如何使用鼠标滚轮修复放大和缩小?
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【中文标题】如何使用鼠标滚轮修复放大和缩小?【英文标题】:How to fix zoom in & out with mouse scroll wheel? 【发布时间】:2019-05-03 01:59:04 【问题描述】:我正在尝试制作一个程序,我可以在其中放大和缩小我绘制的图形,但没有这样做;它正在切换图形的方向,如果我继续滚动,它就会消失。为使其工作而执行的函数是 MouseFunc() 和 renderScene()。欢迎对问题或帮助进行任何解释。
#include"glut.h"
#include<cmath>
#include<iostream>
using namespace std;
float xr = 0, yr = 0; //to control the object's movement from left to right
// XZ position of the camera
float x = 0.0f, z = 5.0f; //Module 4
float angleX = 0.0f; //Module 4
//Shift + ArrowKey rotation
float transX = 0.0f;
float transY = 0.0f;
float rotY = 0.0f;
//end
//Mouse Commands
//float ZoomFactor = 0.5;
GLfloat theta3 = 0;
GLfloat phi = 0;
GLfloat rho = 5;
GLfloat camX = 0;
GLfloat camY = 0;
GLfloat camZ = 0;
GLfloat upX = 0;
GLfloat upY = 0;
GLfloat upZ = 0;
//end
GLfloat angle = 0.0f;
int refreshmill = 1;
void timer(int value) //to control the rotation of the object
glutTimerFunc(refreshmill, timer, 0);
void myDisplay(void)
//Circle One
float theta;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 0, 0);
glPushMatrix();
glBegin(GL_POLYGON);
for (int x = 0; x < 360; x++)
theta = x * 3.142 / 180;
glVertex2f(150 * cos(theta) + xr, 150 * sin(theta) + yr);
glEnd();
glPopMatrix();
//Circle Two
float theta2;
glPushMatrix();
glTranslatef(0.5f, 0.0f, 0.0f); // rotation
glRotatef(angle, 0.0f, 0.0f, -0.5f); // rotation
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
for (int x = 0; x < 360; x++)
theta2 = x * 3.142 / 180;
glVertex2f(150 + 15 * cos(theta2) + xr, 15 * sin(theta2) + yr);
angle += 0.2; // rotation
glEnd();
glPopMatrix();
//Draw Star
glColor3ub(119, 193, 15);
glPushMatrix();
glBegin(GL_POLYGON);
glVertex2d(15 + xr, 60 + yr);
glVertex2d(75 + xr, 75 + yr); //right peak
glVertex2d(15 + xr, 90 + yr);
glVertex2d(0 + xr, 150 + yr); //Up-peak Changed
glVertex2d(-15 + xr, 90 + yr);
glVertex2d(-75 + xr, 75 + yr);
glVertex2d(-15 + xr, 60 + yr);
glVertex2d(0 + xr, 0 + yr);
glEnd();
glPopMatrix();
//Close code
void handleKeypress(unsigned char key, int x, int y)
switch (key)
case 27: //when the escape key is pressed the program will exit.
exit(0);
//Movement of drawing
void keyboard(int key, int x, int y)
float fraction = 0.1f;
bool shift = false;
int mod = glutGetModifiers();
if (mod == GLUT_ACTIVE_SHIFT)
shift = true;
if (!shift)
switch (key)
case GLUT_KEY_RIGHT: xr++; break;
case GLUT_KEY_LEFT: xr--; break;
case GLUT_KEY_UP: angleX -= 1.0f; break; //Module 4
case GLUT_KEY_DOWN: angleX += 1.0f; break; //Module 4
else
switch (key)
case GLUT_KEY_LEFT:// Rotación del dibujo hacia la izquierda en el eje de Y
rotY -= 1.0f;
break;
case GLUT_KEY_RIGHT:// Rotación del dibujo hacia la derecha en el eje de Y
rotY += 1.0f;
break;
//Mouse Function
void MouseFunc(int button, int state, int x, int y)
if (button > 4)
rho = rho + 3.0;
else (button < 3);
rho = rho - 3.0;
void renderScene(void)
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 1.0, 0.0);
glRotatef(rotY, 0.0, 1.0, 0.0); //Rotation with Shift + ArrowKey
GLfloat camX = rho * cos(theta3*3.1415926f / 180)*sin(phi*3.1415926f / 180);
GLfloat camY = rho * sin(theta3*3.1415926f / 180);
GLfloat camZ = rho * cos(theta3*3.1415926f / 180)*cos(phi*3.1415926f / 180);
// Reduce theta slightly to obtain another point on the same longitude line on the sphere.
GLfloat dt = 1;
GLfloat eyeXtemp = -rho * cos((theta3 - dt)*3.1415926f / 180)*sin(phi*3.1415926f / 180);
GLfloat eyeYtemp = -rho * sin((theta3 - dt)*3.1415926f / 180);
GLfloat eyeZtemp = -rho * cos((theta3 - dt)*3.1415926f / 180)*cos(phi*3.1415926f / 180);
// Connect these two points to obtain the camera's up vector.
GLfloat upX = eyeXtemp - camX;
GLfloat upY = eyeYtemp - camY;
GLfloat upZ = eyeZtemp - camZ;
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Reset transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set the camera
gluLookAt(camX, camY, camZ, 0, 0, 0, upX, upY, upZ);
gluLookAt(x, 0.0f, z, x, 0.0f, z - 1.0f, 0.0f, 1.0f, 0.0f); //Module 4
glRotatef(angleX, 1, 0, 0); //Module 4
myDisplay();
glFlush();
glutPostRedisplay();
glutSwapBuffers();
void init()
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(0.0f, 0.1f, 0.1f, 0.0f);
glOrtho(-250, 250, -250, 250, -250, 250); //IMPORTANT- Define from negative to positive
glMatrixMode(GL_MODELVIEW);
int main(int argc, char** argv)
// init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("Homework: Circle");
// register callbacks
glutDisplayFunc(renderScene);
glutTimerFunc(0,timer,0);
glutKeyboardFunc(handleKeypress);
glutSpecialFunc(keyboard);
glutMouseFunc(MouseFunc);
// OpenGL init
init();
// enter GLUT event processing cycle
glutMainLoop();
【问题讨论】:
【参考方案1】:有线设置透视和正交投影。删除透视投影gluPerspective
:
void init()
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(0.0f, 0.1f, 0.1f, 0.0f); <---- delete
glOrtho(-250, 250, -250, 250, -250, 250);
glMatrixMode(GL_MODELVIEW);
如果要缩放,必须更改正交投影 (glOrtho
)。投影矩阵描述了从场景的 3D 点到视口的 2D 点的映射。
实现一个鼠标滚轮事件,在有限范围内改变zoom
:
例如
GLdouble zoom = 0.0f;
void MouseFunc(int button, int state, int x, int y)
GLdouble min_z = -100.0;
GLdouble max_z = 100.0;
if (button == 4 && zoom < max_z)
zoom += 3.0;
else if (button == 3 && zoom > min_z)
zoom -= 3.0;
修改正交投影,依赖于显示循环中的zoom
renderScene
:
void renderScene(void)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble ortho = 250 + zoom;
glOrtho(-ortho, ortho, -ortho, ortho, -250, 250);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// [...]
【讨论】:
感谢您提供的解释以及对我需要更正的部分的帮助。以上是关于如何使用鼠标滚轮修复放大和缩小?的主要内容,如果未能解决你的问题,请参考以下文章
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