经过大量的试验和错误后,我能够绘制一个立方体和一个瓷砖地图,让立方体在其前面。我添加了输入,以便当您移动手指时,相机会移动。但现在我想在游戏进程中添加下一步。我希望它让我的立方体移动到我在3d空间中按下手指的位置。听起来有点困难。我想要做的是让你用一根手指在地图上滑动相机,另一只手指双击并移动。到目前为止,我的立方体抖动和摆动到位,但没有移动到我想要它去的地方。当然,我的代码都不是完美的,而我对gluunproject的追随可能远非正确。这是我到目前为止的代码
多维数据集创建者和更新代码//简短
public shapemaker(int x, int y, int z,int width)
{
centerx =x;
centery =y;
centerz =z;
mysquare1= new square(centerx,centery,centerz-5,1,.0f,.0f,1f,"vert");
mysquare2= new square(centerx-1,centery,centerz-6f,1,.0f,1.0f,.0f,"side");
mysquare3= new square(centerx,centery,centerz-7,1,1.0f,.0f,.0f,"vert");
mysquare4= new square(centerx+1,centery,centerz-6f,1,.0f,.5f,.5f,"side");
mysquare5= new square(centerx,centery-1,centerz-6f,1,.5f,.5f,.0f,"horiz");
mysquare6= new square(centerx,centery+1,centerz-6f,1,.5f,.0f,.5f,"horiz");
}
public void updatecube(float x, float y, float z)
{
centerx =x;
centery =y;
centerz =z;
mysquare1= new square(centerx,centery,centerz-5,1,.0f,.0f,1f,"vert");
mysquare2= new square(centerx-1,centery,centerz-6f,1,.0f,1.0f,.0f,"side");
mysquare3= new square(centerx,centery,centerz-7,1,1.0f,.0f,.0f,"vert");
mysquare4= new square(centerx+1,centery,centerz-6f,1,.0f,.5f,.5f,"side");
mysquare5= new square(centerx,centery-1,centerz-6f,1,.5f,.5f,.0f,"horiz");
mysquare6= new square(centerx,centery+1,centerz-6f,1,.5f,.0f,.5f,"horiz");
}
public void drawcube(GL10 gl)
{
mysquare1.draw(gl);
mysquare2.draw(gl);
mysquare3.draw(gl);
mysquare4.draw(gl);
mysquare5.draw(gl);
mysquare6.draw(gl);
}
public float getcenterx()
{
return centerx;
}
public float getcentery()
{
return centery;
}
public float getcenterz()
{
return centerz;
}
这是实际的实现代码,它基于googles介绍opengl
class ClearGLSurfaceView extends GLSurfaceView {
private static final String BufferUtils = null;
float x =0;
float y =0;
float z =0f;
float prevx=0;
float prevy=0;
GL10 mygl;
// GL gl;
float mywidth;
float myheight;
public ClearGLSurfaceView(Context context,float width, float height) {
super(context);
mRenderer = new ClearRenderer();
setRenderer(mRenderer);
mywidth = width;
myheight = height;
}
@Override
public boolean onTouchEvent(final MotionEvent event)
{
queueEvent(new Runnable() {
// Find the index of the active pointer and fetch its position
public void run()
{
float curx = event.getX();
float cury = event.getY();
final int action = event.getAction();
if(action == MotionEvent.ACTION_MOVE)
{
if(curx>prevx)
{
x-=.1f;
}
if(curx<prevx)
{
x+=.1f;
}
if(cury>prevy)
{
y+=.1f;
}
if(cury<prevy)
{
y-=.1f;
}
}
if(action == MotionEvent.ACTION_DOWN)
{
// GLU.gluUnProject(winX, winY, winZ, model,
// modelOffset, project, projectOffset, view, viewOffset, obj, objOffset)
vector2d moveto = new vector2d(0,0);
moveto = mRenderer.getworkcoords(curx,cury);
Log.i("move to ", "x "+moveto.x+" y "+ moveto.y+" z " + moveto.z);
mRenderer.updatemoveto(moveto.x, moveto.y);
}
prevx= curx;
prevy = cury;
mRenderer.updatecamera(x, y, z);
}
});
return true;
}
ClearRenderer mRenderer;
}
class ClearRenderer实现了GLSurfaceView.Renderer {
GL10 mygl;
GL11 mygl11;
int viewport[] = new int[4];
float modelview[] = new float[16];
float projection[] = new float[16];
float wcoord[] = new float[4];
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // OpenGL docs.
gl.glShadeModel(GL10.GL_SMOOTH);// OpenGL docs.
gl.glClearDepthf(1.0f);// OpenGL docs.
gl.glEnable(GL10.GL_DEPTH_TEST);// OpenGL docs.
gl.glDepthFunc(GL10.GL_LEQUAL);// OpenGL docs.
