0

实际上我在我的渲染器类的 draw 方法中这样做:

    Matrix.setIdentityM(mMMatrix, 0);
//      Rotate view

long time = SystemClock.uptimeMillis()*4000L;
float angle = .09F*(int)time;
Matrix.setRotateM(mMMatrix, 0, angle, 1, 0, 0);
Matrix.rotateM(mMMatrix, 0, -2f, 1, 0, 0);
//Matrix.scaleM(mMMatrix, 0, 0.01f, 0.01f, 0.01f);

// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

// Draw Shapes      
obj.draw(mMVPMatrix);

但它不起作用......我尝试了其他一些但没有运气,物体保持不变,没有旋转。

更新:我将代码更改为此,但没有运气。

        // Clear Screen
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);


        Matrix.setIdentityM(mMMatrix, 0);

        // Rotate view
        Matrix.setRotateM(mMMatrix, 0, angle, 1, 0, 0);
        //Matrix.scaleM(mMMatrix, 0, 0.01f, 0.01f, 0.01f);

        // Calculate the projection and view transformation
        Matrix.multiplyMM(mMVMatrix, 0, mVMatrix, 0, mMMatrix, 0);
        Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVMatrix, 0);

        // Draw Shapes      
        obj.draw(mMVPMatrix);
4

1 回答 1

3

为什么在 Matrix.setRotateM 之后是 Matrix.rotateM ?第二个禁用了第一个。

这是我在引擎中使用的伪代码:

Matrix.setIdentityM(_model_matrix, 0);

Matrix.setRotateM(_rotation_x_matrix, 0, _angles.getX(), 1, 0, 0);
Matrix.setRotateM(_rotation_y_matrix, 0, _angles.getY(), 0, 1, 0);
Matrix.setRotateM(_rotation_z_matrix, 0, _angles.getZ(), 0, 0, 1);
Matrix.multiplyMM(_model_matrix, 0, _rotation_x_matrix, 0, _model_matrix, 0);
Matrix.multiplyMM(_model_matrix, 0, _rotation_y_matrix, 0, _model_matrix, 0);
Matrix.multiplyMM(_model_matrix, 0, _rotation_z_matrix, 0, _model_matrix, 0);

Matrix.multiplyMM(_modelview_matrix, 0, _view_matrix, 0, _model_matrix, 0);
Matrix.multiplyMM(_modelviewprojection_matrix, 0, _projection_matrix, 0, _modelview_matrix, 0);

希望能帮助到你 ;-)

于 2012-08-02T06:15:15.957 回答