java – libgdx如何在触摸时缩放和旋转3d模型
发布时间:2020-05-24 03:08:02 所属栏目:Java 来源:互联网
导读:我正在尝试创建一个简单的应用程序,它允许您从.obj加载3D模型,并通过触摸屏幕缩放/旋转它. 我设法编写了从文件中加载3d模型并检测手势的代码,但现在我不知道如何通过触摸屏幕来启用缩放/旋转功能. 这是我现在的代码: public class RenderObjApp implements A
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我正在尝试创建一个简单的应用程序,它允许您从.obj加载3D模型,并通过触摸屏幕缩放/旋转它. 我设法编写了从文件中加载3d模型并检测手势的代码,但现在我不知道如何通过触摸屏幕来启用缩放/旋转功能. 这是我现在的代码: public class RenderObjApp implements ApplicationListener,GestureDetector.GestureListener {
public static int SCREEN_WIDTH = 800;
public static int SCREEN_HEIGHT = 600;
private static final String TAG = RenderObjApp.class.getSimpleName();
private Mesh model;
private PerspectiveCamera camera;
private float scale = 1f;
@Override
public void create() {
model = ObjLoader.loadObj(Gdx.files.internal("data/cessna.obj").read(),true);
Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
Gdx.input.setInputProcessor(new GestureDetector(this));
}
@Override
public void dispose() {
}
@Override
public void pause() {
}
@Override
public void render() {
Gdx.gl.glClearColor(0.0f,0.0f,1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
camera.update();
camera.apply(Gdx.gl10);
model.render(GL10.GL_TRIANGLES);
}
@Override
public void resize(int arg0,int arg1) {
float aspectRatio = (float) arg0 / (float) arg1;
camera = new PerspectiveCamera(75,2f * aspectRatio,2f);
camera.near = 0.1f;
camera.translate(0,0);
}
@Override
public void resume() {
}
@Override
public boolean touchDown(float x,float y,int pointer) {
Gdx.app.log(TAG,"touchDown: ");
return false;
}
@Override
public boolean tap(float x,int count,int pointer,int button) {
Gdx.app.log(TAG,"tap: ");
return false;
}
@Override
public boolean longPress(float x,float y) {
Gdx.app.log(TAG,"zoom: ");
return false;
}
@Override
public boolean fling(float velocityX,float velocityY,"fling: ");
return false;
}
@Override
public boolean pan(float x,float deltaX,float deltaY) {
Gdx.app.log(TAG,"pan: ");
return false;
}
@Override
public boolean zoom(float initialDistance,float distance) {
Gdx.app.log(TAG,"zoom: initialDistance=" + initialDistance + ",distance=" + distance);
return false;
}
@Override
public boolean pinch(Vector2 initialPointer1,Vector2 initialPointer2,Vector2 pointer1,Vector2 pointer2) {
Gdx.app.log(TAG,"pinch: ");
return false;
}
}
所以我正在寻找如何旋转PerspectiveCamera和Mesh本身. 解决方法我一直致力于“Blender风格”相机,它具有捏合变焦功能以及(在桌面上)大多数Blender相机的功能.这是一项正在进行的工作 – 它并不完全模仿Blender相机的行为(尚未).我想这会让你指出正确的方向.你应该知道的一些事情:>您可能需要翻译模型,使其位于原点.除非您翻译,否则相机仍然指向原点. (到目前为止,您只能在桌面上翻译而不是在Android上翻译); 抽象类: /* Author: Christopher Grabowski,yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.input.GestureDetector.GestureListener;
import com.badlogic.gdx.math.Vector2;
abstract public class ControllableCamera extends PerspectiveCamera implements InputProcessor{
abstract public void resize(int width,int height);
abstract public void render();
public ControllableCamera(int fieldOfView,int width,int height) {
super(fieldOfView,width,height);
}
@Override
public boolean keyDown(int keyCode) {
return false;
}
@Override
public boolean keyTyped(char arg0) {
return false;
}
@Override
public boolean keyUp(int arg0) {
return false;
}
@Override
public boolean touchDown(int x,int y,int button) {
return false;
}
@Override
public boolean touchDragged(int screenX,int screenY,int pointer) {
return false;
}
@Override
public boolean touchUp(int x,int button) {
return false;
}
@Override
public boolean mouseMoved(int arg0,int arg1) {
return false;
}
@Override
public boolean scrolled(int direction) {
return false;
}
}
具体课程: /* Author: Christopher Grabowski,yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.math.Vector3;
/*
* the pause,resize,and render methods must be called within their corresponding
* methods in the ApplicationListener
*/
public class BlenderStyleCamera extends ControllableCamera {
public static final Vector3 ORIGIN = new Vector3(0,0);
private static boolean shiftIsPressed = false,controlIsPressed = false,isScrollingUp = false,isScrollingDown = false,isSingleTouched = false,justSingleTouched = false;
private float aspectRatio;
private int x = -1,y = -1;
private float dx = 0.0f,dy = 0.0f;
private final Vector3 tmp = new Vector3();
// fields related to pinch-to-zoom
private int numberOfFingers = 0;
private int fingerOnePointer;
private int fingerTwoPointer;
private float lastDistance = 0;
private final Vector3 fingerOne = new Vector3();
private final Vector3 fingerTwo = new Vector3();
public BlenderStyleCamera(int fieldOfView,height);
aspectRatio = viewportHeight / viewportWidth;
Gdx.input.setInputProcessor(this);
up.set(0.0f,1.0f,0.0f);
position.set(0.0f,30.0f);
far = 300.0f;
lookAt(0,0);
translate(0.0f,2.1f);
lookAt(0,0);
update();
}
public void pause() {
numberOfFingers = 0;
}
@Override
public void resize(int width,int height) {
viewportWidth = width;
viewportHeight = height;
aspectRatio = viewportHeight / viewportWidth;
update();
}
@Override
public void render() {
if (isSingleTouched) {
// This gets the change in touch position and
// compensates for the aspect ratio.
if (x == -1 || y == -1 || justSingleTouched) {
x = Gdx.input.getX();
y = Gdx.input.getY();
} else {
dx = (x - Gdx.input.getX());
dy = (y - Gdx.input.getY()) / aspectRatio;
}
// This zooms when control is pressed.
if (controlIsPressed && dy > 0) {
scrollIn();
} else if (controlIsPressed && dy < 0) {
scrollOut();
}
// This translates the camera blender-style
// if shift is pressed.
