Java libgdx如何缩放&;触摸旋转三维模型
我正在尝试创建一个简单的应用程序,允许您从.obj加载3d模型,并通过触摸屏幕进行缩放/旋转 我成功地编写了从文件中加载3d模型并检测手势的代码,但现在我不确定如何通过触摸屏幕来启用缩放/旋转功能 以下是我目前的代码:Java libgdx如何缩放&;触摸旋转三维模型,java,libgdx,Java,Libgdx,我正在尝试创建一个简单的应用程序,允许您从.obj加载3d模型,并通过触摸屏幕进行缩放/旋转 我成功地编写了从文件中加载3d模型并检测手势的代码,但现在我不确定如何通过触摸屏幕来启用缩放/旋转功能 以下是我目前的代码: public class RenderObjApp implements ApplicationListener, GestureDetector.GestureListener { public static int SCREEN_WIDTH = 800; pu
public class RenderObjApp implements ApplicationListener, GestureDetector.GestureListener {
public static int SCREEN_WIDTH = 800;
public static int SCREEN_HEIGHT = 600;
private static final String TAG = RenderObjApp.class.getSimpleName();
private Mesh model;
private PerspectiveCamera camera;
private float scale = 1f;
@Override
public void create() {
model = ObjLoader.loadObj(Gdx.files.internal("data/cessna.obj").read(), true);
Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
Gdx.input.setInputProcessor(new GestureDetector(this));
}
@Override
public void dispose() {
}
@Override
public void pause() {
}
@Override
public void render() {
Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
camera.update();
camera.apply(Gdx.gl10);
model.render(GL10.GL_TRIANGLES);
}
@Override
public void resize(int arg0, int arg1) {
float aspectRatio = (float) arg0 / (float) arg1;
camera = new PerspectiveCamera(75, 2f * aspectRatio, 2f);
camera.near = 0.1f;
camera.translate(0, 0, 0);
}
@Override
public void resume() {
}
@Override
public boolean touchDown(float x, float y, int pointer) {
Gdx.app.log(TAG, "touchDown: ");
return false;
}
@Override
public boolean tap(float x, float y, int count, int pointer, int button) {
Gdx.app.log(TAG, "tap: ");
return false;
}
@Override
public boolean longPress(float x, float y) {
Gdx.app.log(TAG, "zoom: ");
return false;
}
@Override
public boolean fling(float velocityX, float velocityY, int pointer, int button) {
Gdx.app.log(TAG, "fling: ");
return false;
}
@Override
public boolean pan(float x, float y, float deltaX, float deltaY) {
Gdx.app.log(TAG, "pan: ");
return false;
}
@Override
public boolean zoom(float initialDistance, float distance) {
Gdx.app.log(TAG, "zoom: initialDistance=" + initialDistance + ", distance=" + distance);
return false;
}
@Override
public boolean pinch(Vector2 initialPointer1, Vector2 initialPointer2, Vector2 pointer1, Vector2 pointer2) {
Gdx.app.log(TAG, "pinch: ");
return false;
}
}
因此,我正在研究如何旋转透视摄影机和网格本身。您需要旋转摄影机或旋转模型
我相信libGDX方法可以满足您的需要。将“点”作为模型的中心,并根据用户投掷/平移的方式设置“轴”参数。“角度”可以是固定值,也可以是相对于投掷/平移的强度。请查看以下内容: 方法渲染包含您需要的代码。我一直在开发一款“Blender风格”相机,该相机具有收缩到缩放功能,并且(在桌面上)具有Blender相机的大部分功能。这是一项正在进行的工作——它还没有完全模仿Blender相机的行为。我想这会给你指明正确的方向。有些事情你应该知道:
/* Author: Christopher Grabowski, yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.input.GestureDetector.GestureListener;
import com.badlogic.gdx.math.Vector2;
abstract public class ControllableCamera extends PerspectiveCamera implements InputProcessor{
abstract public void resize(int width, int height);
abstract public void render();
public ControllableCamera(int fieldOfView, int width, int height) {
super(fieldOfView, width, height);
}
@Override
public boolean keyDown(int keyCode) {
return false;
}
@Override
public boolean keyTyped(char arg0) {
return false;
}
@Override
public boolean keyUp(int arg0) {
return false;
}
