I am working on an algorithm for rotating the camera around a 3D object using the Min3d/Rajawali framework.
With my implementation, the rotation around axis X is not working properly. I think the method setLookAt()
is not working properly.
The problem:
When I rotate the sphere vertically, I can't fully see it. For example, turning the planet Earth, I can not fully see the Antarctic, because the algorithm resets the camera down.
Is it possible to realize the camera rotation around an object without using the method "setLookAt"?
I have tried different solutions, but have not been able to get it working correctly.
Below is my code:
initScene:
scene.camera().position.z = 90;
scene.camera().target = raketeOBJ.position();
onTouchEvent:
public boolean onTouchEvent(MotionEvent me) {
if (me.getAction() == MotionEvent.ACTION_DOWN) {
xpos = me.getX();
ypos = me.getY();
return true;
}
if (me.getAction() == MotionEvent.ACTION_UP) {
xpos = -1;
ypos = -1;
touchTurn = 0;
touchTurnUp = 0;
return true;
}
if (me.getAction() == MotionEvent.ACTION_MOVE) {
float xd = me.getX() - xpos;
float yd = me.getY() - ypos;
xpos = me.getX();
ypos = me.getY();
touchTurn = xd / -200f;
touchTurnUp = yd / -200f;
return true;
}
try {
Thread.sleep(15);
} catch (Exception e) {
}
return super.onTouchEvent(me);
}
UpdateScene:
if (touchTurn != 0) {
scene.camera().position.rotateY(touchTurn);
touchTurn = 0;
}
if (touchTurnUp != 0) {
scene.camera().position.rotateX(touchTurnUp);
touchTurnUp = 0;
}
Number3d target = scene.camera.target;
Number3d cp = scene.camera.position.clone();
// move position like target is (0,0,0)
cp.x -= target.x;
cp.y -= target.y;
cp.z -= target.z;
cp.roateX(angle);
// restore offset
cp.x += target.x;
cp.y += target.y;
cp.z += target.z;
scene.camera.position.setAllFrom(cp);
A bit late but in case anyone has trouble with that, like me.
Rajawali offers a camera called ArcballCamera , which does exactly what you/we are trying to do.
In your Renderer add the following:
ArcballCamera arcball = new ArcballCamera(mContext, ((Activity)mContext).findViewById(R.id.contentView));
arcball.setTarget(mObjectGroup); //your 3D Object
arcball.setPosition(0,0,4); //optional
getCurrentScene().replaceAndSwitchCamera(getCurrentCamera(), arcball);
now you can rotate and zoom the object without a dozen lines of code.
setLookAt() needs to be called onDrawFrame if you want the camera to update regularly. But you need to care more about creating a "RotateAroundAnimation". See here for more info: http://www.rozengain.com/blog/2012/03/26/rajawali-tutorial-12-animation-classes/
You'll have to make yourAnimation.setTransformable3D(mCamera), and then it should control your main camera. I often use this methodology and then call the "yourAnimation.start()" on touch, or other external stimulus.
This is my way to rotate 3d model according as x and y
in Render class
public boolean left, right;
public boolean up, down;
and in onDrawFrame
@Override
public void onDrawFrame(GL10 glUnused) {
super.onDrawFrame(glUnused);
// getCurrentCamera().setRotY(getCurrentCamera().getRotY() + 1);
if (left) {
getCurrentCamera().setRotX(getCurrentCamera().getRotX() - 1);
}
if (right) {
getCurrentCamera().setRotX(getCurrentCamera().getRotX() + 1);
}
if (up) {
getCurrentCamera().setRotY(getCurrentCamera().getRotY() - 1);
}
if (down) {
getCurrentCamera().setRotY(getCurrentCamera().getRotY() + 1);
}
}
and in MainActivity
@Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
xpos = event.getX();
ypos = event.getY();
}
if (event.getAction() == MotionEvent.ACTION_UP) {
xpos = -1;
ypos = -1;
mRender.left = false;
mRender.right = false;
mRender.up = false;
mRender.down = false;
}
if (event.getAction() == MotionEvent.ACTION_MOVE) {
xd = event.getX() - xpos;
yd = event.getY() - ypos;
xpos = event.getX();
ypos = event.getY();
if (xd < 0) {
mRender.up = true;
} else {
mRender.down = true;
}
if (yd < 0) {
mRender.left = true;
} else {
mRender.right = true;
}
}
return super.onTouchEvent(event);
}
by this way, i can rotate my model :)
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