我正在尝试在具有的OpenGL应用程序中实现平移和缩放功能。我可以使用简单的glTranslatef相对轻松地实现平移功能,但是使用glScalef功能会带来更多困难。我有三个类,一个用于GLSurfaceView,一个用于GLTriangle,第三个(下面)用于GLRenderer,这是使用glScalefglTranslatef的地方。

GLRenderer类别:

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是坐标,dx/dy是坐标的变化,sx/sy是起始坐标,tx/ty是坐标的总变化(用于平移),xscale/yscale是使用的浮点数要计算缩放比例,xscaletotal/yscaletotal是缩放比例的全部更改,没有拖动缩放,并且mode代表该模式。

就目前而言,我可以通过拉开手指来放大,但捏也可以放大而不是缩小。而且,缩放过于敏感。

我真的不知道如何从这里解决这个问题。任何帮助将不胜感激。

最佳答案

您的“ midPoint”似乎有一些工作要做。尝试执行以下操作:

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;
}

10-05 22:17