我想将用户触摸时接收到的点坐标转换为本地对象坐标。
在触地时,我在屏幕坐标中得到 (x,y):
left-top=(0,0), bottom-right=(SCREEN_WIDTH,SCREEN_HEIGHT).
然后我执行 camera.unproject(..)
并在世界坐标 (ViewPort) 中获取 (x,y),但我不知道如何将获取的点转换为本地对象协调。我已经尝试了一些操作(请参阅 MyRect.unproject(..)
中的注释)但它们都不起作用。
public class MyLibgdxGame extends Game implements InputProcessor {
private MyRect obj;
...
public void render() {
camera.update();
Gdx.gl.glClearColor(.1f,.1f,.1f,1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
renderer.setProjectionMatrix(camera.combined);
renderer.begin(ShapeRenderer.ShapeType.Line);
renderer.setColor(Color.GREEN);
renderer.line(0,0, 0, 30);
renderer.setColor(Color.BLUE);
renderer.line(0,0, 30, 0);
renderer.end();
obj.render(renderer);
}
public void resize(int width, int height) {
float units = 100f;
float aspectRatio = (float) width / (float) height;
camera = new OrthographicCamera(units * aspectRatio, units);
camera.update();
}
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
Gdx.app.log("my", String.format("[Touch] x: %d, y: %d", screenX, screenY));
Vector3 v = new Vector3(screenX, screenY, 0);
camera.unproject(v);
Gdx.app.log("my", String.format("[S to VP] x: %.1f, y: %.1f", v.x, v.y));
// !! convert world coordinate "v" to local object coordinate
obj.unproject(v);
Gdx.app.log("my", String.format("[VP to Object] x: %.1f, y: %.1f", v.x, v.y));
return false;
}
...
}
public class MyRect {
private Rectangle rect;
private float angle;
private Matrix4 transform;
public MyRect(float x, float y, float w, float h, float angle) {
this.rect = new Rectangle(x, y, w, h);
this.angle = angle;
transform = new Matrix4().translate(x,y,0).rotate(0,0,1,angle);
}
public void render(ShapeRenderer renderer) {
renderer.identity();
renderer.setTransformMatrix(transform);
renderer.begin(ShapeRenderer.ShapeType.Rectangle);
renderer.setColor(Color.RED);
renderer.rect(0, 0, rect.width, rect.height);
renderer.end();
r.begin(ShapeRenderer.ShapeType.Line);
r.setColor(Color.GREEN);
r.line(0,0, 0, 30);
r.setColor(Color.BLUE);
r.line(0,0, 30, 0);
r.end();
renderer.identity();
}
public Vector3 unproject(Vector3 v) {
// return v.mul(transform); // 1
// return v.prj(transform); // 2
return v.rotate(0,0,1,angle).sub(new Vector3(rect.x, rect.y, 0)); //3
}
}
最佳答案
你完全错了。
camera.unproject(v);
Gdx.app.log("my", String.format("[S to VP] x: %.1f, y: %.1f", v.x, v.y));
// !! convert world coordinate "v" to local object coordinate
obj.unproject(v);
Gdx.app.log("my", String.format("[VP to Object] x: %.1f, y: %.1f", v.x, v.y));
您所说的“本地坐标”是相机坐标。当您取消触摸时,您会将屏幕坐标转换为相机坐标。但是你想要的是世界坐标。无需取消投影您的对象,因为这会给您一个无用的 vector 。只需将您的相机坐标转换为世界坐标并使用它们:
camera.unproject(v);
Gdx.app.log("my", String.format("[S to VP] x: %.1f, y: %.1f", v.x, v.y));
x = camera.position.x-camera.viewportWidth+v.x;
y = camera.position.y-camera.viewportHeight+v.y;
关于java - 如何在 libgdx 中将触摸坐标转换为本地对象坐标?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15235242/