Android捏/缩放和glfrustum

Aid*_*a E 5 android opengl-es zoom

我使用OpenGL绘制了几个2D形状,现在我想添加捏/缩放。我的观点是透视图(顶视图)。我假设它是z轴= 0的3D。

现在,我应该如何在活动中更改glfrustum并添加触摸方法,以便能够捏/缩放?

gl.glFrustumf(-ratio, ratio, -1, 1, 1, 25);
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我认为应该是这样

gl.glFrustumf(-ratio, ratio, -1, 1, 1*zoom, 25*zoom);
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但是如何编写触摸方法来更改此缩放参数以进行两指缩放?

现在的问题是rendrer,我在末尾添加了zoom方法,但是在zoom方法中,gl.glfrustum给了我错误,而onsurfacechanged却没有给我同样的错误!我该如何解决?

public class GLrenderer implements Renderer {
    public GLqueue tri;
    public GLrenderer() {
        tri = new GLqueue();


    }


    public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
        // TODO Auto-generated method stub
        gl.glDisable(GL10.GL_DITHER);
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
        gl.glClearColor(.0f, .0f, .0f, 0f);
        gl.glClearDepthf(1f);
    }


    public void onDrawFrame(GL10 gl) {
        // TODO Auto-generated method stub
        gl.glDisable(GL10.GL_DITHER);
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT);

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

        //gl.glRotatef(1, 1, 0, 0);
    //  gl.glRotatef(10, 0, 0, 1);
        tri.draw(gl);

    }

    public void onSurfaceChanged(GL10 gl, int width, int height ) {
        // TODO Auto-generated method stub
        gl.glViewport(0, 0, width, height);
        float ratio = (float) width / height;
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();

        gl.glFrustumf(-ratio, ratio, -1, 1, 1, 25);
    }

    public static void zoom(float d2) {
        // TODO Auto-generated method stub
          int zoom = (int) (zoom*d2);

                gl.glFrustumf(-ratio, ratio, -1, 1, 1*zoom, 25*zoom);

    }

    }
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Jav*_*ave 4

如果你有一些浮点值来决定你的缩放,你可以使用这个:

glFrustum(left*zoom, right*zoom, bottom*zoom, top*zoom, near, far);
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这是一个例子:

摘自OnTouchListener

public boolean onTouch(View v, MotionEvent event) {
    switch(event.getAction()){
    case MotionEvent.ACTION_DOWN:
        pointers = 1;
        return true;
    case MotionEvent.ACTION_POINTER_2_DOWN:
        pointers = 2;
        distance = fingerDist(event);
        return true;
    case MotionEvent.ACTION_MOVE:
        if( pointers == 2 ){
            float newDist = fingerDist(event);
            float d = distance/newDist;
            renderer.zoom(d);
            distance = newDist;
        }
        return true;
    default:
        return false;
    }

    }

protected final float fingerDist(MotionEvent event){
    float x = event.getX(0) - event.getX(1);
    float y = event.getY(0) - event.getY(1);
    return FloatMath.sqrt(x * x + y * y);
}
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来自renderer

public final void zoom(float mult){
    zoom *= mult;
    Matrix.frustumM(
            pMatrix, 0, 
            zoom*left, zoom*right, zoom*bottom, zoom*top, 
            near, far);
}
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请注意,此代码是为 gles 2.0 而不是 1.0 编写的,因此Matrix.frustumM()您可以调用gl.glFrustumf(). 您可能需要将此操作发布到 gl-thread 才能正常工作。