How to set a texture (spatial material) on a mesh instance? - godot
I'm attempting to set a texture on a quad that I generate with the surface tool. On the mesh instance I set a material override of spatial material. I then set the texture to a png file in the albedo section. The texture I am using is a 16 x 16 png with an alpha channel. The top half of the texture is red and bottom half is blue. When I run the code I see a quad that is one solid color and that is purple. I'm new to godot and am completely lost to what is wrong. Any help is appreciated.
extends MeshInstance
func _ready():
var surfTool = SurfaceTool.new()
var mesh = Mesh.new()
var vert_array = Array()
var uv_array = Array()
var st = SurfaceTool.new()
vert_array.push_back(Vector3(0,0,0))
vert_array.push_back(Vector3(0,1,0))
vert_array.push_back(Vector3(1,1,0))
vert_array.push_back(Vector3(0,0,0))
vert_array.push_back(Vector3(1,1,0))
vert_array.push_back(Vector3(1,0,0))
uv_array.push_back(Vector2(0,0))
uv_array.push_back(Vector2(0,1))
uv_array.push_back(Vector2(1,1))
uv_array.push_back(Vector2(0,0))
uv_array.push_back(Vector2(1,1))
uv_array.push_back(Vector2(1,0))
st.begin(Mesh.PRIMITIVE_TRIANGLES)
for i in range(6):
st.add_vertex(vert_array[i])
st.add_uv(uv_array[i])
st.commit(mesh)
self.set_mesh(mesh)
You can do it remotely in the inspection panel.
go to geometry - material override - and make a new spatial material.
Related
three.js color of object, not texture
So to explain the weird title first, I am trying to make a 3D avatar for a little project I am working on, however when I try to change the color of the arm on the avatar, it doesn't actually change the color with the texture on it, it changes the color of the white part (not transparent) of the texture, but where it is transparent on the texture it shows white with, as it seems, no lighting. Before coloring: After coloring: The actual texture I am using can be found here: http://imgur.com/SlnOxEw This is how I am rendering the texture: var AvatarTexture = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('./images/Shirt/vest.png'), shininess: 80, shading: THREE.SmoothShading, alphaMap: 0x000000} ); and the coloring: object.children[0].material.color.setHex(0xffcc66); object.children[2].material.color.setHex(0xffcc66); object.children[4].material.color.setHex(0xffcc66); the object itself is a UV mapped .obj exported from blender. This happens even if the texture does not have transparency.
First, in three.js, the final color is the product of material.color and material.map, component-wise. So if you change material.color, the final texture color will be tinted. Second, if two meshes share the same material, and you change the material color, then both meshes will change color. To prevent that, you need to have a separate material instance for each mesh. material2 = material1.clone(); three.js r.77
If you want to change color of part, it is not important an object, but a material var reference. //your solution as i understand question var material1 = new THREE.MeshPhongMaterial( .. ); var mesh1.material = material1; var mesh2.material = material1; material1.color= red; // both meshes change color. //solution: var mesh1.material = new THREE.MeshPhongMaterial( .. ); var mesh2.material = new THREE.MeshPhongMaterial( .. ); //or var material1 = new THREE.MeshPhongMaterial( .. ); var material2 = new THREE.MeshPhongMaterial( .. ); var mesh1.material = material1; var mesh2.material = material2;
Can fabric.js parse raster graphic to "real" svg?
I have a question/problem with fabric.js - in my code the user can upload a picture, with filters he can convert it to a black/white image. When I export the picture with canvas.toSVG(); it exports a svg image, but it is no real vector graphic - it loses quality when scaling up. function handleImage(e) { var reader = new FileReader(); reader.onload = function (event) { var img = new Image(); img.onload = function () { var imgInstance = new fabric.Image(img, { scaleX: 0.7, scaleY: 0.7 }) canvas.add(imgInstance); } img.src = event.target.result; } reader.readAsDataURL(e.target.files[0]);} $('saveBtn').onclick = function() { var filedata= canvas.toSVG(); // the SVG file is now in filedata var locfile = new Blob([filedata], {type: "image/svg+xml;charset=utf-8"}); var locfilesrc = URL.createObjectURL(locfile);//mylocfile); var dwn = document.getElementById('dwn'); dwn.innerHTML = "<a href=" + locfilesrc + " download='mysvg.svg'>Download</a>";} What am I doing wrong?
