Processing 如何放大鼠标光标下的点(处理)
我想放大草图中鼠标光标下的点。问题的规模部分非常简单;这是我搞不懂的翻译部分。其思想是能够放大到加工草图,同时保持草图中对象之间的相对距离 任何帮助都将不胜感激。放大但不保持相对距离的基本草图如下所示:Processing 如何放大鼠标光标下的点(处理),processing,Processing,我想放大草图中鼠标光标下的点。问题的规模部分非常简单;这是我搞不懂的翻译部分。其思想是能够放大到加工草图,同时保持草图中对象之间的相对距离 任何帮助都将不胜感激。放大但不保持相对距离的基本草图如下所示: float scaleFactor; void setup() { size(300, 300); scaleFactor = 1; } void draw() { background(255); fill(128); noStroke();
float scaleFactor;
void setup()
{
size(300, 300);
scaleFactor = 1;
}
void draw()
{
background(255);
fill(128);
noStroke();
pushMatrix();
scale(scaleFactor);
rect(0, 0, 100, 100);
popMatrix();
}
void keyPressed()
{
if (key == 'r')
{
scaleFactor = 1;
}
}
void mouseWheel(MouseEvent e)
{
scaleFactor += e.getAmount() / 100;
}
试试这个
float scaleFactor;
float translateX;
float translateY;
void setup()
{
size(300, 300);
scaleFactor = 1;
}
void draw()
{
background(255);
fill(128);
noStroke();
pushMatrix();
translate(translateX,translateY);
scale(scaleFactor);
rect(0, 0, 100, 100);
rect(width-100, height-100, 100, 100);
popMatrix();
}
void keyPressed()
{
if (key == 'r')
{
scaleFactor = 1;
}
}
void mouseWheel(MouseEvent e)
{
translateX = translateX-e.getAmount()*(mouseX)/100;
translateY = translateY-e.getAmount()*(mouseY)/100;
scaleFactor += e.getAmount() / 100;
}
前面的答案不太符合要求的行为。例如,如果您想要与用户在Google Maps中滚动鼠标所期望的相同的缩放样式,我认为您需要:
float scaleFactor = 1.0;
float translateX = 0.0;
float translateY = 0.0;
void setup() {
size(300, 300);
}
void draw() {
background(255);
fill(128);
noStroke();
pushMatrix();
translate(translateX,translateY);
scale(scaleFactor);
rect(0, 0, 100, 100);
rect(width-100, height-100, 100, 100);
popMatrix();
}
void keyPressed() {
if (key == 'r') {
scaleFactor = 1;
translateX = 0.0;
translateY = 0.0;
}
}
void mouseDragged(MouseEvent e) {
translateX += mouseX - pmouseX;
translateY += mouseY - pmouseY;
}
void mouseWheel(MouseEvent e) {
translateX -= mouseX;
translateY -= mouseY;
float delta = e.getCount() > 0 ? 1.05 : e.getCount() < 0 ? 1.0/1.05 : 1.0;
scaleFactor *= delta;
translateX *= delta;
translateY *= delta;
translateX += mouseX;
translateY += mouseY;
}
float scaleFactor=1.0;
float translateX=0.0;
浮动平移Y=0.0;
无效设置(){
大小(300300);
}
作废提款(){
背景(255);
填充(128);
仰泳();
pushMatrix();
翻译(translateX,translateY);
尺度(scaleFactor);
rect(0,0,100,100);
矩形(宽度-100,高度-100100100);
popMatrix();
}
按下void键(){
如果(键=='r'){
scaleFactor=1;
translateX=0.0;
translateY=0.0;
}
}
无效鼠标标记(鼠标事件e){
translateX+=mouseX-pmouseX;
translateY+=mouseY-pmouseY;
}
无效鼠标滚轮(鼠标事件e){
translateX-=mouseX;
translateY-=mouseY;
float delta=e.getCount()>0-1.05:e.getCount()<0-1.0/1.05:1.0;
scaleFactor*=增量;
translateX*=δ;
translateY*=δ;
translateX+=mouseX;
translateY+=mouseY;
}
实际上,这样做更流畅:
float e = -event.getCount()/100.0;
float delta = pow(2, e);
而不是:
float delta = e.getCount() > 0 ? 1.05 : e.getCount() < 0 ? 1.0/1.05 : 1.0;
float delta=e.getCount()>0?1.05:e.getCount()<0?1.0/1.05 : 1.0;
嘿,我知道这是非常古老的,但你介意添加一个简短的解释,说明它是如何工作的吗?