在一个 3D 对象 OpenGL ES 2.0 上应用旋转后更新视图
Update view after applying rotation on one 3D object OpenGL ES 2.0
我一直在为 Android Studio 开发基于 ARCore 示例的应用程序。我已经设法将我选择的不同对象带到视图中,现在我试图只旋转一个对象,即最后放置的对象。这意味着当 select 一个对象时,我应该能够旋转它并改变它的位置,直到我 select 另一个对象。那我就不能再操纵那个物体了。
现在这是我为每个放置的对象调用的 draw() 方法
public void draw(float[] cameraView, float[] cameraPerspective, float lightIntensity) {
ShaderUtil.checkGLError(TAG, "Before draw");
// Build the ModelView and ModelViewProjection matrices
// for calculating object position and light.
Matrix.multiplyMM(modelViewMatrix, 0, cameraView, 0, modelMatrix, 0);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, cameraPerspective, 0, modelViewMatrix, 0);
if(this.movable==true) {
//rotation
Matrix.setRotateM(mRotationMatrix, 0, FactorsClass.rotateF, 0.0f, 1.0f, 0.0f);
Matrix.multiplyMM(mFinalModelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, mRotationMatrix, 0);
}
GLES20.glUseProgram(program);
// Set the lighting environment properties.
Matrix.multiplyMV(viewLightDirection, 0, modelViewMatrix, 0, LIGHT_DIRECTION, 0);
normalizeVec3(viewLightDirection);
GLES20.glUniform4f(
lightingParametersUniform,
viewLightDirection[0],
viewLightDirection[1],
viewLightDirection[2],
lightIntensity);
// Set the object material properties.
GLES20.glUniform4f(materialParametersUniform, ambient, diffuse, specular, specularPower);
// Attach the object texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
GLES20.glUniform1i(textureUniform, 0);
// Set the vertex attributes.
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId);
GLES20.glVertexAttribPointer(
positionAttribute, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, verticesBaseAddress);
GLES20.glVertexAttribPointer(normalAttribute, 3, GLES20.GL_FLOAT, false, 0, normalsBaseAddress);
GLES20.glVertexAttribPointer(
texCoordAttribute, 2, GLES20.GL_FLOAT, false, 0, texCoordsBaseAddress);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// Set the ModelViewProjection matrix in the shader.
GLES20.glUniformMatrix4fv(modelViewUniform, 1, false, modelViewMatrix, 0);
GLES20.glUniformMatrix4fv(modelViewProjectionUniform, 1, false, modelViewProjectionMatrix, 0);
if(this.movable==true) {
GLES20.glUniformMatrix4fv(modelViewProjectionUniform, 1, false, mFinalModelViewProjectionMatrix, 0);
}
// Enable vertex arrays
GLES20.glEnableVertexAttribArray(positionAttribute);
GLES20.glEnableVertexAttribArray(normalAttribute);
GLES20.glEnableVertexAttribArray(texCoordAttribute);
if (blendMode != null) {
GLES20.glDepthMask(false);
GLES20.glEnable(GLES20.GL_BLEND);
switch (blendMode) {
case Shadow:
// Multiplicative blending function for Shadow.
GLES20.glBlendFunc(GLES20.GL_ZERO, GLES20.GL_ONE_MINUS_SRC_ALPHA);
break;
case Grid:
// Grid, additive blending function.
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
break;
}
}
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, indexBufferId);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexCount, GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
if (blendMode != null) {
GLES20.glDisable(GLES20.GL_BLEND);
GLES20.glDepthMask(true);
}
// Disable vertex arrays
GLES20.glDisableVertexAttribArray(positionAttribute);
GLES20.glDisableVertexAttribArray(normalAttribute);
GLES20.glDisableVertexAttribArray(texCoordAttribute);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
ShaderUtil.checkGLError(TAG, "After draw");
}
目前,我可以随心所欲地旋转一个物体(当 movable 变量为真时,意味着它是场景中放置的最后一个物体),但是一旦我 select 另一个物体,旧对象 returns 到其初始位置,就好像它从未旋转过一样。我怎样才能更新矩阵,使旋转保持应用?
谢谢!
but once I select another one, the old object returns to its initial position, as if it was never rotated. How can I update the matrix so that the rotations remain applied?
我假设 mRotationMatrix
是 class 的成员。确保 mRotationMatrix
被单位矩阵嵌入。
更新mRotationMatrix
,如果this.movable==true
,但无论如何使用mRotationMatrix
来计算mFinalModelViewProjectionMatrix
。在任何情况下使用 mFinalModelViewProjectionMatrix
设置 modelViewProjectionUniform
.
public void draw(float[] cameraView, float[] cameraPerspective, float lightIntensity) {
.....
Matrix.multiplyMM(modelViewMatrix, 0, cameraView, 0, modelMatrix, 0);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, cameraPerspective, 0, modelViewMatrix, 0);
if(this.movable==true) {
Matrix.setRotateM(mRotationMatrix, 0, FactorsClass.rotateF, 0.0f, 1.0f, 0.0f);
}
Matrix.multiplyMM(mFinalModelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, mRotationMatrix, 0);
.....
