Libgdx-camera.unproject没有固定我的坐标

Libgdx-camera.unproject没有固定我的坐标,camera,libgdx,project,Camera,Libgdx,Project,下面的代码给出了非常奇怪的y坐标 10-18 00:13:36.834 30543-30567/com.xxxx.yyyy.android I/x﹕ 137.4782 10-18 00:13:36.834 30543-30567/com.xxxx.yyyy.android I/y﹕ -1984.2426 10-18 00:13:36.835 30543-30567/com.xxxx.yyyy.android I/ux﹕ 91.65213 10-18 00:13:36.835 30543-

下面的代码给出了非常奇怪的y坐标

10-18 00:13:36.834  30543-30567/com.xxxx.yyyy.android I/x﹕ 137.4782
10-18 00:13:36.834  30543-30567/com.xxxx.yyyy.android I/y﹕ -1984.2426
10-18 00:13:36.835  30543-30567/com.xxxx.yyyy.android I/ux﹕ 91.65213
10-18 00:13:36.835  30543-30567/com.xxxx.yyyy.android I/uy﹕ -1984.2426
我想我把一切都设置错了,而不是在跑步时做错事? camera.unproject调用应该负责从屏幕坐标到游戏坐标的所有重新映射,不是吗?或者我必须在取消投影之前缩放和反转吗

package com.xxxx.yyyy;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;


public class LetterActor extends Actor
{
    private Texture texture;
    private Vector3 touchPosition = new Vector3();
    private Camera camera;
    private boolean unproject = true;

    public LetterActor(Texture letterTexture, Camera theCamera)
    {
        texture = letterTexture;
        camera = theCamera;

        touchPosition.set(240, 800, 0);
        camera.unproject(touchPosition);
        setPosition(touchPosition.x, touchPosition.y);

        setSize(texture.getWidth(), texture.getHeight());

        addListener(new InputListener()
        {
            @Override
            public boolean touchDown(InputEvent event, float x, float y, int pointer, int button)
            {
                touchPosition.set(x, y, 0);
                if (unproject)
                {
                    camera.unproject(touchPosition);
                }
                setPosition(touchPosition.x, touchPosition.y);

                logPositions(x, y, touchPosition.x, touchPosition.y);

                return true;
            }

            @Override
            public void touchUp(InputEvent event, float x, float y, int pointer, int button)
            {
                touchPosition.set(x, y, 0);
                if (unproject)
                {
                    camera.unproject(touchPosition);
                }
                setPosition(touchPosition.x, touchPosition.y);

                logPositions(x, y, touchPosition.x, touchPosition.y);
            }

            @Override
            public void touchDragged(InputEvent event, float x, float y, int pointer)
            {
                touchPosition.set(x, y, 0);
                if (unproject)
                {
                    camera.unproject(touchPosition);
                }
                setPosition(touchPosition.x, touchPosition.y);

                logPositions(x, y, touchPosition.x, touchPosition.y);
            }
        });
    }

    private void screenTo()
    {

    }

    private void logPositions(float x, float y,float ux, float uy)
    {
        Gdx.app.log("x", Float.toString(x));
        Gdx.app.log("y", Float.toString(y));
        Gdx.app.log("ux", Float.toString(ux));
        Gdx.app.log("uy", Float.toString(y));
    }

    @Override
    public void draw(Batch batch, float alpha)
    {
        batch.draw(texture, getX(), getY(), getWidth(), getHeight());
    }

    @Override
    public void act(float delta) {}
}



package com.xxxx.yyyy;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.utils.viewport.ExtendViewport;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.Touchable;
import com.badlogic.gdx.utils.viewport.FitViewport;

public class WordPuzzle extends ApplicationAdapter
{
    private final static float VIRTUAL_WIDTH = 480;
    private final static float VIRTUAL_HEIGHT = 800;

    private OrthographicCamera camera;
    private FitViewport viewport;
    private Stage stage;

    @Override
    public void create()
    {
        camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
        camera.setToOrtho(false, VIRTUAL_WIDTH, VIRTUAL_HEIGHT);

        viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);
        stage = new Stage();
        stage.setViewport(viewport);
        Gdx.input.setInputProcessor(stage);

        Texture[] textures = LetterLoader.loadLetters();
        for (int i = 0; i < textures.length; i++)
        {
            LetterActor letterActor = new LetterActor(textures[i], camera);
            letterActor.setTouchable(Touchable.enabled);
            stage.addActor(letterActor);
        }
    }

    @Override
    public void render()
    {
        Gdx.gl.glClearColor(1, 1, 1, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();
    }


    @Override public void resize(int width, int height)
    {
        stage.getViewport().update(width, height, true);
    }

