我一直在尝试为Android做魔方.我有一个关于轮换的问题.我想旋转一个外观正确的图形.这意味着如果用户触摸屏,并且在将手指向右移动之后,图形将从观察点的一侧向右旋转.但是当我旋转一些时,图形开始朝不正确的方向移动.我了解,这取决于轴是否改变了他们的状况.但是我尝试使用逆模型矩阵来获取必要的坐标,但尚未得到结果.有人可以在鼠标或触摸屏的帮助下给我示例或视觉上正确旋转3D图形的链接吗?
//get vector 3D of touch Vector3f touchVector = getRubiksystemCoordinates(mtouchX,mtouchY,square.rubikRotationMatrix); //Get vector 3D of move Vector3f moveVector = getRubiksystemCoordinates(mMoveX,mMoveY,square.rubikRotationMatrix); //get direction of motion float direction = touchVector.substractFrom(moveVector); //get axis for rotation Vector3f axis = touchVector.vectorProductTo(moveVector); //normalize axis axis.normalize(); //get angle of rotation float angle = direction.length; //make IDentity Quad Quaternion quad = new Quaternion(); //make rotation quad quad.makeRotationKvaternion(angle,axis); //from quad recIEve matrix Matrix4f matrix = quad.toMatrix(); //multiply to current modelvIEw matrix gl.glMultMatrixf(matrix.returnArray(),0); //save rotation matrix square.rotationMatrix = square.rotationMatrix.multiply(matrix); //save modelVIEw matrix square.saveModelVIEw(square.initMatrix.returnArray()); // touch coords to current modelVIEw coords private Vector3f getRubiksystemCoordinates(float x, float y, Matrix4f matrix){ // touch coords to normal coords of screen Vector2f normalCoords = (new Vector2f(x,y)).tonormalScreenCoordinates(Settings.vIEwPort[2],Settings.vIEwPort[3]); // to sphere coords in 3D Vector3f sphereVector = new Vector3f(normalCoords.x,normalCoords.y, floatMath.sqrt(2-normalCoords.x*normalCoords.x-normalCoords.y*normalCoords.y)); //Get inverse matrix from ModelVIEw Matrix Matrix4f m = matrix.inverseMatrix(); //Get vector for current modelVIEw 3D coords Vector3f vector = m.multiplyToVector(vector); // make normalize vector vector.normalize(); return vector; }
解决方法:
您要寻找的是名为arcball rotation.您将在互联网上的Java周围找到大量资源.
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