根据预设程序(如旋转三角形)使对象移动对于吸引注意力很有用,但如果您希望用户与您的 OpenGL ES 图形进行交互该怎么办?使您的 OpenGL ES 应用程序可触摸交互的关键是扩展 GLSurfaceView
的实现以覆盖 onTouchEvent()
以侦听触摸事件。
本课程将向您展示如何侦听触摸事件以允许用户旋转 OpenGL ES 对象。
设置触摸侦听器
为了使您的 OpenGL ES 应用程序响应触摸事件,您必须在您的 GLSurfaceView
类中实现 onTouchEvent()
方法。以下示例实现展示了如何侦听 MotionEvent.ACTION_MOVE
事件并将它们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; }
请注意,在计算旋转角度后,此方法调用 requestRender()
以告知渲染器是时候渲染帧了。这种方法在此示例中最有效,因为除非旋转发生变化,否则不需要重新绘制帧。但是,除非您还请求渲染器仅在数据更改时使用 setRenderMode()
方法重新绘制,否则它对效率没有任何影响,因此请确保此行在渲染器中未被注释掉
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添加公共成员来公开渲染器中的旋转角度。由于渲染器代码在应用程序的主用户界面线程之外的单独线程上运行,因此您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
要应用由触摸输入生成的旋转,请注释掉生成角度的代码,并添加一个包含触摸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,运行程序并在屏幕上拖动手指以旋转三角形