我有一个物体在我的opengl表面移动,它有时会离开屏幕,所以我想知道你如何改变你在世界的哪个地方,所以我可以找到我的物体,因为它正在移动。
这是我的方形对象的渲染器
class SquareRenderer implements GLSurfaceView.Renderer {
private int counter = 0;
private boolean mTranslucentBackground;
private Square mSquare;
private float mTransY;
private float mTransX;
private float mAngle;
private Context context;
private float xPoint = 0.0f;
private float yPoint = 0.0f;
public SquareRenderer(boolean useTranslucentBackground,Context context) {
mTranslucentBackground = useTranslucentBackground;
this.context=context;
mSquare = new Square();
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL11.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(mTransX, mTransY, -10.0f);
mSquare.draw(gl);
GLU.gluLookAt(gl, 0.0f, 0.0f, 0.0f, (float) MainActivity.azimuth, (float) MainActivity.roll, 0.0f, 0.0f, 1, 0.0f);
Random rnd = new Random();
float maxx = 180.0f;
float minx = -180.0f;
float maxy = 90.0f;
float miny = -90.0f;
if( xPoint == 0.0f && yPoint == 0.0f){
xPoint = rnd.nextFloat()*(maxx-minx)+minx;
xPoint = round(xPoint,1);
yPoint = rnd.nextFloat()*(maxy-miny)+miny;
yPoint = round(yPoint,1);
Log.d("XPOINT YPOINT",xPoint +" " +yPoint);
}
if(mTransX != xPoint && xPoint>mTransX) {
mTransX += 0.1f;
mTransX = round(mTransX,1);
}else if(mTransX != xPoint && xPoint<mTransX){
mTransX -= 0.1f;
mTransX = round(mTransX,1);
}else if(mTransX == xPoint){
xPoint = rnd.nextFloat()*(maxx-minx)+minx;
xPoint = round(xPoint,1);
}
if(mTransY != yPoint && yPoint >mTransY) {
mTransY += 0.1f;
mTransY = round(mTransY,1);
}else if(mTransY != yPoint && yPoint < mTransY){
mTransY -= 0.1f;
mTransY = round(mTransY,1);
}else if(mTransY == yPoint){
yPoint = rnd.nextFloat()*(maxy-miny)+miny;
yPoint = round(yPoint,1);
}
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
gl.glMatrixMode(GL11.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL11.GL_DITHER);
gl.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_FASTEST);
gl.glClearColor(0,0,0,0);
gl.glEnable(GL11.GL_CULL_FACE);
gl.glShadeModel(GL11.GL_SMOOTH);
gl.glEnable(GL11.GL_DEPTH_TEST);
}