Reputation: 54183
Here is my issue, I have a scale point, which is the unprojected mouse position. I also have a "camera which basically translates all objects by X and Y. What I want to do is achieve zooming into mouse position.
I'v tried this:
1. Find the mouse's x and y coordinates
2. Translate by (x,y,0) to put the origin at those coordinates
3. Scale by your desired vector (i,j,k)
4. Translate by (-x,-y,0) to put the origin back at the top left
But this doesn't factor in a translation for the camera.
How can I properly do this. Thanks
glTranslatef(controls.MainGlFrame.GetCameraX(),
controls.MainGlFrame.GetCameraY(),0);
glTranslatef(current.ScalePoint.x,current.ScalePoint.y,0);
glScalef(current.ScaleFactor,current.ScaleFactor,0);
glTranslatef(-current.ScalePoint.x,-current.ScalePoint.y,0);
Upvotes: 4
Views: 4260
Reputation: 4892
Instead of using glTranslate to move all the objects, you should try glOrtho. It takes as parameters the wanted left coords, right coords, bottom coords, top coords, and min/max depth.
For example if you call glOrtho(-5, 5, -2, 2, ...); your screen will show all the points whose coords are inside a rectangle going from (-5,2) to (5,-2). The advantage is that you can easily adjust the zoom level.
If you don't multiply by any view/projection matrix (which I assume is the case), the default screen coords range from (-1,1) to (1,-1).
But in your project it can be very useful to control the camera. Call this before you draw any object instead of your glTranslate:
float left = cameraX - zoomLevel * 2;
float right = cameraX + zoomLevel * 2;
float top = cameraY + zoomLevel * 2;
float bottom = cameraY - zoomLevel * 2;
glOrtho(left, right, bottom, top, -1.f, 1.f);
Note that cameraX and cameraY now represent the center of the screen.
Now when you zoom on a point, you simply have to do something like this:
cameraX += (cameraX - screenX) * 0.5f;
cameraY += (cameraY - screenY) * 0.5f;
zoomLevel += 0.5f;
Upvotes: 4