我是OpenGl Devloper的新手,我想在OpenGl android中渲染3d模型,所以我选择了min3d框架库。
我想平移放大我模型的缩小功能,比如相机在min3d中放大缩小
喜欢,我有3d模型的女士,我想缩小她的脸,任何没有缩放对象的解决方案?
答案 0 :(得分:1)
您需要更改相机位置。我建议你定义一些额外的参数center
和distance
,因为你想要平移。
当您有缩放手势时,您只需将缩放比例应用于距离distance *= scale
(或distance = originalDistance*scale
,具体取决于实施方式)。
在平底锅上,您只需将center
移动距离center.x += (newXOnScreen-oldXOnScreen)*speedFactor
和center.y += (newYOnScreen-oldYOnScreen)*speedFactor
即可。速度因子在这里可以保持不变(与它一起玩一下)但是最好将它乘以缩放比例,这样如果它非常接近,中心将移动得更少。
现在您有这两个参数,您需要将它们应用到相机。假设您在(0,0,0)
处有模型位置:
scene.camera.position = {center.x, center.y, center.z-distance}
scene.camera.target = {center.x, center.y, center.z}
scene.camera.up = {0, 1, 0}
答案 1 :(得分:0)
以下代码段对我有用。它不是完整的代码,但我刚刚添加了在min3d框架中进行缩放缩放和拖拽3d对象的部分。我通过遵循here的在线教程并根据应用程序
进行修改来整理代码 //import statements
public class threedviewActivity extends RendererActivity {
private Object3dContainer Object3D;
private ScaleGestureDetector mScaleDetector;
private float mScaleFactor = 1.f,mLastTouchX,mLastTouchY,mPosX,mPosY;
private int mActivePointerId = INVALID_POINTER_ID,flag;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mScaleDetector = new ScaleGestureDetector(threedviewActivity.this, new ScaleListener());
}
@Override
public boolean onTouchEvent(MotionEvent ev) {
// Let the ScaleGestureDetector inspect all events.
mScaleDetector.onTouchEvent(ev);
final int action = MotionEventCompat.getActionMasked(ev);
switch (action) {
case MotionEvent.ACTION_DOWN: {
final int pointerIndex = MotionEventCompat.getActionIndex(ev);
final float x = MotionEventCompat.getX(ev, pointerIndex);
final float y = MotionEventCompat.getY(ev, pointerIndex);
mLastTouchX = x;
mLastTouchY = y;
mActivePointerId = MotionEventCompat.getPointerId(ev, 0);
updateScene();
break;
}
case MotionEvent.ACTION_MOVE: {
// Find the index of the active pointer and fetch its position
final int pointerIndex = MotionEventCompat.findPointerIndex(ev, mActivePointerId);
final float x = MotionEventCompat.getX(ev, pointerIndex);
final float y = MotionEventCompat.getY(ev, pointerIndex);
final float dx = x - mLastTouchX;
final float dy = y - mLastTouchY;
mPosX += dx;
mPosY += dy;
// Remember this touch position for the next move event
mLastTouchX = x;
mLastTouchY = y;
flag = 1;
updateScene();
break;
}
case MotionEvent.ACTION_UP: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
case MotionEvent.ACTION_CANCEL: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
case MotionEvent.ACTION_POINTER_UP: {
final int pointerIndex = MotionEventCompat.getActionIndex(ev);
final int pointerId = MotionEventCompat.getPointerId(ev, pointerIndex);
if (pointerId == mActivePointerId) {
// This was our active pointer going up. Choose a new
// active pointer and adjust accordingly.
final int newPointerIndex = pointerIndex == 0 ? 1 : 0;
mLastTouchX = MotionEventCompat.getX(ev, newPointerIndex);
mLastTouchY = MotionEventCompat.getY(ev, newPointerIndex);
mActivePointerId = MotionEventCompat.getPointerId(ev, newPointerIndex);
}
break;
}
}
return true;
}
@Override
public void initScene()
{
//this is where you initialize your 3d object. Check below for links for tutorials on that.
}
private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener {
@Override
public boolean onScale(ScaleGestureDetector detector) {
mScaleFactor *= detector.getScaleFactor();
// Don't let the object get too small or too large.
mScaleFactor = Math.max(0.1f, Math.min(mScaleFactor, 5.0f));
Object3D.scale().x = Object3D.scale().y = Object3D.scale().z = mScaleFactor*1.5f;
flag = 0;
updateScene();
return true;
}
}
@Override
public void updateScene()
{
if(flag == 1)
{
Object3D.position().x = mPosX/100;
Object3D.position().y = -mPosY/100;
}
}
}
进行操作