I'm making a 3d game, and i need to paste images on a cube, but I can't find out where the front
/back
/top
/bottom
/left
/right
textures should go.
I just started using pyglet, so I'm not very familiar with it. I've been flipping the texture part of the cube for a few days now, and it's still a mess. Here's my code for the cube function below:
def cuboid(self, x1,y1,z1, x2,y2,z2, tex):
'''
Draws a cuboid from x1,y1,z1 to x2,y2,z2 and covers each side with tex\n
tex format:\n
(front, back, left, right, top, bottom)
Facing in the -z direction
'''
front = tex[0]
back = tex[1]
left = tex[2]
right = tex[3]
top = tex[4]
bottom = tex[5]
tex_coords = ("t2f", (0,0, 1,0, 1,1, 0,1))
self.batch.add(4,GL_QUADS,back,('v3f',(x1,y1,z1, x1,y1,z2, x1,y2,z2, x1,y2,z1, )),tex_coords)
self.batch.add(4,GL_QUADS,right,('v3f',(x2,y1,z2, x2,y1,z1, x2,y2,z1, x2,y2,z2, )),tex_coords)
self.batch.add(4,GL_QUADS,top,('v3f',(x1,y1,z1, x2,y1,z1, x2,y1,z2, x1,y1,z2, )),tex_coords)
self.batch.add(4,GL_QUADS,front,('v3f',(x1,y2,z2, x2,y2,z2, x2,y2,z1, x1,y2,z1, )),tex_coords)
self.batch.add(4,GL_QUADS,bottom,('v3f',(x2,y1,z1, x1,y1,z1, x1,y2,z1, x2,y2,z1, )),tex_coords)
self.batch.add(4,GL_QUADS,left,('v3f',(x1,y1,z2, x2,y1,z2, x2,y2,z2, x1,y2,z2, )),tex_coords)
I cannot show what I was expecting because I don't have a working 3d rendering program.
I assume that the coordinates (x1
, y1
, z1
) are the minimum of the cube and the coordinates are the maximum (x1
, y1
, z1
). e.g.:
self.cuboid(0, 0, 0, 1, 1, 1, self.tex)
If the cube is drawn in view space, then:
The x-axis points to the left. The left
texture has to be placed where the x coordinates of all the vertices are x1
and the right
texture where the x coordinates are x2
:
self.batch.add(4, GL_QUADS, right, ('v3f',(x1,y1,z1, x1,y1,z2, x1,y2,z2, x1,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, left, ('v3f',(x2,y1,z2, x2,y1,z1, x2,y2,z1, x2,y2,z2)), tex_coords)
The y-axis point up. So bottom
is where the y coordinates are y1
and top where the y coordinates are y2
:
self.batch.add(4, GL_QUADS, bottom, ('v3f',(x1,y1,z1, x2,y1,z1, x2,y1,z2, x1,y1,z2)), tex_coords)
self.batch.add(4, GL_QUADS, top, ('v3f',(x1,y2,z2, x2,y2,z2, x2,y2,z1, x1,y2,z1)), tex_coords)
In a Right-handed system the z axis points out of the view. The z-axis is the Cross product of the x-axis and y-axis.
This causes that front
has to be placed where the z-coordinates are z2
and back
where the z-coordinates are z1
:
self.batch.add(4, GL_QUADS, back, ('v3f',(x2,y1,z1, x1,y1,z1, x1,y2,z1, x2,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, front, ('v3f',(x1,y1,z2, x2,y1,z2, x2,y2,z2, x1,y2,z2)), tex_coords)
The method cuboid
:
def cuboid(self, x1,y1,z1, x2,y2,z2, tex):
'''
Draws a cuboid from x1,y1,z1 to x2,y2,z2 and covers each side with tex\n
tex format:\n
(front, back, left, right, top, bottom)
Facing in the -z direction
'''
front = tex[0]
back = tex[1]
left = tex[2]
right = tex[3]
top = tex[4]
bottom = tex[5]
tex_coords = ("t2f", (0,0, 1,0, 1,1, 0,1))
self.batch.add(4, GL_QUADS, right, ('v3f',(x1,y1,z1, x1,y1,z2, x1,y2,z2, x1,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, left, ('v3f',(x2,y1,z2, x2,y1,z1, x2,y2,z1, x2,y2,z2)), tex_coords)
self.batch.add(4, GL_QUADS, bottom, ('v3f',(x1,y1,z1, x2,y1,z1, x2,y1,z2, x1,y1,z2)), tex_coords)
self.batch.add(4, GL_QUADS, top, ('v3f',(x1,y2,z2, x2,y2,z2, x2,y2,z1, x1,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, back, ('v3f',(x2,y1,z1, x1,y1,z1, x1,y2,z1, x2,y2,z1)), tex_coords)
self.batch.add(4, GL_QUADS, front, ('v3f',(x1,y1,z2, x2,y1,z2, x2,y2,z2, x1,y2,z2)), tex_coords)