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私が持っている OpenGL アプリケーションにパンとピンチツーズーム機能を実装しようとしています。単純な で比較的簡単にパン機能を実装できましたglTranslatefが、機能を使用するのglScalefははるかに困難です。私は 3 つのクラスをGLSurfaceView持っていGLTriangleます。GLRendererglScalefglTranslatef

GLRendererクラス:

public class GLRendererEx implements Renderer, OnTouchListener {

    private GLTriangleEx tri;
    float ratio;
    float x = 0, y = 0;
    float dx = 0, dy = 0;
    float sx = 0, sy = 0;
    float tx = 0, ty = 0;
    float xtwo = 0, ytwo = 0;
    float sxtwo = 0, sytwo = 0;
    float screenX, screenY;
    float xscale = 1, yscale = 1;
    float xscaletwo = 1;
    float xscaletotal = 1, yscaletotal = 1;
    int NONE = 0, DRAG = 1, ZOOM = 2;
    int mode = NONE;
    int width, height;
    boolean touched = true;
    Display getOrient = getWindowManager().getDefaultDisplay();
    int orientation;

    public GLRendererEx() {
        tri = new GLTriangleEx();
        screenX = ourSurface.getWidth();
        screenY = ourSurface.getHeight();
        ourSurface.setOnTouchListener(this);
    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
        gl.glDisable(GL10.GL_DITHER);
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
        gl.glClearColor(0f, 0f, 0f, 1f);
        gl.glClearDepthf(1f);
        orientation = getOrient.getRotation();
    }

    @Override
    public void onDrawFrame(GL10 gl) {
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
        GLU.gluLookAt(gl, 0, 0, -5, 0, 0, 0, 0, 2, 0);

        //warning - x is backwards
        gl.glTranslatef(tx, ty, 0);
        gl.glScalef(xscaletotal, yscaletotal, 1);
        tri.draw(gl);
    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        gl.glViewport(0, 0, width, height);
        ratio = ((float) width) / height;
        screenX = width;
        screenY = height;
        orientation = getOrient.getRotation();
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glFrustumf(-ratio, ratio, -1, 1, 1, 50);
    }

    @Override
    public boolean onTouch(View v, MotionEvent event) {
        switch (event.getAction()) {
        case MotionEvent.ACTION_DOWN: {
            event.getActionIndex();
            sx = x = event.getX(0);
            sy = y = event.getY(0);
            mode = DRAG;
            break;
        }
        case MotionEvent.ACTION_POINTER_DOWN: {
            event.getActionIndex();
            sxtwo = xtwo = event.getX(1);
            sytwo = ytwo = event.getY(1);
            mode = ZOOM;
            touched = true;
            break;
        }
        case MotionEvent.ACTION_MOVE: { 
            x = event.getX(0);
            y = event.getY(0);
            xtwo = event.getX(1);
            ytwo = event.getY(1);
            if (mode == ZOOM)
                midPoint(x, y, xtwo, ytwo);
            if (mode == DRAG) {
                dx = x - sx;
                dy = y - sy;
                dx *= -8;
                dy *= -8;
                if (orientation == Configuration.ORIENTATION_LANDSCAPE) 
                    dx *= 2;
                dx /= screenX;
                dy /= screenY;
                tx += dx;
                ty += dy;
                sx = x;
                sy = y;
            }
            break;
        }       
        case MotionEvent.ACTION_POINTER_UP: {
            mode = DRAG;
            break;
        }
        case MotionEvent.ACTION_UP: {
            mode = NONE;
            break;
        }
        }
        return true;
    }

    private float midPoint(float x, float y, float xtwo, float ytwo) {
        x -= xtwo;
        y -= ytwo;
        if (touched) {
            sxtwo = x;
            sytwo = y;
            xscaletwo = FloatMath.sqrt(sxtwo * sxtwo + sytwo * sytwo);
                            touched = false;
        }
                    xscale -= xscaletwo;
        xscale  = FloatMath.sqrt(x * x + y * y);
        xscaletotal += xscale;
        yscaletotal = xscaletotal;
        return xscale;
    }

}

x/yは座標、 は座標dx/dyの変化、sx/syは開始座標、 は座標tx/tyの総変化 (パン用)、xscale/yscaleはズームのスケールの計算に使用されるフロート、xscaletotal/yscaletotalはズーム スケールの総変化、なしドラッグズームとモードはモードを表します。

このままでは、指を離すことでズームインできますが、ピンチでもズームアウトではなくズームします。また、ズームが敏感すぎる。

ここからこの問題を解決する方法がよくわかりません。どんな助けでも大歓迎です。

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1 に答える 1

1

あなたの「midPoint」にはやるべきことがいくつかあるようです..次のようなことを試してください:

float scale = 1.0; //factor used in glScalef
float previousPinchScale; //needed to remember from previous methode call
private float midPoint(float x, float y, float xtwo, float ytwo) {
    float currentPinchScale = FloatMath.sqrt((x-xTwo)*(x-xTwo) + (y-yTwo)*(y-yTwo)); //current distance between both "touches"
    if (touched) { //gesture just began:
        previousPinchScale = currentPinchScale; //Save relative information about touch positions
        touched = false;
    }
    else { //gesture in progress:
        /*
         At this point we have 2 values of "PinchScale" for this and previous "midPoint" method call.
         The factor of relative change in this distance should be applied to current scene scale:
         currentPinchScale/previousPinchScale is the "relative change", for instance if the distance between the 2 touches would be 10% this factor would return 1.1
         Since we have to consider that scene might already be zoomed you need to take previous scale and multiply it with this change..
         */
        scale *= currentPinchScale/previousPinchScale; //scale used in glScalef
        previousPinchScale = currentPinchScale; //remember the new position of "midPoint" call
    }
    return scale;
}
于 2012-11-05T10:10:43.933 に答える