    @Override public void dispose()
    {
        stage.dispose();
    }
}



package com.xxxx.yyyy;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;

public class LetterLoader {

    public static Texture[] loadLetters()
    {
        Texture[] letters = new Texture[26];

        for (int i = 0; i < 26; i++)
        {
            char letter = (char) (i + 65);
            letters[i] = new Texture(Gdx.files.internal("bigletters/" + letter + ".png"));
        }

        return letters;
    }
}
包com.xxxx.yyyy;
导入com.badlogic.gdx.gdx;
导入com.badlogic.gdx.graphics.Camera;
导入com.badlogic.gdx.graphics.Texture;
导入com.badlogic.gdx.graphics.g2d.Batch;
导入com.badlogic.gdx.math.Vector3;
导入com.badlogic.gdx.scenes.scene2d.Actor;
导入com.badlogic.gdx.scenes.scene2d.InputEvent;
导入com.badlogic.gdx.scenes.scene2d.InputListener;
公共类LetterActor扩展了Actor
{
私有纹理;
私有向量3 touchPosition=新向量3();
私人摄像机;
私有布尔unproject=true;
公共信笺演员(纹理、纹理、照相机)
{
纹理=字母纹理;
摄像机=摄像机;
触摸位置设置(240800,0);
相机。取消投影(触摸位置);
设置位置(touchPosition.x,touchPosition.y);
设置大小(texture.getWidth(),texture.getHeight());
addListener(新的InputListener()
{
@凌驾
公共布尔接地(InputEvent事件、浮点x、浮点y、整数指针、整数按钮)
{
触摸位置设置(x,y,0);
如果(未投影)
{
相机。取消投影(触摸位置);
}
设置位置(touchPosition.x,touchPosition.y);
日志位置(x,y,touchPosition.x,touchPosition.y);
返回true;
}
@凌驾
公共无效修补(InputEvent事件、浮点x、浮点y、整数指针、整数按钮)
{
触摸位置设置(x,y,0);
如果(未投影)
{
相机。取消投影(触摸位置);
}
设置位置(touchPosition.x,touchPosition.y);
日志位置(x,y,touchPosition.x,touchPosition.y);
}
@凌驾
public void touchdrable(InputEvent事件、浮点x、浮点y、int指针)
{
触摸位置设置(x,y,0);
如果(未投影)
{
相机。取消投影(触摸位置);
}
设置位置(touchPosition.x,touchPosition.y);
日志位置(x,y,touchPosition.x,touchPosition.y);
}
});
}
私有空屏幕到()
{
}
专用无效日志位置(浮动x、浮动y、浮动ux、浮动uy)
{
Gdx.app.log(“x”,Float.toString(x));
Gdx.app.log(“y”,Float.toString(y));
Gdx.app.log(“ux”,Float.toString(ux));
Gdx.app.log(“uy”,Float.toString(y));
}
@凌驾
公共作废提取(批量、浮动alpha)
{
绘制(纹理,getX(),getY(),getWidth(),getHeight());
}
@凌驾
公共无效法案(浮动三角洲){}
}
包com.xxxx.yyyy;
导入com.badlogic.gdx.ApplicationAdapter;
导入com.badlogic.gdx.gdx;
导入com.badlogic.gdx.graphics.GL20;
导入com.badlogic.gdx.graphics.Orthographic Camera;
导入com.badlogic.gdx.utils.viewport.ExtendViewport;
导入com.badlogic.gdx.graphics.Texture;
导入com.badlogic.gdx.scenes.scene2d.Stage;
导入com.badlogic.gdx.scenes.scene2d.Touchable;
导入com.badlogic.gdx.utils.viewport.FitViewport;
公共类WordPuzzle扩展了ApplicationAdapter
{
专用最终静态浮动虚拟_宽度=480;
专用最终静态浮动虚拟_高度=800;
私人正交摄影机;
私人视窗;
私人舞台;
@凌驾
公共void create()
{
摄影机=新正交摄影机(虚拟_宽度、虚拟_高度);
照相机。设置为(假、虚拟宽度、虚拟高度);
视区=新视区(虚拟视区宽度、虚拟视区高度、相机);
阶段=新阶段();
stage.setViewport(viewport);
Gdx.input.setInputProcessor(阶段);
纹理[]纹理=LetterLoader.loadLetters();
对于(int i=0;i
首先,从输入侦听器获得的触摸位置(x,y)已经是正确的坐标


关于输出,您实际上打印了两次y,但第二次称之为uy:

Gdx.app.log(“uy”,Float.toString(y));

如果
touchPosition.set(240800,0)在屏幕坐标中,则需要取消投影,但是

camera.unproject(触摸位置);
假设您的相机充满整个屏幕,因此它在内部调用:

unproject(screenCoords,0,0,Gdx.graphics.getWidth(),Gdx.grap