// Note that this will look weird with a
// perspective camera.
else if (shiftIsPressed) {
translateTangentially();
}
// Default is to rotate the object
// (actually rotate the camera about a sphere
// that surrounds the object).
else {
travelAround();
}
x = Gdx.input.getX();
y = Gdx.input.getY();
justSingleTouched = false;
}
// this zooms when the mouse wheel is rotated
if (isScrollingUp) {
scrollIn();
isScrollingUp = false;
} else if (isScrollingDown) {
scrollOut();
isScrollingDown = false;
}
// Some key controls
if (Gdx.input.isKeyPressed(Keys.LEFT) || Gdx.input.isKeyPressed(Keys.A)) {
translateTangentially(1,0);
} else if (Gdx.input.isKeyPressed(Keys.RIGHT)
|| Gdx.input.isKeyPressed(Keys.D)) {
translateTangentially(-1,0);
}
if (Gdx.input.isKeyPressed(Keys.UP) || Gdx.input.isKeyPressed(Keys.W)) {
translateTangentially(0,1);
} else if (Gdx.input.isKeyPressed(Keys.DOWN)
|| Gdx.input.isKeyPressed(Keys.S)) {
translateTangentially(0,-1);
}
update();
}
// These methods create the pinch zoom
// and set some flags for logic in render method.
@Override
public boolean touchDown(int x,int button) {
// for pinch-to-zoom
numberOfFingers++;
if (numberOfFingers == 1) {
isSingleTouched = true;
justSingleTouched = true;
fingerOnePointer = pointer;
fingerOne.set(x,y,0);
} else if (numberOfFingers == 2) {
isSingleTouched = false;
fingerTwoPointer = pointer;
fingerTwo.set(x,0);
float distance = fingerOne.dst(fingerTwo);
lastDistance = distance;
}
return true;
}
@Override
public boolean touchDragged(int x,int pointer) {
if (numberOfFingers > 1) {
if (pointer == fingerOnePointer) {
fingerOne.set(x,0);
}
if (pointer == fingerTwoPointer) {
fingerTwo.set(x,0);
}
float distance = fingerOne.dst(fingerTwo);
if (lastDistance > distance) {
scrollOut();
} else if (lastDistance < distance) {
scrollIn();
}
lastDistance = distance;
update();
}
return true;
}
@Override
public boolean touchUp(int x,int button) {
isSingleTouched = false;
if (numberOfFingers == 1) {
Vector3 touchPoint = new Vector3(x,0);
unproject(touchPoint);
}
numberOfFingers--;
// just some error prevention... clamping number of fingers (ouch! :-)
if (numberOfFingers < 0) {
numberOfFingers = 0;
}
lastDistance = 0;
return false;
}
// These methods set flags for logic in render method.
@Override
public boolean keyDown(int keycode) {
switch (keycode) {
case (Keys.SHIFT_LEFT):
case (Keys.SHIFT_RIGHT):
shiftIsPressed = true;
break;
case (Keys.CONTROL_LEFT):
case (Keys.CONTROL_RIGHT):
controlIsPressed = true;
break;
case (Keys.O):
this.up.set(0.0f,0.0f);
this.position.set(0.0f,30.0f);
this.lookAt(0,0);
this.update();
}
return true;
}
@Override
public boolean keyUp(int arg0) {
shiftIsPressed = controlIsPressed = false;
return true;
}
@Override
public boolean scrolled(int direction) {
if (direction == -1) {
isScrollingUp = true;
} else if (direction == 1) {
isScrollingDown = true;
}
return true;
}
// The rest of the methods translate the camera.
public void scrollIn() {
float magnitude = 1.0f;
scrollIn(magnitude);
}
public void scrollIn(float magnitude) {
if (position.dst2(ORIGIN) > 2.0f) {
tmp.set(position);
tmp.nor();
this.translate(-tmp.x * magnitude,-tmp.y * magnitude,-tmp.z
* magnitude);
update();
}
}
public void scrollOut() {
float magnitude = 1.0f;
scrollOut(magnitude);
}
public void scrollOut(float magnitude) {
tmp.set(position);
tmp.nor();
this.translate(tmp.x * magnitude,tmp.y * magnitude,tmp.z * magnitude);
update();
}
private void travelAround() {
tmp.set(up);
rotateAround(ORIGIN,tmp,dx);
tmp.crs(position).nor();
rotateAround(ORIGIN,dy);
}
private void translateTangentially() {
translateTangentially(dx,dy);
}
private void translateTangentially(float dx,float dy) {
tmp.set(up);
tmp.crs(position);
if (dx > 0) {
translate(tmp.x / 15.0f,tmp.y / 15.0f,tmp.z / 15.0f);
} else if (dx < 0) {
translate(-tmp.x / 15.0f,-tmp.y / 15.0f,-tmp.z / 15.0f);
}
if (dy > 0) {
translate(-up.x,-up.y,-up.z);
} else if (dy < 0) {
translate(up);
}
}
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