//Here I'm implementing grID on texture,storing each vertex point in array. Glint wIDth = texture2D.contentSizeInPixels.wIDth;Glint height = texture2D.contentSizeInPixels.height;int i,j;int k;if (mass == NulL){ mass = (MASS *) malloc(sizeof(MASS)*GRID_SIZE_X*GRID_SIZE_Y); if (mass == NulL) { fprintf(stderr,"body: Can't allocate memory.\n"); exit(-1); }}k = 0;for (i = 0; i < GRID_SIZE_X; i++) for (j = 0; j < GRID_SIZE_Y; j++) { //this code implements grID on texture2D,gets vertex & sIDe vertex in array mass[k].nail = (i == 0 || j == 0 || i == GRID_SIZE_X - 1 || j == GRID_SIZE_Y - 1);//value is 0/1 mass[k].x[0] = i/(GRID_SIZE_X - 1.0)*wIDth; NSLog(@"mass[%d].x[0]:: %f",k,mass[k].x[0]); mass[k].x[1] = j/(GRID_SIZE_Y - 1.0)*height; NSLog(@"mass[%d].x[1]:: %f",mass[k].x[1]); mass[k].x[2] = -(CliP_FAR - CliP_NEAR)/4.0; NSLog(@"mass[%d].x[2]:: %f",mass[k].x[2]); mass[k].v[0] = 0.0; mass[k].v[1] = 0.0; mass[k].v[2] = 0.0; mass[k].t[0] = i/(GRID_SIZE_X - 1.0); mass[k].t[1] = j/(GRID_SIZE_Y - 1.0); k++; }}//Here I am returning index position of stored vertex in array near by touch point.- (int)body_grab:(int)x:(int)y {float dx[2];float d;float min_d;float min_i;int i;for (i = 0; i < GRID_SIZE_X*GRID_SIZE_Y; i++){ dx[0] = mass[i].x[0] - x; dx[1] = mass[i].x[1] - y; d = sqrt(dx[0]*dx[0] + dx[1]*dx[1]); if (i == 0 || d < min_d) { min_i = i; min_d = d; }}return min_i;}//Here I am getting other 3 vertex of cell where touch point exists and moving these vertex in a touch direction.- (voID)body_dynamics:(int)x:(int)y {if (mass[grab].x[0] > x && mass[grab].x[1] > y) { grab2 = grab - GRID_SIZE_X; grab3 = grab2 - 1; grab4 = grab - 1;}if (mass[grab].x[0] > x && mass[grab].x[1] < y) { grab2 = grab - GRID_SIZE_X; grab3 = grab2 + 1; grab4 = grab + 1;}if (mass[grab].x[0] < x && mass[grab].x[1] < y) { grab2 = grab + GRID_SIZE_X; grab3 = grab2 + 1; grab4 = grab + 1;}if (mass[grab].x[0] < x && mass[grab].x[0] > y) { grab2 = grab + GRID_SIZE_X; grab3 = grab2 - 1; grab4 = grab - 1;}if (grab != -1 && !mass[grab].nail &&!isFirsttouch){ mass[grab].x[0] = mass[grab].x[0] + mousex1; mass[grab].x[1] = mass[grab].x[1] + mousey1; mass[grab].x[2] = -(CliP_FAR - CliP_NEAR)/4.0; mass[grab2].x[0] = mass[grab2].x[0] + mousex1; mass[grab2].x[1] = mass[grab2].x[1] + mousey1; mass[grab2].x[2] = -(CliP_FAR - CliP_NEAR)/4.0; mass[grab3].x[0] = mass[grab3].x[0] + mousex1; mass[grab3].x[1] = mass[grab3].x[1] + mousey1; mass[grab3].x[2] = -(CliP_FAR - CliP_NEAR)/4.0; mass[grab4].x[0] = mass[grab4].x[0] + mousex1; mass[grab4].x[1] = mass[grab4].x[1] + mousey1; mass[grab4].x[2] = -(CliP_FAR - CliP_NEAR)/4.0;}}解决方法 我解决了这个问题
你只需要将触摸点乘以2即可意味着你得到X pos 123和y 342你必须将这些值乘以2:123 * 2,这样你才能获得正确的顶点位置.
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