根据预设程序(如旋转三角形)移动物体对于吸引一些注意力很有用,但如果要让用户与 OpenGL ES 图形交互呢?让 OpenGL ES 应用触控交互的关键是扩展 GLSurfaceView
的实现,以覆盖 onTouchEvent()
以监听触控事件。
本课将展示如何监听触控事件,让用户旋转 OpenGL ES 物体。
设置触控监听器
为了让 OpenGL ES 应用响应触控事件,您必须在 GLSurfaceView
类中实现 onTouchEvent()
方法。下面的示例实现展示了如何监听 MotionEvent.ACTION_MOVE
事件并将其转换为形状的旋转角度。
Kotlin
private const val TOUCH_SCALE_FACTOR: Float = 180.0f / 320f ... private var previousX: Float = 0f private var previousY: Float = 0f override fun onTouchEvent(e: MotionEvent): Boolean { // MotionEvent reports input details from the touch screen // and other input controls. In this case, you are only // interested in events where the touch position changed. val x: Float = e.x val y: Float = e.y when (e.action) { MotionEvent.ACTION_MOVE -> { var dx: Float = x - previousX var dy: Float = y - previousY // reverse direction of rotation above the mid-line if (y > height / 2) { dx *= -1 } // reverse direction of rotation to left of the mid-line if (x < width / 2) { dy *= -1 } renderer.angle += (dx + dy) * TOUCH_SCALE_FACTOR requestRender() } } previousX = x previousY = y return true }
Java
private final float TOUCH_SCALE_FACTOR = 180.0f / 320; private float previousX; private float previousY; @Override public boolean onTouchEvent(MotionEvent e) { // MotionEvent reports input details from the touch screen // and other input controls. In this case, you are only // interested in events where the touch position changed. float x = e.getX(); float y = e.getY(); switch (e.getAction()) { case MotionEvent.ACTION_MOVE: float dx = x - previousX; float dy = y - previousY; // reverse direction of rotation above the mid-line if (y > getHeight() / 2) { dx = dx * -1 ; } // reverse direction of rotation to left of the mid-line if (x < getWidth() / 2) { dy = dy * -1 ; } renderer.setAngle( renderer.getAngle() + ((dx + dy) * TOUCH_SCALE_FACTOR)); requestRender(); } previousX = x; previousY = y; return true; }
注意,在计算旋转角度后,此方法调用 requestRender()
来告诉渲染器现在是渲染帧的时候了。这种方法在本例中最有效,因为只有在旋转发生变化时才需要重新绘制帧。但是,除非您还请求渲染器仅在数据发生变化时才重新绘制,使用 setRenderMode()
方法,否则它对效率没有影响,因此请确保渲染器中的此行代码已取消注释
Kotlin
class MyGlSurfaceView(context: Context) : GLSurfaceView(context) { init { // Render the view only when there is a change in the drawing data renderMode = GLSurfaceView.RENDERMODE_WHEN_DIRTY } }
Java
public MyGLSurfaceView(Context context) { ... // Render the view only when there is a change in the drawing data setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); }
公开旋转角度
上面的示例代码要求您通过渲染器公开旋转角度,方法是添加一个公共成员。由于渲染器代码在与应用的主用户界面线程不同的线程上运行,因此必须将此公共变量声明为 volatile
。以下是声明变量并公开 getter 和 setter 对的代码
Kotlin
class MyGLRenderer4 : GLSurfaceView.Renderer { @Volatile var angle: Float = 0f }
Java
public class MyGLRenderer implements GLSurfaceView.Renderer { ... public volatile float mAngle; public float getAngle() { return mAngle; } public void setAngle(float angle) { mAngle = angle; } }
应用旋转
要应用由触控输入生成的旋转,请注释掉生成角度的代码,并添加一个包含触控输入生成的角的变量
Kotlin
override fun onDrawFrame(gl: GL10) { ... val scratch = FloatArray(16) // Create a rotation for the triangle // long time = SystemClock.uptimeMillis() % 4000L; // float angle = 0.090f * ((int) time); Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1.0f) // Combine the rotation matrix with the projection and camera view // Note that the mvpMatrix factor *must be first* in order // for the matrix multiplication product to be correct. Matrix.multiplyMM(scratch, 0, mvpMatrix, 0, rotationMatrix, 0) // Draw triangle triangle.draw(scratch) }
Java
public void onDrawFrame(GL10 gl) { ... float[] scratch = new float[16]; // Create a rotation for the triangle // long time = SystemClock.uptimeMillis() % 4000L; // float angle = 0.090f * ((int) time); Matrix.setRotateM(rotationMatrix, 0, mAngle, 0, 0, -1.0f); // Combine the rotation matrix with the projection and camera view // Note that the vPMatrix factor *must be first* in order // for the matrix multiplication product to be correct. Matrix.multiplyMM(scratch, 0, vPMatrix, 0, rotationMatrix, 0); // Draw triangle mTriangle.draw(scratch); }
完成上述步骤后,运行程序,然后用手指在屏幕上拖动以旋转三角形