我使用OpenGL触摸事件来移动形状,但会发生的是屏幕另一侧的形状移动(x轴)。因此,如果您尝试在底部移动形状,则顶部的形状将移动到内部。右上角是(0,480),左下角是(800,0)。我试过在视图矩阵中更改数字,但它没有用。为什么会这样?
我确定我已正确设置了我的视图和投影矩阵。他们在这里。
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background clear color to gray.
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
GLES20.glFrontFace(GLES20.GL_CCW); // Counter-clockwise winding.
GLES20.glEnable(GLES20.GL_CULL_FACE);// Use culling to remove back faces.
GLES20.glCullFace(GLES20.GL_BACK);// What faces to remove with the face culling.
GLES20.glEnable(GLES20.GL_DEPTH_TEST);// Enable depth testing
// Position the eye behind the origin.
final float eyeX = 0.0f;
final float eyeY = 0.0f;
final float eyeZ = -3.0f;
// We are looking toward the distance
final float lookX = 0.0f;
final float lookY = 0.0f;
final float lookZ = 0.0f;
// Set our up vector. This is where our head would be pointing were we holding the camera.
final float upX = 0.0f;
final float upY = 1.0f;
final float upZ = 0.0f;
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
Matrix.setIdentityM(mViewMatrix, 0);
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
// Sets the current view port to the new size.
GLES20.glViewport(0, 0, width, height);
float RATIO = (float) width / (float) height;
// this projection matrix is applied to object coordinates in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, -RATIO, RATIO, -1, 1, 1, 10);
Matrix.setIdentityM(mProjectionMatrix, 0);
}
更新
视图似乎正确呈现。如果我翻译它们,或者稍微改变顶点坐标,形状将出现在我想要它们的屏幕上。什么不对,它是如何记录触摸事件的。有什么想法吗?
这是我检查触摸事件的方式。
if(shapeW < minX){minX = shapeW;}
if(shapeW > maxX){maxX = shapeW;}
if(shapeH < minY){minY = shapeH;}
if(shapeH > maxY){maxY = shapeH;}
//Log.i("Min&Max" + (i / 4), String.valueOf(minX + ", " + maxX + ", " + minY + ", " + maxY));
if(minX < MyGLSurfaceView.touchedX && MyGLSurfaceView.touchedX < maxX && minY < MyGLSurfaceView.touchedY && MyGLSurfaceView.touchedY < maxY)
{
xAng[j] = xAngle;
yAng[j] = yAngle;
Log.i("cube "+j, " pressed");
}
答案 0 :(得分:1)
从原点开始,z轴正向你走,负向走向屏幕。因此,如果我的假设是正确的,你的形状是在z = 0平面上绘制的,那么你的眼睛实际上就位于它们后面。因此,如果您以一种方式移动对象,则它会以另一种方式移动。请尝试使用eyeZ的正值。
例如,eye =(0,0,3),look =(0,0,0)会将眼睛从原点朝向俯视屏幕的方向定位。相比之下,使用eye =(0,0,-3),look =(0,0,0)会将眼睛放回屏幕中向后看。