停了两天,因为我也没试出来在libgdx里怎么样去旋转一个mesh。一开始想要用到矩阵Matrix,甚至还找了线性代数的课件来学。结果,就下面这么简单。
先上代码:
package com.kyugao.screen;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
public class Transform implements Screen {
private Mesh triangleMesh, squareMesh;
private PerspectiveCamera camera;
private float rquad = 0;
@Override
public void render(float delta) {
camera.update();
camera.apply(Gdx.graphics.getGL10());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
drawGLScene();
rquad += 20f * delta; // 每秒钟转20度,计算在每一次render的时间差里,要转的角度。比如0.5秒,那就应该转10度。
rquad %= 360;
}
private boolean drawGLScene() {
Gdx.gl10.glLoadIdentity();
Gdx.gl10.glTranslatef(-1.5f, 0.0f, -6.0f);
Gdx.gl10.glRotatef(rquad, 0.0f, 1.0f, 0.0f);
Gdx.gl10.glTranslatef(1.5f, 0.0f, 6.0f);
triangleMesh.render(GL10.GL_TRIANGLES, 0, 3);
Gdx.gl10.glLoadIdentity();
Gdx.gl10.glTranslatef(1.5f, 0.0f, -6.0f);
Gdx.gl10.glRotatef(rquad, 1.0f, 0.0f, 0.0f);
Gdx.gl10.glTranslatef(-1.5f, 0.0f, 6.0f);
squareMesh.render(GL10.GL_TRIANGLE_STRIP, 0, 4);
return true;
}
@Override
public void show() {
triangleMesh = new Mesh(true, 3, 3, new VertexAttribute(Usage.Position,
3, "a_position"), new VertexAttribute(Usage.ColorPacked, 4,
"a_color"));
squareMesh = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position,
3, "b_position"), new VertexAttribute(Usage.ColorPacked, 4,
"b_color"));
triangleMesh.setVertices(new float[] { //
-1.5f, 1.0f, -6.0f, // point 1
Color.toFloatBits(1f, 0f, 0f, 1f), // color 1
-2.5f, -1.0f, -6.0f, // point 2
Color.toFloatBits(0f, 1f, 0f, 1f), // color 2
-0.5f, -1.0f, -6.0f,// point 3
Color.toFloatBits(0f, 0f, 1f, 1f) // color 3
});
triangleMesh.setIndices(new short[] { 0, 1, 2 });
squareMesh.setVertices(new float[] { 0.5f, -1.0f, -6.0f,// point BL
Color.toFloatBits(0.5f, 0.5f, 1f, 1f), // color 1
2.5f, -1.0f, -6.0f,// point BR
Color.toFloatBits(0.5f, 0.5f, 1f, 1f), // color 1
0.5f, 1.0f, -6.0f, // point TL
Color.toFloatBits(0.5f, 0.5f, 1f, 1f), // color 1
2.5f, 1.0f, -6.0f, // point TR
Color.toFloatBits(0.5f, 0.5f, 1f, 1f) // color 1
});
squareMesh.setIndices(new short[] { 0, 1, 2, 3 });
}
@Override
public void hide() {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
@Override
public void resize(int width, int height) {
float aspectRatio = (float) width / (float) height;
System.out.println(camera == null ? null : camera.projection);
camera = new PerspectiveCamera(45, 2f * aspectRatio, 2f);
}
}
代码部分是在之间adding color上添加的。新的代码主要说一下:
Gdx.gl10.glLoadIdentity(); // opengl 每一次操作都有一个基准点。而这个函数就是重置这个基准点到(0,0,0)
Gdx.gl10.glTranslatef(-1.5f, 0.0f, -6.0f); // 通过Translatef改变这个基准点,我们的等腰三角形是顶点在-1.5, 1.0, -6.0
Gdx.gl10.glRotatef(rquad, 0.0f, 1.0f, 0.0f); // 设置旋转的角度,和轴向量,这个向量是以-1.5,0.0, -6.0为基准点的。
Gdx.gl10.glTranslatef(1.5f, 0.0f, 6.0f); // 回到基准点。
triangleMesh.render(GL10.GL_TRIANGLES, 0, 3);
结果如下图: