这是动画与修改器的最后一个例子,实现一个旋转的3D效果。如果只以学习引擎来看,这个只是一个RotationModifier修改器的使用DEMO;如果要弄懂他是如何运作的,就变成一个3D图形问题了。
先说一下裁剪平面(ClippingPlan)的概念,这是根据“视口”定义的一块梯形空间,在这个空间中的图形将会按照透视关系被渲染,区域以外的部分会被裁剪掉,所以得名裁剪平面。这里打开传送门,感谢博友翻译的质料:OpenGL ES 入门 (一),OpenGL ES 入门 (二) OpenGL ES编程模型:模拟,OpenGL ES 入门 (三) 投影。这样我们就理解DEMO中的camera.setZClippingPlanes(-100, 100); 设置。
至于旋转的实现,是通过模式视图矩阵(ModelView Matrix)的运算完成的,相关学习资料请下载《3D游戏与计算机图形学中的数学方法.pdf》。下面上代码:
package org.andengine.examples; import org.andengine.engine.camera.Camera; import org.andengine.engine.options.EngineOptions; import org.andengine.engine.options.ScreenOrientation; import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy; import org.andengine.entity.modifier.LoopEntityModifier; import org.andengine.entity.modifier.RotationModifier; import org.andengine.entity.scene.Scene; import org.andengine.entity.scene.background.Background; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.util.FPSLogger; import org.andengine.opengl.texture.TextureOptions; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory; import org.andengine.opengl.texture.region.ITextureRegion; import org.andengine.opengl.util.GLState; import org.andengine.ui.activity.SimpleBaseGameActivity; public class Rotation3DExample extends SimpleBaseGameActivity { private static final int CAMERA_WIDTH = 720; private static final int CAMERA_HEIGHT = 480; // =========================================================== // Fields // =========================================================== private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; @Override public EngineOptions onCreateEngineOptions() { final Camera camera = new Camera(0, 0, Rotation3DExample.CAMERA_WIDTH, Rotation3DExample.CAMERA_HEIGHT); //设置Z轴的剪切平面(超出平面外的部分不予渲染) camera.setZClippingPlanes(-100, 100); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(Rotation3DExample.CAMERA_WIDTH, Rotation3DExample.CAMERA_HEIGHT), camera); } @Override public void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.BILINEAR); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "face_box.png", 0, 0); this.mBitmapTextureAtlas.load(); } @Override public Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); /* Calculate the coordinates for the face, so its centered on the camera. */ final float centerX = (Rotation3DExample.CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2; final float centerY = (Rotation3DExample.CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2; /* Create the face and add it to the scene. */ final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override protected void applyRotation(final GLState pGLState) { final float rotation = this.mRotation; if(rotation != 0) { final float rotationCenterX = this.mRotationCenterX; final float rotationCenterY = this.mRotationCenterY; //平移矩形到中间 pGLState.translateModelViewGLMatrixf(rotationCenterX, rotationCenterY, 0); /* Note we are applying rotation around the y-axis and not the z-axis anymore! */ //以Y轴为旋转轴 pGLState.rotateModelViewGLMatrixf(rotation, 0, 1, 0); //平移矩形回到原来的位置 pGLState.translateModelViewGLMatrixf(-rotationCenterX, -rotationCenterY, 0); } } }; face.registerEntityModifier(new LoopEntityModifier(new RotationModifier(6, 0, 360))); scene.attachChild(face); return scene; } }