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean touchUp(int x, int y, int pointer, int button) {
return false;
}
@Override
public boolean mouseMoved(int arg0, int arg1) {
return false;
}
@Override
public boolean scrolled(int direction) {
return false;
}
}
混凝土等级:
/* Author: Christopher Grabowski, yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.math.Vector3;
/*
* the pause, resize, and render methods must be called within their corresponding
* methods in the ApplicationListener
*/
public class BlenderStyleCamera extends ControllableCamera {
public static final Vector3 ORIGIN = new Vector3(0, 0, 0);
private static boolean shiftIsPressed = false, controlIsPressed = false,
isScrollingUp = false, isScrollingDown = false,
isSingleTouched = false, justSingleTouched = false;
private float aspectRatio;
private int x = -1, y = -1;
private float dx = 0.0f, dy = 0.0f;
private final Vector3 tmp = new Vector3();
// fields related to pinch-to-zoom
private int numberOfFingers = 0;
private int fingerOnePointer;
private int fingerTwoPointer;
private float lastDistance = 0;
private final Vector3 fingerOne = new Vector3();
private final Vector3 fingerTwo = new Vector3();
public BlenderStyleCamera(int fieldOfView, int width, int height) {
super(fieldOfView, width, height);
aspectRatio = viewportHeight / viewportWidth;
Gdx.input.setInputProcessor(this);
up.set(0.0f, 1.0f, 0.0f);
position.set(0.0f, 0.0f, 30.0f);
far = 300.0f;
lookAt(0, 0, 0);
translate(0.0f, 0.0f, 2.1f);
lookAt(0, 0, 0);
update();
}
public void pause() {
numberOfFingers = 0;
}
@Override
public void resize(int width, int height) {
viewportWidth = width;
viewportHeight = height;
aspectRatio = viewportHeight / viewportWidth;
update();
}
@Override
public void render() {
if (isSingleTouched) {
// This gets the change in touch position and
// compensates for the aspect ratio.
if (x == -1 || y == -1 || justSingleTouched) {
x = Gdx.input.getX();
y = Gdx.input.getY();
} else {
dx = (x - Gdx.input.getX());
dy = (y - Gdx.input.getY()) / aspectRatio;
}
// This zooms when control is pressed.
if (controlIsPressed && dy > 0) {
scrollIn();
} else if (controlIsPressed && dy < 0) {
scrollOut();
}
// This translates the camera blender-style
// if shift is pressed.
// Note that this will look weird with a
// perspective camera.
else if (shiftIsPressed) {
translateTangentially();
}
// Default is to rotate the object
// (actually rotate the camera about a sphere
// that surrounds the object).
else {
travelAround();
}
x = Gdx.input.getX();
y = Gdx.input.getY();
justSingleTouched = false;
}
// this zooms when the mouse wheel is rotated
if (isScrollingUp) {
scrollIn();
isScrollingUp = false;
} else if (isScrollingDown) {
scrollOut();
isScrollingDown = false;
}
// Some key controls
if (Gdx.input.isKeyPressed(Keys.LEFT) || Gdx.input.isKeyPressed(Keys.A)) {
translateTangentially(1, 0);
} else if (Gdx.input.isKeyPressed(Keys.RIGHT)
|| Gdx.input.isKeyPressed(Keys.D)) {
translateTangentially(-1, 0);
}
if (Gdx.input.isKeyPressed(Keys.UP) || Gdx.input.isKeyPressed(Keys.W)) {
translateTangentially(0, 1);
} else if (Gdx.input.isKeyPressed(Keys.DOWN)
|| Gdx.input.isKeyPressed(Keys.S)) {
translateTangentially(0, -1);
}
update();
}
// These methods create the pinch zoom
// and set some flags for logic in render method.