GLES20.glUniformMatrix4fv(modelViewProjectionUniform, 1, false, mFinalModelViewProjectionMatrix, 0);
.....
}
我一直在为 Android Studio 开发基于 ARCore 示例的应用程序。我已经设法将我选择的不同对象带到视图中,现在我试图只旋转一个对象,即最后放置的对象。这意味着当 select 一个对象时,我应该能够旋转它并改变它的位置,直到我 select 另一个对象。那我就不能再操纵那个物体了。 现在这是我为每个放置的对象调用的 draw() 方法
public void draw(float[] cameraView, float[] cameraPerspective, float lightIntensity) {
ShaderUtil.checkGLError(TAG, "Before draw");
// Build the ModelView and ModelViewProjection matrices
// for calculating object position and light.
Matrix.multiplyMM(modelViewMatrix, 0, cameraView, 0, modelMatrix, 0);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, cameraPerspective, 0, modelViewMatrix, 0);
if(this.movable==true) {
//rotation
Matrix.setRotateM(mRotationMatrix, 0, FactorsClass.rotateF, 0.0f, 1.0f, 0.0f);
Matrix.multiplyMM(mFinalModelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, mRotationMatrix, 0);
}
GLES20.glUseProgram(program);
// Set the lighting environment properties.
Matrix.multiplyMV(viewLightDirection, 0, modelViewMatrix, 0, LIGHT_DIRECTION, 0);
normalizeVec3(viewLightDirection);
GLES20.glUniform4f(
lightingParametersUniform,
viewLightDirection[0],
viewLightDirection[1],
viewLightDirection[2],
lightIntensity);
// Set the object material properties.
GLES20.glUniform4f(materialParametersUniform, ambient, diffuse, specular, specularPower);
// Attach the object texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
GLES20.glUniform1i(textureUniform, 0);
// Set the vertex attributes.
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId);
GLES20.glVertexAttribPointer(
positionAttribute, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, verticesBaseAddress);
GLES20.glVertexAttribPointer(normalAttribute, 3, GLES20.GL_FLOAT, false, 0, normalsBaseAddress);
GLES20.glVertexAttribPointer(
texCoordAttribute, 2, GLES20.GL_FLOAT, false, 0, texCoordsBaseAddress);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// Set the ModelViewProjection matrix in the shader.
GLES20.glUniformMatrix4fv(modelViewUniform, 1, false, modelViewMatrix, 0);
GLES20.glUniformMatrix4fv(modelViewProjectionUniform, 1, false, modelViewProjectionMatrix, 0);
if(this.movable==true) {
GLES20.glUniformMatrix4fv(modelViewProjectionUniform, 1, false, mFinalModelViewProjectionMatrix, 0);
}
// Enable vertex arrays
GLES20.glEnableVertexAttribArray(positionAttribute);
GLES20.glEnableVertexAttribArray(normalAttribute);
GLES20.glEnableVertexAttribArray(texCoordAttribute);
if (blendMode != null) {
GLES20.glDepthMask(false);
GLES20.glEnable(GLES20.GL_BLEND);
switch (blendMode) {
case Shadow:
// Multiplicative blending function for Shadow.
GLES20.glBlendFunc(GLES20.GL_ZERO, GLES20.GL_ONE_MINUS_SRC_ALPHA);
break;
case Grid:
// Grid, additive blending function.
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
break;
}
}
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, indexBufferId);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexCount, GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
if (blendMode != null) {
GLES20.glDisable(GLES20.GL_BLEND);
GLES20.glDepthMask(true);
}
// Disable vertex arrays
GLES20.glDisableVertexAttribArray(positionAttribute);
GLES20.glDisableVertexAttribArray(normalAttribute);
GLES20.glDisableVertexAttribArray(texCoordAttribute);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
ShaderUtil.checkGLError(TAG, "After draw");
}
目前,我可以随心所欲地旋转一个物体(当 movable 变量为真时,意味着它是场景中放置的最后一个物体),但是一旦我 select 另一个物体,旧对象 returns 到其初始位置,就好像它从未旋转过一样。我怎样才能更新矩阵,使旋转保持应用? 谢谢!
but once I select another one, the old object returns to its initial position, as if it was never rotated. How can I update the matrix so that the rotations remain applied?
我假设 mRotationMatrix
是 class 的成员。确保 mRotationMatrix
被单位矩阵嵌入。
更新mRotationMatrix
,如果this.movable==true
,但无论如何使用mRotationMatrix
来计算mFinalModelViewProjectionMatrix
。在任何情况下使用 mFinalModelViewProjectionMatrix
设置 modelViewProjectionUniform
.
public void draw(float[] cameraView, float[] cameraPerspective, float lightIntensity) {
.....
Matrix.multiplyMM(modelViewMatrix, 0, cameraView, 0, modelMatrix, 0);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, cameraPerspective, 0, modelViewMatrix, 0);
if(this.movable==true) {
Matrix.setRotateM(mRotationMatrix, 0, FactorsClass.rotateF, 0.0f, 1.0f, 0.0f);
}
Matrix.multiplyMM(mFinalModelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, mRotationMatrix, 0);
.....
GLES20.glUniformMatrix4fv(modelViewProjectionUniform, 1, false, mFinalModelViewProjectionMatrix, 0);
.....
}