
    gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
}
Material sphere1Mat = new Material(assetManager, "Materials/TextureSplitting.j3md");