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
// for pinch-to-zoom
numberOfFingers++;
if (numberOfFingers == 1) {
isSingleTouched = true;
justSingleTouched = true;
fingerOnePointer = pointer;
fingerOne.set(x, y, 0);
} else if (numberOfFingers == 2) {
isSingleTouched = false;
fingerTwoPointer = pointer;
fingerTwo.set(x, y, 0);
float distance = fingerOne.dst(fingerTwo);
lastDistance = distance;
}
return true;
}
@Override
public boolean touchDragged(int x, int y, int pointer) {
if (numberOfFingers > 1) {
if (pointer == fingerOnePointer) {
fingerOne.set(x, y, 0);
}
if (pointer == fingerTwoPointer) {
fingerTwo.set(x, y, 0);
}
float distance = fingerOne.dst(fingerTwo);
if (lastDistance > distance) {
scrollOut();
} else if (lastDistance < distance) {
scrollIn();
}
lastDistance = distance;
update();
}
return true;
}
@Override
public boolean touchUp(int x, int y, int pointer, int button) {
isSingleTouched = false;
if (numberOfFingers == 1) {
Vector3 touchPoint = new Vector3(x, y, 0);
unproject(touchPoint);
}
numberOfFingers--;
// just some error prevention... clamping number of fingers (ouch! :-)
if (numberOfFingers < 0) {
numberOfFingers = 0;
}
lastDistance = 0;
return false;
}
// These methods set flags for logic in render method.
@Override
public boolean keyDown(int keycode) {
switch (keycode) {
case (Keys.SHIFT_LEFT):
case (Keys.SHIFT_RIGHT):
shiftIsPressed = true;
break;
case (Keys.CONTROL_LEFT):
case (Keys.CONTROL_RIGHT):
controlIsPressed = true;
break;
case (Keys.O):
this.up.set(0.0f, 1.0f, 0.0f);
this.position.set(0.0f, 0.0f, 30.0f);
this.lookAt(0, 0, 0);
this.update();
}
return true;
}
@Override
public boolean keyUp(int arg0) {
shiftIsPressed = controlIsPressed = false;
return true;
}
@Override
public boolean scrolled(int direction) {
if (direction == -1) {
isScrollingUp = true;
} else if (direction == 1) {
isScrollingDown = true;
}
return true;
}
// The rest of the methods translate the camera.
public void scrollIn() {
float magnitude = 1.0f;
scrollIn(magnitude);
}
public void scrollIn(float magnitude) {
if (position.dst2(ORIGIN) > 2.0f) {
tmp.set(position);
tmp.nor();
this.translate(-tmp.x * magnitude, -tmp.y * magnitude, -tmp.z
* magnitude);
update();
}
}
public void scrollOut() {
float magnitude = 1.0f;
scrollOut(magnitude);
}
public void scrollOut(float magnitude) {
tmp.set(position);
tmp.nor();
this.translate(tmp.x * magnitude, tmp.y * magnitude, tmp.z * magnitude);
update();
}
private void travelAround() {
tmp.set(up);
