我想用我的手指触摸旋转我的3D立方体但我无法做到这一点我的代码是旋转立方体 它非常简单地旋转,但是我希望它应该在手指触摸时旋转,例如,如果右侧的手指在右侧方向旋转,那么
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
GLSurfaceView view = new GLSurfaceView(this);
view.setRenderer(new OpenGLRenderer());
setContentView(view);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
super.onTouchEvent(event);
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN :
break;
case MotionEvent.ACTION_MOVE :
// handle in between rotation
break;
case MotionEvent.ACTION_UP :
break;
}
return false;
}
}
class OpenGLRenderer extends Activity implements Renderer {
private Cube mCube = new Cube();
private float mCubeRotation;
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -10.0f);
gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f);
mCube.draw(gl);
gl.glLoadIdentity();
mCubeRotation -= 0.15f;
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl,
javax.microedition.khronos.egl.EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_NICEST);
}
}
class Cube {
private FloatBuffer mVertexBuffer;
private FloatBuffer mColorBuffer;
private ByteBuffer mIndexBuffer;
private float vertices[] = {
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f
};
private float colors[] = {
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.5f, 0.0f, 1.0f,
1.0f, 0.5f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f
};
private byte indices[] = {
0, 4, 5, 0, 5, 1,
1, 5, 6, 1, 6, 2,
2, 6, 7, 2, 7, 3,
3, 7, 4, 3, 4, 0,
4, 7, 6, 4, 6, 5,
3, 0, 1, 3, 1, 2
};
public Cube() {
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mVertexBuffer = byteBuf.asFloatBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(colors.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mColorBuffer = byteBuf.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE,
mIndexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
答案 0 :(得分:0)
我使用了这段代码及其作品
@Override
public boolean onTouchEvent(MotionEvent event) {
//
float x = event.getX();
float y = event.getY();
//If a touch is moved on the screen
if(event.getAction() == MotionEvent.ACTION_MOVE) {
//Calculate the change
float dx = x - oldX;
float dy = y - oldY;
//Define an upper area of 10% on the screen
int upperArea = this.getHeight() / 10;
//Zoom in/out if the touch move has been made in the upper
if(y < upperArea) {
z -= dx * TOUCH_SCALE / 2;
//Rotate around the axis otherwise
} else {
xrot += dy * TOUCH_SCALE;
yrot += dx * TOUCH_SCALE;
}
//A press on the screen
} else if(event.getAction() == MotionEvent.ACTION_UP) {
//Define an upper area of 10% to define a lower area
int upperArea = this.getHeight() / 10;
int lowerArea = this.getHeight() - upperArea;
//Change the light setting if the lower area has been pressed
if(y > lowerArea) {
if(light) {
light = false;
} else {
light = true;
}
}
}
//Remember the values
oldX = x;
oldY = y;
//We handled the event
return true;
}