[英]How to make 3D triangle with thickness in Raylib
我可以在 Raylib 中制作一个 3D 三角形,但现在我希望那个三角形有厚度。
Raylib 如何做到这一点?
这是 C# 中的代码,它只显示一个没有厚度的三角形:
using System;
using Raylib_cs;
using System.Numerics;
namespace Triangle
{
class Program
{
static void Main(string[] args)
{
Raylib.InitWindow(800, 480, "Hello World");
Camera3D camera;
camera.position = new Vector3(10.0f, 10.0f, 10.0f); // Camera3D position
camera.target = new Vector3(0.0f, 0.0f, 0.0f); // Camera3D looking at point
camera.up = new Vector3(0.0f, 1.0f, 0.0f); // Camera3D up vector (rotation towards target)
camera.fovy = 120.0f; // Camera3D field-of-view Y
camera.type = CameraType.CAMERA_PERSPECTIVE; // Camera3D mode type
Vector3 point1 = new Vector3(0.0f, 0.0f, 0.0f);
Vector3 point2 = new Vector3(10.0f, 0.0f, 0.0f);
Vector3 point3 = new Vector3(10.0f, 10.0f, 0.0f);
Raylib.SetCameraMode(camera, CameraMode.CAMERA_FREE); // Set a free camera mode
Raylib.SetTargetFPS(60);
Rlgl.rlDisableBackfaceCulling();
while (!Raylib.WindowShouldClose())
{
Raylib.UpdateCamera(ref camera);
Raylib.BeginDrawing();
Raylib.ClearBackground(Color.RAYWHITE);
Raylib.BeginMode3D(camera);
Raylib.DrawTriangle3D(point1, point2, point3, Color.BLACK);
Raylib.EndMode3D();
//text
Raylib.DrawRectangle(10, 10, 320, 133, Raylib.ColorAlpha(Color.SKYBLUE, 0.5f));
Raylib.DrawRectangleLines(10, 10, 320, 133, Color.BLUE);
Raylib.DrawText("Free camera default controls:", 20, 20, 10, Color.BLACK);
Raylib.DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, Color.DARKGRAY);
Raylib.DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DARKGRAY);
Raylib.DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, Color.DARKGRAY);
Raylib.DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, Color.DARKGRAY);
Raylib.EndDrawing();
}
Raylib.CloseWindow();
}
}
}
如果有人知道如何实现这一点,我将不胜感激。
我不太清楚你所说的 3D 三角形是什么意思,但我假设你的意思是三角棱镜。 为此,您需要明确地绘制每个面。 要绘制矩形边,您需要绘制两个三角形。 此外,由于我们只使用三角形的正面,我们不需要禁用背面剔除。 绘制三角形时,需要排列点,以便在看脸时,点 go 按顺时针顺序排列。
这是 C++ 实现,但它应该给你的想法;
Camera3D camera;
camera.position = (Vector3){10.0f, 10.0f, 10.0f}; // Camera3D position
camera.target = (Vector3){0.0f, 0.0f, 0.0f}; // Camera3D looking at point
camera.up = (Vector3){0.0f, 1.0f, 0.0f}; // Camera3D up vector (rotation towards target)
camera.fovy = 120.0f; // Camera3D field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type
Vector3 point1 = (Vector3){0.0f, 0.0f, 0.0f};
Vector3 point2 = (Vector3){10.0f, 0.0f, 0.0f};
Vector3 point3 = (Vector3){10.0f, 10.0f, 0.0f};
Vector3 thickness = (Vector3){0, 0, -5.0f};
Vector3 back1 = Vector3Add(point1, thickness);
Vector3 back2 = Vector3Add(point2, thickness);
Vector3 back3 = Vector3Add(point3, thickness);
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
//rlDisableBackfaceCulling();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Front face
DrawTriangle3D(point1, point2, point3, BLACK);
// Back face
DrawTriangle3D(back3, back2, back1, BLACK);
// Slanted side
DrawTriangle3D(back1, point1, back3, BLACK);
DrawTriangle3D(point1, point3, back3, BLACK);
// Back side
DrawTriangle3D(point2, back2, back3, BLACK);
DrawTriangle3D(back3, point3, point2, BLACK);
// Bottom side
DrawTriangle3D(back1, back2, point2, BLACK);
DrawTriangle3D(point2, point1, back1, BLACK);
DrawGrid(100, 10.0);
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
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