我使用3D对象并渲染它并通过扩展GLSurfaceView实现渲染器来显示它,问题是如何通过捏合和缩小来缩小输入。
以下是我的课程
package com.example.objLoader;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
import android.os.Debug;
import android.view.KeyEvent;
import android.view.MotionEvent;
public class ManishRenderer extends GLSurfaceView implements Renderer {
/** Triangle instance */
private OBJParser parser;
private TDModel model;
/* Rotation values */
private float xrot; //X Rotation
private float yrot; //Y Rotation
/* Rotation speed values */
private float xspeed; //X Rotation Speed ( NEW )
private float yspeed; //Y Rotation Speed ( NEW )
private float z = 320.0f;
private float oldX;
private float oldY;
private final float TOUCH_SCALE = 0.8f; //Proved to be good for normal rotation ( NEW )
private float[] lightAmbient = {1.0f, 1.0f, 1.0f, 1.0f};
private float[] lightDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
private float[] lightPosition = {0.0f, -3.0f, 2.0f, 1.0f};
private FloatBuffer lightAmbientBuffer;
private FloatBuffer lightDiffuseBuffer;
private FloatBuffer lightPositionBuffer;
public ManishRenderer(Context ctx) {
super(ctx);
parser=new OBJParser(ctx);
model=parser.parseOBJ("/storage/sdcard1/man.obj");
Debug.stopMethodTracing();
this.setRenderer(this);
this.requestFocus();
this.setFocusableInTouchMode(true);
ByteBuffer byteBuf = ByteBuffer.allocateDirect(lightAmbient.length * 5024);
byteBuf.order(ByteOrder.nativeOrder());
lightAmbientBuffer = byteBuf.asFloatBuffer();
lightAmbientBuffer.put(lightAmbient);
lightAmbientBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(lightDiffuse.length * 5024);
byteBuf.order(ByteOrder.nativeOrder());
lightDiffuseBuffer = byteBuf.asFloatBuffer();
lightDiffuseBuffer.put(lightDiffuse);
lightDiffuseBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(lightPosition.length * 5024);
byteBuf.order(ByteOrder.nativeOrder());
lightPositionBuffer = byteBuf.asFloatBuffer();
lightPositionBuffer.put(lightPosition);
lightPositionBuffer.position(0);
}
/**
* The Surface is created/init()
*/
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbientBuffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuseBuffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPositionBuffer);
gl.glEnable(GL10.GL_LIGHT0);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
/**
* Here we do our drawing
*/
public void onDrawFrame(GL10 gl) {
//Clear Screen And Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glEnable(GL10.GL_LIGHTING);
gl.glTranslatef(0.0f, -1.2f, -z); //Move down 1.2 Unit And Into The Screen 6.0
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); //X
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); //Y
model.draw(gl); //Draw the square
gl.glLoadIdentity();
xrot += xspeed;
yrot += yspeed;
}
/**
* If the surface changes, reset the view
*/
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) { //Prevent A Divide By Zero By
height = 1; //Making Height Equal One
}
gl.glViewport(0, 0, width, height); //Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); //Select The Projection Matrix
gl.glLoadIdentity(); //Reset The Projection Matrix
//Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 1100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity(); //Reset The Modelview Matrix
}
@Override
public boolean onTouchEvent(MotionEvent event) {
//
float x = event.getX();
float y = event.getY();
//If a touch is moved on the screen
if(event.getAction() == MotionEvent.ACTION_MOVE) {
//Calculate the change
float dx = x - oldX;
float dy = y - oldY;
//Define an upper area of 10% on the screen
int upperArea = this.getHeight() / 10;
//Zoom in/out if the touch move has been made in the upper
if(y < upperArea) {
z -= dx * TOUCH_SCALE / 2;
//Rotate around the axis otherwise
} else {
xrot += dy * TOUCH_SCALE;
yrot += dx * TOUCH_SCALE;
}
//A press on the screen
} else if(event.getAction() == MotionEvent.ACTION_UP) {
}
//Remember the values
oldX = x;
oldY = y;
//We handled the event
return true;
}
@Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
//
if(keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
} else if(keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
} else if(keyCode == KeyEvent.KEYCODE_DPAD_UP) {
z -= 3;
} else if(keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
z += 3;
} else if(keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
}
//We handled the event
return true;
}}
试过 SurfaceView Zoom IN and OUT functionality using Custom Camera
但它不是我在搜索的内容:(我没有UI,即xml部分,我可以添加放大小工具
答案 0 :(得分:4)
您需要实现OnScaleGestureDetector并创建ScaleGestureDetector来收听pinch-in和pinch-out事件。
例如,我将它用作GLSurfaceView的内部类:
...
private float sizeCoef = 1;
...
private class ScaleDetectorListener implements ScaleGestureDetector.OnScaleGestureListener{
float scaleFocusX = 0;
float scaleFocusY = 0;
public boolean onScale(ScaleGestureDetector arg0) {
float scale = arg0.getScaleFactor() * sizeCoef;
sizeCoef = scale;
requestRender();
return true;
}
public boolean onScaleBegin(ScaleGestureDetector arg0) {
invalidate();
scaleFocusX = arg0.getFocusX();
scaleFocusY = arg0.getFocusY();
return true;
}
public void onScaleEnd(ScaleGestureDetector arg0) {
scaleFocusX = 0;
scaleFocusY = 0;
}
}
此外,您必须向onDrawFrame()方法添加一些代码:
public void onDrawFrame(GL10 gl) {
//Clear Screen And Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glEnable(GL10.GL_LIGHTING);
gl.glTranslatef(0.0f, -1.2f, -z); //Move down 1.2 Unit And Into The Screen 6.0
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); //X
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); //Y
gl.glScalef(sizeCoef, sizeCoef, 0); // if You have a 3d object put sizeCoef as all parameters
model.draw(gl); //Draw the square
gl.glLoadIdentity();
xrot += xspeed;
yrot += yspeed;
}
答案 1 :(得分:1)
SDK可以使用standard Gesture detector帮助您。有关如何实现此ScaleGestureDetector的更多详细信息,请参见here。
基本步骤是将触摸事件传递给ScaleGestureDetector,当发生缩放事件时,您将在侦听器上收到回调,您可以在其中更改缩放状态。
答案 2 :(得分:1)
我建议您查看GLU.glLookAt(),它可以让您设置眼睛和中心点。然后,您可以根据缩放值向前和向后移动您的眼睛。
或者你可以使用android.openglMatrix类。然后使用perspectiveMatrix和lookAtMatrix函数将多个函数放在一起并将它们设置为projectionMatrix。