There is no easy way to "parse" raster graphics to a vector image. Vector graphics include information for how to draw an image, while raster images only include the pixel data for how an image appears at a given size and resolution. That's enough for many purposes, but it means that while it's easy to go from vector to raster (just execute the instructions), it's not easy to go from raster to vector. It is possible to "trace" the edges of a raster image to obtain vectors that can approximate the raster: in other words, a set of vector instructions that, for that particular resolution and depth, yields an image that is the same as the original raster (or something very like it). But there is no guarantee that these actually correspond in any way to the original vectors (if there are any original vectors at all). Usually there is no correspondence, in fact, unless your tracing algorithm is very specialized: for example, tracing images of a font to make a vector copy of that font. Because they don't correspond, there's no guarantee that the image will scale up the way you want it to: it'll scale, but things may enlarge in strange ways. It is possible to implement tracing algorithms in JavaScript, by drawing the image into a <canvas> element, using getImageData() to grab the pixel information from that, and performing your operations on the pixel information. Doing this, though, is beyond the scope of this question.
Extruding multiple polygons with multiple holes and texturing the combined shape
This question is related to this question. The answer shows very nice way to extrude polygons that have holes (see the excellent live example). The main learning of the answer was that paths in three.js (r58) cannot have more than one moveTo command and it have to be in the start of the path, which means that path have to be broken by moveTos, so that moveTo start always a new path. Extruding in three.js means that 2D paths are converted to 3D shapes using possible beveling. It is suitable for extruding texts to make 3D letters and words, but can be used also to extrude custom paths. Now there arises two questions: how is it possible to handle polygons that have multiple hole-polygons and multiple non-hole-polygons? how is it possible to add a texture to generated shape as a whole? I made an example of this as SVG in http://jsbin.com/oqomuj/1/edit: The image is produced using this path: <path d=" M57.11,271.77 L57.11,218.33 L41.99,218.63 L105.49,165.77 L138.41,193.18 L138.41,172.2 L152.53,172.2 L152.53,204.93 L168.99,218.63 L153.21,218.63 L153.21,271.77Z M74.14,264.13 L105.49,264.13 L105.49,232.8 L74.14,232.8Z M115.35,250.7 L135.96,250.7 L135.96,232.61 L115.35,232.61Z M56.11,145.77 L56.11,92.33 L40.99,92.63 L104.49,39.77 L137.41,67.18 L137.41,46.2 L151.53,46.2 L151.53,78.93 L152.53,79.76 L155.55,77.23 L159.5,74.52 L168.65,69.81 L176.46,66.93 L188.04,64.16 L200.63,62.7 L213.65,62.7 L226.05,64.09 L234.83,66.06 L245.65,69.73 L252.87,73.27 L259.12,77.34 L262.63,80.33 L265.6,83.47 L268.01,86.76 L269.83,90.17 L271.08,93.68 L271.76,99.08 L271.04,104.64 L269.75,108.2 L267.87,111.63 L265.42,114.91 L262.44,118.01 L258.95,120.92 L255.02,123.63 L245.86,128.34 L238.06,131.22 L226.48,133.99 L213.88,135.44 L200.63,135.44 L188.04,133.99 L176.46,131.22 L168.65,128.34 L159.5,123.63 L155.55,120.92 L152.21,118.12 L152.21,145.77Z M73.14,138.13 L104.49,138.13 L104.49,106.8 L73.14,106.8Z M114.35,124.7 L134.96,124.7 L134.96,106.61 L114.35,106.61Z M207.26,117.33 L210.57,117.26 L216.87,116.53 L222.66,115.15 L227.8,113.18 L233.11,110 L236.34,106.99 L238.51,103.64 L239.42,100.48 L239.42,97.67 L238.51,94.51 L236.34,91.16 L233.11,88.15 L227.8,84.97 L222.66,83 L216.87,81.62 L210.57,80.89 L203.94,80.89 L197.65,81.62 L191.86,83 L186.71,84.97 