Reputation: 961
Although I really liked the LibGDX+Box2d magic, it's being painful to align everything in my first project.
The problem I'm facing now is that even though my sprite and the DebugRenderer are aligned, when I touch the screen (testing on a Nexus 5), I got the wrong coordinates.
First example - the blue dot is the touch point
In this image, I am touching outside the shape, but the coordinates I get are actually inside the shape, and thus testPoint returns true:
TOUCH 126.25 253.0 ORIGIN 103.0 190.0 TIP 167.0 254.0 TEST true
Second example - the blue dot is the touch point
In this image, I am touching inside the shape, but the coordinates I get are actually outside the shape, and thus testPoint returns false.
TOUCH 134.25 189.7 ORIGIN 103.0 190.0 TIP 167.0 254.0 TEST false
The relevant code is pretty straightforward:
// width and height of my Nexus 5 in portrait mode are 1080 x 1776
public static final float VIRTUAL_WIDTH = 270.0f;
public static final float VIRTUAL_HEIGHT = 444.0f;
Creating the game:
public void create() {
camera = new OrthographicCamera();
camera.setToOrtho(false, VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
camera.update();
world = new World(new Vector2(0, 0), true);
box = new Box(world, camera);
ground = new Ground(world);
leftWall = new Wall(world, Wall.LEFT);
rightWall = new Wall(world, Wall.RIGHT);
touchDebugger = new TouchDebugger();
stage = new Stage();
stage.setCamera(camera);
stage.getSpriteBatch().setProjectionMatrix(camera.combined);
stage.addActor(box);
stage.addActor(ground);
stage.addActor(leftWall);
stage.addActor(rightWall);
stage.addActor(touchDebugger);
stage.addListener(box);
stage.addListener(touchDebugger);
Gdx.input.setInputProcessor(stage);
debugRenderer = new Box2DDebugRenderer(true, true, true, true, true, true);
}
The render code:
public void render() {
// Update the camera.
camera.update();
camera.apply(Gdx.gl10); // Don't know about that, just found over the internet
// Clear LibGDX OpenGL context.
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Physics world step.
world.step(1/45f, 6, 6);
// Scene2d rendering.
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
// Physics debugging.
debugRenderer.render(world, camera.combined);
}
My box touchDown:
public void touchDown(float x, float y) {
Vector2 touch = new Vector2(x, y);
Vector3 cam = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(cam);
boolean test = fixture.testPoint(touch.x, touch.y);
Log.d("demo", "GDX " + Gdx.input.getX() + "\t" + Gdx.input.getY());
Log.d("demo", "CAM " + cam.x + "\t" + cam.y);
Log.d("demo", "TOUCH " + touch.x + "\t" + touch.y);
Log.d("demo", "ORIGIN " + (body.getPosition().x - width/2.0f) + "\t" + (body.getPosition().y - height/2.0f));
Log.d("demo", "TIP " + (body.getPosition().x + width/2.0f) + "\t" + (body.getPosition().y + height/2.0f));
Log.d("demo", "TEST " + test);
}
Tried that camera.unproject stuff but it gives me the same values as the arguments of touchDown.
Also got a handle method implemented:
public boolean handle(Event event) {
String e = event.toString();
if (e == "touchDown") {
InputEvent ie = (InputEvent) event;
touchDown(ie.getStageX(), ie.getStageY());
} else if ( e == "touchUp") {
InputEvent ie = (InputEvent) event;
touchUp(ie.getStageX(), ie.getStageY());
}
return true;
}
(I removed every conversion from box2d and world coordinates in order to debug this, then 1px = 1m in this demo (I am obviously not doing this for real!))
OBS: The imprecision also happens in the X axis.
Upvotes: 3
Views: 431
Reputation: 404
I am assuming you want the world coordinates from the touchpoint?
If so, you are unprojecting the wrong vector, you should use:
Vector3 touch = new Vector3(x, y, 0);
camera.unproject(touch);
This converts the screen coordinates to world coordinates. And then to get those converted coordinates:
touch.x, touch.y
Upvotes: 0