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, // OpenGL docs.
GL10.GL_NICEST);
mygl = gl;
mygl11 = (GL11) gl;
int index;
int counter = 0;
float zcoord = -7.0f;
mygl11.glGetFloatv(GL11.GL_MODELVIEW_MATRIX, modelview, 0);
mygl11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, projection, 0);
mygl11.glGetIntegerv(GL11.GL_VIEWPORT, viewport, 0);
for(int x=0;x<11;x++)
{
for(int y =0;y<10;y++)
{
index = tilemap1[y][x];
if(index==0)
{
tiles[counter]=new square(x,y,zcoord,0.5f,1.0f,0.0f,0f,"vert");
}
if(index==1)
{
tiles[counter]=new square(x,y,zcoord,0.5f,0f,1.0f,0f,"vert");
}
if(index==2)
{
tiles[counter]=new square(x,y,zcoord,0.5f,0.0f,0.0f,1f,"vert");
}
counter++;
}
}
}
public vector2d getworkcoords(float width,float height)
{
float[] depth = new float[1];
float winx = width;
float winy =viewport[3]-height;
//vector2d position = new vector2d(0,0);
int test = GLU.gluUnProject(winx, winy,0.0f, modelview, 0, projection,
0, viewport, 0, wcoord, 0);
vector2d v = new vector2d(0,0);
v.x = wcoord[0];
v.y = wcoord[1];
v.z = wcoord[2];
return v ;
}
public void onSurfaceChanged(GL10 gl, int w, int h) {
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL10.GL_PROJECTION);// OpenGL docs.
gl.glLoadIdentity();// OpenGL docs.
GLU.gluPerspective(gl, 45.0f,
(float) w / (float) h,
0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);// OpenGL docs.
gl.glLoadIdentity();// OpenGL docs.
}
public float movetox;
public float movetoy;
float currentposx;
float currentposy;
public void updatemoveto(float x,float y) { movetox = x; movetoy = y; } public void onDrawFrame(GL10 gl){
gl.glClearColor(mRed, mGreen, mBlue, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
currentposx = mycube.getcenterx();
currentposy = mycube.getcentery();
float x = movetox -currentposx;
float y = movetoy - currentposy;
double angle = Math.atan2(y, x);
double mx =.5f* Math.cos(angle);
double my = .5f* Math.sin(angle);
double mmx = mx+ currentposx;
double mmy = my+ currentposy;
mycube.updatecube((float)(mmx), (float)(mmy),0);
mycube.drawcube(gl);
for(int i = 0;i<110;i++)
{
tiles[i].draw(gl);
}
}
public void setColor(float r, float g, float b) {
mRed = r;
mGreen = g;
mBlue = b;
}
public void updatecamera(float myx, float myy, float myz)
{
mygl.glLoadIdentity();// OpenGL docs.
GLU.gluLookAt(mygl, myx, myy, myz, myx, myy, myz-10, 0, 1, 0);
}
private float mRed;
private float mGreen;
private float mBlue;
int tilemap1[][] = {
{0,0,0,0,0,0,0,0,0,0,0},
{0,1,2,1,1,1,1,1,1,1,0},
{0,1,2,1,1,1,1,1,1,1,0},
{0,1,2,1,1,1,1,1,1,1,0},
{0,1,2,2,2,1,1,1,1,1,0},
{0,1,1,1,2,1,1,1,1,1,0},
{0,1,1,1,2,1,1,1,1,1,0},
{0,1,1,1,2,1,1,1,1,1,0},
{0,1,1,1,2,2,1,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0,0},
};
square[] tiles = new square[110];
shapemaker mycube = new shapemaker(0,0,0,1);
}
我没有包含on create方法和on pause方法。我还想提供有关设计代码结构的建议,因为我的实现远非完美。
所以简而言之。我想帮助弄清楚如何修改我制作的代码,让立方体移动到我按下的位置。以及如何改进代码
由于
答案 0 :(得分:0)
首先,
您不需要在每次移动时重新创建顶点。这是一项非常复杂的任务,它会降低帧速率(FPS)。在你的代码中你有模型矩阵。通常它负责翻译,缩放模型的旋转(在您的示例中为网格,立方体)。在常见情况下,您必须转换模型矩阵,然后转换多个模型,投影和视图矩阵,您将获得设备屏幕的矩阵。然后通过乘以顶点位置和这个矩阵,你将获得正确的顶点位置。
您可以查看此question/answer