나는 블렌더의 카메라로 얻는 기능 대부분을 (데스크톱에서) 핀치 - 줌 기능을 가진 "블렌더 스타일"카메라로 작업 해왔다. 진행중인 작업입니다. 블렌더 카메라의 동작을 완벽하게 모방하지는 않습니다 (아직). 나는 이것이 당신을 올바른 방향으로 인도 할 것이라고 생각합니다. 귀하가 알아야 할 몇 가지 사항 :
모델이 원점에 있도록 번역해야 할 수도 있습니다. 카메라를 번역하지 않으면 카메라가 원점을 향하고 있습니다. (지금까지 데스크톱에서만 번역 할 수 있고 안드로이드에서는 번역 할 수 없습니다.);
대부분의 핀치 - 줌 처리 코드는 https://code.google.com/p/libgdx-users/wiki/PinchToZoom입니다.
죄송합니다. 나는 앞으로 이러한 상수를 만들 것이다.
본인 또는 누구든지이 코드를 개선하면 나와 사본을 공유하면 좋을 것입니다.
추상 클래스 :
/* Author: Christopher Grabowski, yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.input.GestureDetector.GestureListener;
import com.badlogic.gdx.math.Vector2;
abstract public class ControllableCamera extends PerspectiveCamera implements InputProcessor{
abstract public void resize(int width, int height);
abstract public void render();
public ControllableCamera(int fieldOfView, int width, int height) {
super(fieldOfView, width, height);
}
@Override
public boolean keyDown(int keyCode) {
return false;
}
@Override
public boolean keyTyped(char arg0) {
return false;
}
@Override
public boolean keyUp(int arg0) {
return false;
}
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean touchUp(int x, int y, int pointer, int button) {
return false;
}
@Override
public boolean mouseMoved(int arg0, int arg1) {
return false;
}
@Override
public boolean scrolled(int direction) {
return false;
}
}
구체적인 클래스 :
/* Author: Christopher Grabowski, yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.math.Vector3;
/*
* the pause, resize, and render methods must be called within their corresponding
* methods in the ApplicationListener
*/
public class BlenderStyleCamera extends ControllableCamera {
public static final Vector3 ORIGIN = new Vector3(0, 0, 0);
private static boolean shiftIsPressed = false, controlIsPressed = false,
isScrollingUp = false, isScrollingDown = false,
isSingleTouched = false, justSingleTouched = false;
private float aspectRatio;
private int x = -1, y = -1;
private float dx = 0.0f, dy = 0.0f;
private final Vector3 tmp = new Vector3();
// fields related to pinch-to-zoom
private int numberOfFingers = 0;
private int fingerOnePointer;
private int fingerTwoPointer;
private float lastDistance = 0;
private final Vector3 fingerOne = new Vector3();
private final Vector3 fingerTwo = new Vector3();
public BlenderStyleCamera(int fieldOfView, int width, int height) {
super(fieldOfView, width, height);
aspectRatio = viewportHeight/viewportWidth;
Gdx.input.setInputProcessor(this);
up.set(0.0f, 1.0f, 0.0f);
position.set(0.0f, 0.0f, 30.0f);
far = 300.0f;
lookAt(0, 0, 0);
translate(0.0f, 0.0f, 2.1f);
lookAt(0, 0, 0);
update();
}
public void pause() {
numberOfFingers = 0;
}
@Override
public void resize(int width, int height) {
viewportWidth = width;
viewportHeight = height;
aspectRatio = viewportHeight/viewportWidth;
update();
}
@Override
public void render() {
if (isSingleTouched) {
// This gets the change in touch position and
// compensates for the aspect ratio.
if (x == -1 || y == -1 || justSingleTouched) {
x = Gdx.input.getX();
y = Gdx.input.getY();
} else {
dx = (x - Gdx.input.getX());
dy = (y - Gdx.input.getY())/aspectRatio;
}
// This zooms when control is pressed.
if (controlIsPressed && dy > 0) {
scrollIn();
} else if (controlIsPressed && dy < 0) {
scrollOut();
}
// This translates the camera blender-style
// if shift is pressed.
