Reputation: 31
I am new in OpenGl Devloper,i want to render 3d model in OpenGl android so i choose min3d framework library.
I want to Pan Zoom in zoom out functionality for my model ,like camera zoom in zoom out in min3d
like , i have 3dmodel of lady and i want to zoom out her face any solution without scale object?
Upvotes: 1
Views: 750
Reputation: 5342
The following code snippet worked for me. It is not the complete code, but I have just added the part which does the pinch zoom and drag of the 3d object in min3d framework. I put together the code by following online tutorials from here and modified according to the application
//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;
}
}
}
For initalizing min3D, follow the tutorials here and here
Upvotes: 0
Reputation: 16774
You need to change the camera position. I suggest you define some additional parameters center
and distance
since you want to pan.
When you have a zoom gesture you simply apply zoom scale to distance distance *= scale
(or distance = originalDistance*scale
depending on the implementation).
On pan you simply move the center
by distances center.x += (newXOnScreen-oldXOnScreen)*speedFactor
and center.y += (newYOnScreen-oldYOnScreen)*speedFactor
. The speed factor may be constant here (play around a bit with it) but it might be best to multiply it by a zoom scale as well so that if it is very close the center will move less.
Now that you have these 2 parameters you need to apply them to the camera. Assuming you have a model position at (0,0,0)
:
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}
Upvotes: 1