L181.41,88.15 L178.18,91.16 L176.01,94.51 L175.1,97.67 L175.1,100.48 L176.01,103.64 L178.18,106.99 L181.41,110 L186.71,113.18 L191.86,115.15 L197.65,116.53 L203.94,117.26Z "></path> and this path converted to individual arrays of vertices: var lower_house_material = [{x:57.11,y:271.77},{x:57.11,y:218.33},{x:41.99,y:218.63},{x:105.49,y:165.77},{x:138.42,y:193.18},{x:138.42,y:172.2},{x:152.53,y:172.2},{x:152.53,y:204.93},{x:168.99,y:218.63},{x:153.21,y:218.63},{x:153.21,y:271.77}]; var lower_house_hole_1 = [{x:74.14,y:264.13},{x:105.49,y:264.13},{x:105.49,y:232.8},{x:74.14,y:232.8}]; var lower_house_hole_2 = [{x:115.35,y:250.7},{x:135.96,y:250.7},{x:135.96,y:232.61},{x:115.35,y:232.61}]; var upper_house_material = [{x:56.11,y:145.77},{x:56.11,y:92.33},{x:40.99,y:92.63},{x:104.49,y:39.77},{x:137.42,y:67.18},{x:137.42,y:46.2},{x:151.53,y:46.2},{x:151.53,y:78.93},{x:152.53,y:79.76},{x:155.55,y:77.23},{x:159.5,y:74.52},{x:168.65,y:69.81},{x:176.46,y:66.93},{x:188.04,y:64.16},{x:200.63,y:62.7},{x:213.65,y:62.7},{x:226.05,y:64.1},{x:234.83,y:66.06},{x:245.65,y:69.73},{x:252.87,y:73.27},{x:259.12,y:77.35},{x:262.63,y:80.33},{x:265.6,y:83.47},{x:268.01,y:86.76},{x:269.84,y:90.17},{x:271.08,y:93.68},{x:271.76,y:99.08},{x:271.04,y:104.64},{x:269.75,y:108.2},{x:267.87,y:111.63},{x:265.42,y:114.91},{x:262.44,y:118.01},{x:258.96,y:120.92},{x:255.02,y:123.63},{x:245.86,y:128.34},{x:238.06,y:131.22},{x:226.48,y:133.99},{x:213.88,y:135.45},{x:200.63,y:135.45},{x:188.04,y:133.99},{x:176.46,y:131.22},{x:168.65,y:128.34},{x:159.5,y:123.63},{x:155.55,y:120.92},{x:152.21,y:118.12},{x:152.21,y:145.77}]; var upper_house_hole_1 = [{x:73.14,y:138.13},{x:104.49,y:138.13},{x:104.49,y:106.8},{x:73.14,y:106.8}]; var upper_house_hole_2 = [{x:114.35,y:124.7},{x:134.96,y:124.7},{x:134.96,y:106.61},{x:114.35,y:106.61}]; var upper_house_hole_3 = [{x:207.26,y:117.33},{x:210.57,y:117.26},{x:216.87,y:116.53},{x:222.66,y:115.15},{x:227.8,y:113.18},{x:233.11,y:110},{x:236.34,y:106.99},{x:238.51,y:103.64},{x:239.42,y:100.48},{x:239.42,y:97.67},{x:238.51,y:94.51},{x:236.34,y:91.16},{x:233.11,y:88.15},{x:227.8,y:84.97},{x:222.66,y:83},{x:216.87,y:81.62},{x:210.57,y:80.89},{x:203.94,y:80.89},{x:197.65,y:81.62},{x:191.86,y:83},{x:186.71,y:84.97},{x:181.41,y:88.15},{x:178.18,y:91.16},{x:176.01,y:94.51},{x:175.1,y:97.67},{x:175.1,y:100.48},{x:176.01,y:103.64},{x:178.18,y:106.99},{x:181.41,y:110},{x:186.71,y:113.18},{x:191.86,y:115.15},{x:197.65,y:116.53},{x:203.94,y:117.26}]; The question is, how this like structure can be converted to 3D object in three.js so that it can be extruded using THREE.ExtrudeGeometry( shape, extrusionSettings ) and after that textured as a whole? I can examine the path data to know what hole belongs to what polygon and handle all as separate shapes, but because I want to use one texture image across all the shapes, I think the preferred way is to handle all material-polygons as one shape, and hole-polygons as other shape and use something like: var shape = [lower_house_material, upper_house_material]; shape.holes = [lower_house_hole_1, lower_house_hole_2, upper_house_hole_1, upper_house_hole_2, upper_house_hole_3]; var 3d_geometry = THREE.ExtrudeGeometry( shape, extrusionSettings ); So the 3d_geometry should be at the end one mesh to which I can append a texture this way: var textureFront = new THREE.ImageUtils.loadTexture( 'textureFront.png'); var textureSide = new THREE.ImageUtils.loadTexture( 'textureSide.png'); var materialFront = new THREE.MeshBasicMaterial( { map: textureFront } ); var materialSide = new THREE.MeshBasicMaterial( { map: textureSide } ); var materialArray = [ materialFront, materialSide ]; var faceMaterial = new THREE.MeshFaceMaterial(materialArray); var final_mesh = new THREE.Mesh(3d_geometry, faceMaterial ); And one of the textures could be something like this (256x256px): And texture applied: And because the mesh is extruded, there is also 3D thickness on the above, but you got the idea of texturing. I know that y-coordinates have to be flipped but it is a trivial task and not the point of my question, but if three.js has ready-made function for clipping y, it would be helpful. I have spent hours to examine the three.js source code, examples and documentation, but because the most frequent word there is "todo", it cannot help much. And I'm very newbie to three.js, I would think that this may be trivial task for some experienced three.js user. UPDATE: And just to make sure, the hole polygons are always well-behaved, which means that hole polygons are always fully inside material-polygons and there are no duplicate vertices or self-intersections either in material-polygons or hole-polygons and all material-polygons have CW winding order and holes CCW. UPDATE: Merging geometries was not a solution for texturing the whole extruded polygon set by one texture: http://jsfiddle.net/C5dga. The texture is repeated on all individual shapes, so merging geometries in this case has no real meaning. The solution could be possibly found on merging shapes before they are extruded, but not found solution for this yet.
You can merge geometries as in the following snippet, resulting in just a single mesh. From your prior questions, you already know how to texture a single geometry. var geometry1 = new THREE.ExtrudeGeometry( shape1, extrusionSettings ); var geometry2 = new THREE.ExtrudeGeometry( shape2, extrusionSettings ); geometry1.merge( geometry2 ); . . . var mesh = new THREE.Mesh( geometry1, material ); scene.add( mesh ); Fiddle: http://jsfiddle.net/pHn2B/88/ Fiddle: http://jsfiddle.net/C5dga/13/ (with texture) EDIT: As an alternative to creating separate geometries and using the merge utility, you can create a single geometry using the following pattern, instead: var geometry1 = new THREE.ExtrudeGeometry( [ shape1, shape2 ], extrusionSettings ); EDIT: updated to three.js r.70
XNA 4.0 weird color error
I am having problems drawing a terrain with XNA, specifically with colors (It happens with VertexPositionColorNormal and with VertexPositionTextureNormal). My code is following: public BasicEffect GetEffectForColoredTerrain() { this.coloredTerrainEffect.EnableDefaultLighting(); this.coloredTerrainEffect.SpecularPower = 0.01f; //Power of the light this.coloredTerrainEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f); //Color of the light when it reflects on a surface this.coloredTerrainEffect.EmissiveColor = new Vector3(1, 0, 0); this.coloredTerrainEffect.DirectionalLight0.Enabled = true; //Enable directional light this.coloredTerrainEffect.DirectionalLight0.DiffuseColor = (new Vector3(0.2f, 0.2f, 0.2f)); //Diffuse color this.coloredTerrainEffect.DirectionalLight0.SpecularColor = (new Vector3(0.2f, 0.2f, 0.2f)); //Specular color this.coloredTerrainEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(1, -1f, 1)); //Direction where the light comes from. this.coloredTerrainEffect.View = Camera.GetInstance().GetViewMatrix(); this.coloredTerrainEffect.Projection = Camera.GetInstance().GetProjectionMatrix(); this.coloredTerrainEffect.Alpha = (float)((float)Configuration.GetInstance().TerrainOpacity / (float)100); this.coloredTerrainEffect.VertexColorEnabled = true; return this.coloredTerrainEffect; } And this code for drawing terrain: RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; WorldContent.CommonGraphicsDevice.RasterizerState = rs; //Restore things that SpriteBatch can have overriden WorldContent.CommonGraphicsDevice.BlendState = BlendState.AlphaBlend; WorldContent.CommonGraphicsDevice.DepthStencilState = DepthStencilState.Default; WorldContent.CommonGraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; BasicEffect shader = ShadersHandler.GetInstance().GetEffectForColoredTerrain(); foreach (EffectPass pass in shader.CurrentTechnique.Passes) { pass.Apply(); WorldContent.CommonGraphicsDevice.Indices = indexBufferVertices; WorldContent.CommonGraphicsDevice.SetVertexBuffer(vertexBufferVertices); WorldContent.CommonGraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexPositionColorNormalList.Length, 0, indicesVertices.Length / 3); } However, the result is really weird, as you can see in the following images: Terrain laterally Terrain bottom Color is a gradient from Yellow to white (yellow up, white down). However, if I use the effects file from Riemers tutorial (effects.fx from 3D Series 1), everything is correct, as you can see here: Terrain good laterally Terrain good bottom If you wish, you can see the effect code here: Effects file So QUESTION: Does anyone knows what is happening here with BasicEffect? I would like to use the Riemers file (everything seems correct with it), but I need to use transparency and the BasicEffect object provides me alpha property, which is perfect for what I am looking for. PD: The same problem happens with textured terrain, using VertexPositionNormalTexture
Looking at the images, the discoloration appears to be a very nice circle, as from a directional light. I would try removing the DirectionalLight0 property settings you are using in the BasicEffect example and see if that corrects the discoloration.
How to create a `pixelized' SVG image from a bitmap?
I have a 16x16 bitmap and want to create an SVG that contains 16x16 squares with the colors of the pixels of the image. Is there an easy way to achieve this? My current thoughts go into the direction of using Python and PIL to read the bitmap image and dynamically create an SVG image file with the corresponding objects. But this feels a little clumsy and like reinventing the wheel. Is there a better way to do this?
If you don't need the output to be SVG, I would suggest using an HTML5 Canvas where you can sample the pixels of the image client-side (using getImageData() on the context) and then draw your own up-scaled image. Or, if you need SVG, you could still use Canvas for the image sampling and then use procedurally-created <rect/> elements in SVG for each pixel. I've written an example using just HTML Canvas so you can see how to do this. In short: function drawPixelated(img,context,zoom,x,y){ if (!zoom) zoom=4; if (!x) x=0; if (!y) y=0; if (!img.id) img.id = "__img"+(drawPixelated.lastImageId++); var idata = drawPixelated.idataById[img.id]; if (!idata){ var ctx = document.createElement('canvas').getContext('2d'); ctx.width = img.width; ctx.height = img.height; ctx.drawImage(img,0,0); idata = drawPixelated.idataById[img.id] = ctx.getImageData(0,0,img.width,img.height).data; } for (var x2=0;x2<img.width;++x2){ for (var y2=0;y2<img.height;++y2){ var i=(y2*img.width+x2)*4; var r=idata[i ]; var g=idata[i+1]; var b=idata[i+2]; var a=idata[i+3]; context.fillStyle = "rgba("+r+","+g+","+b+","+(a/255)+")"; context.fillRect(x+x2*zoom, y+y2*zoom, zoom, zoom); } } }; drawPixelated.idataById={}; drawPixelated.lastImageId=0; If you really need SVG involved, I'd be happy to write an example that dynamically generated that. Edit: OK, I've created an SVG version just for fun and practice. :) As an aside (from an initial misreading of your question) this demo file from ASVG3 their old SVG Examples Page shows how to use some complex compositing of many different effects to create pixelation on arbitrary vector data. Unfortunately the demo does not load in Chrome, having been hardwired to require the (now-discontinued) Adobe SVG Viewer.