// Note that this will look weird with a
// perspective camera.
else if (shiftIsPressed) {
translateTangentially();
}
// Default is to rotate the object
// (actually rotate the camera about a sphere
// that surrounds the object).
else {
travelAround();
}
x = Gdx.input.getX();
y = Gdx.input.getY();
justSingleTouched = false;
}
// this zooms when the mouse wheel is rotated
if (isScrollingUp) {
scrollIn();
isScrollingUp = false;
} else if (isScrollingDown) {
scrollOut();
isScrollingDown = false;
}
// Some key controls
if (Gdx.input.isKeyPressed(Keys.LEFT) || Gdx.input.isKeyPressed(Keys.A)) {
translateTangentially(1, 0);
} else if (Gdx.input.isKeyPressed(Keys.RIGHT)
|| Gdx.input.isKeyPressed(Keys.D)) {
translateTangentially(-1, 0);
}
if (Gdx.input.isKeyPressed(Keys.UP) || Gdx.input.isKeyPressed(Keys.W)) {
translateTangentially(0, 1);
} else if (Gdx.input.isKeyPressed(Keys.DOWN)
|| Gdx.input.isKeyPressed(Keys.S)) {
translateTangentially(0, -1);
}
update();
}
// These methods create the pinch zoom
// and set some flags for logic in render method.
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
// for pinch-to-zoom
numberOfFingers++;
if (numberOfFingers == 1) {
isSingleTouched = true;
justSingleTouched = true;
fingerOnePointer = pointer;
fingerOne.set(x, y, 0);
} else if (numberOfFingers == 2) {
isSingleTouched = false;
fingerTwoPointer = pointer;
fingerTwo.set(x, y, 0);
float distance = fingerOne.dst(fingerTwo);
lastDistance = distance;
}
return true;
}
@Override
public boolean touchDragged(int x, int y, int pointer) {
if (numberOfFingers > 1) {
if (pointer == fingerOnePointer) {
fingerOne.set(x, y, 0);
}
if (pointer == fingerTwoPointer) {
fingerTwo.set(x, y, 0);
}
float distance = fingerOne.dst(fingerTwo);
if (lastDistance > distance) {
scrollOut();
} else if (lastDistance < distance) {
scrollIn();
}
lastDistance = distance;
update();
}
return true;
}
@Override
public boolean touchUp(int x, int y, int pointer, int button) {
isSingleTouched = false;
if (numberOfFingers == 1) {
Vector3 touchPoint = new Vector3(x, y, 0);
unproject(touchPoint);
}
numberOfFingers--;
// just some error prevention... clamping number of fingers (ouch! :-)
if (numberOfFingers < 0) {
numberOfFingers = 0;
}
lastDistance = 0;
return false;
}
// These methods set flags for logic in render method.
@Override
public boolean keyDown(int keycode) {
switch (keycode) {
case (Keys.SHIFT_LEFT):
case (Keys.SHIFT_RIGHT):
shiftIsPressed = true;
break;
case (Keys.CONTROL_LEFT):
case (Keys.CONTROL_RIGHT):
controlIsPressed = true;
break;
case (Keys.O):
this.up.set(0.0f, 1.0f, 0.0f);
this.position.set(0.0f, 0.0f, 30.0f);
this.lookAt(0, 0, 0);
this.update();
}
return true;
}
@Override
public boolean keyUp(int arg0) {
shiftIsPressed = controlIsPressed = false;
return true;
}
@Override
public boolean scrolled(int direction) {
if (direction == -1) {
isScrollingUp = true;
} else if (direction == 1) {
isScrollingDown = true;
}
return true;
}
// The rest of the methods translate the camera.
public void scrollIn() {
float magnitude = 1.0f;
scrollIn(magnitude);
}
public void scrollIn(float magnitude) {
if (position.dst2(ORIGIN) > 2.0f) {
tmp.set(position);
tmp.nor();
this.translate(-tmp.x * magnitude, -tmp.y * magnitude, -tmp.z
* magnitude);
update();
}
}
public void scrollOut() {
float magnitude = 1.0f;
scrollOut(magnitude);
}
public void scrollOut(float magnitude) {
tmp.set(position);
tmp.nor();
this.translate(tmp.x * magnitude, tmp.y * magnitude, tmp.z * magnitude);
update();
}
private void travelAround() {
tmp.set(up);
rotateAround(ORIGIN, tmp, dx);
tmp.crs(position).nor();
rotateAround(ORIGIN, tmp, dy);
}
private void translateTangentially() {
translateTangentially(dx, dy);
}
private void translateTangentially(float dx, float dy) {
tmp.set(up);
tmp.crs(position);
if (dx > 0) {
translate(tmp.x/15.0f, tmp.y/15.0f, tmp.z/15.0f);
} else if (dx < 0) {
translate(-tmp.x/15.0f, -tmp.y/15.0f, -tmp.z/15.0f);
}
if (dy > 0) {
translate(-up.x, -up.y, -up.z);
} else if (dy < 0) {
translate(up);
}
}
}