rotateAround(ORIGIN, tmp, dx);
tmp.crs(position).nor();
rotateAround(ORIGIN, tmp, dy);
}
private void translateTangentially() {
translateTangentially(dx, dy);
}
private void translateTangentially(float dx, float dy) {
tmp.set(up);
tmp.crs(position);
if (dx > 0) {
translate(tmp.x / 15.0f, tmp.y / 15.0f, tmp.z / 15.0f);
} else if (dx < 0) {
translate(-tmp.x / 15.0f, -tmp.y / 15.0f, -tmp.z / 15.0f);
}
if (dy > 0) {
translate(-up.x, -up.y, -up.z);
} else if (dy < 0) {
translate(up);
}
}
}
/*作者:Christopher Grabowski,yourchristopher6334 gmail.com*/
包裹
导入com.badlogic.gdx.gdx;
导入com.badlogic.gdx.Input.Keys;
导入com.badlogic.gdx.math.Vector3;
/*
*pause、resize和render方法必须在其相应的
*ApplicationListener中的方法
*/
公共类BlenderStyleCamera扩展了ControllableCamera{
公共静态最终矢量3原点=新矢量3(0,0,0);
私有静态布尔值shiftIsPressed=false,controlIsPressed=false,
IsCrollingup=false,IsCrollingDown=false,
isSingleTouched=false,justSingleTouched=false;
私有浮动方面;
私有整数x=-1,y=-1;
专用浮点数dx=0.0f,dy=0.0f;
私有最终向量3 tmp=新向量3();
//与“收缩到缩放”相关的字段
私有int numberOfFingers=0;
私有int fingerOnePointer;
私有int-fingertwointer;
私人浮动距离=0;
私有最终向量3 fingerOne=新向量3();
私有最终向量3 fingerTwo=新向量3();
公共BlenderStyleCamera(整型视野、整型宽度、整型高度){
super(视野、宽度、高度);
aspectRatio=视口高度/视口宽度;
Gdx.input.setInputProcessor(此);
设置(0.0f,1.0f,0.0f);
位置设置(0.0f、0.0f、30.0f);
far=300.0f;
注视(0,0,0);
翻译(0.0f,0.0f,2.1f);
注视(0,0,0);
更新();
}
公共空间暂停(){
手指数=0;
}
@凌驾
公共空心调整大小(整型宽度、整型高度){
视口宽度=宽度;
视口高度=高度;
aspectRatio=视口高度/视口宽度;
更新();
}
@凌驾
公共无效呈现(){
如果(被触摸){
//这将获得接触位置和位置的变化
//补偿纵横比。
如果(x==-1 | | y==-1 | | justsingletoucted){
x=Gdx.input.getX();
y=Gdx.input.getY();
}否则{
dx=(x-Gdx.input.getX());
dy=(y-Gdx.input.getY())/aspectRatio;
}
//当按下控件时,此操作将缩放。
如果(控件已压缩(&dy>0){
滚动条();
}else if(控件已压缩(&dy<0){
滚动();
}
//这将转换相机混合器的样式
//如果按下shift键。
//请注意,使用
//透视照相机。
否则,如果(按下Shift键){
翻译角度();
}
//默认设置为旋转对象
//(实际绕球体旋转摄影机
//它包围着物体)。
否则{
旅行社();
}
x=Gdx.input.getX();
y=Gdx.input.getY();
justsingletoucted=false;
}
//当鼠标滚轮旋转时,此操作将缩放
如果(IsCrollingup){
滚动条();
IsCrollingup=假;
}否则如果(IsCrollingdown){
滚动();
isScrollingDown=假;
}
//一些关键控件
if(Gdx.input.isKeyPressed(Keys.LEFT)| | Gdx.input.isKeyPressed(Keys.A)){
翻译角度(1,0);
}else if(Gdx.input.iskeyspressed(Keys.RIGHT)
||Gdx.input.isKeyPressed(按键D)){
翻译角度(-1,0);
}
if(Gdx.input.isKeyPressed(Keys.UP)| | Gdx.input.isKeyPressed(Keys.W)){
翻译角度(0,1);
}else if(Gdx.input.iskeys)按下(Keys.DOWN)
||Gdx.input.isKeyPressed(按键S)){
平移角度(0,-1);
}
更新();
}
//这些方法可以创建收缩缩放
//并在render方法中为逻辑设置一些标志。
@凌驾
公共布尔接地(整数x、整数y、整数指针、整数按钮){
//从收缩到缩放
numberOfFingers++;
如果(numberOfFingers==1){
Issingle=true;