Python 如何在2D中正确平移和缩放?
我只想通过pyglet在OpenGL中创建一个真正简单的二维平移和缩放功能。正如您所看到的,在第一次跳转之后,缩放效果非常好:(然后,拖动(平移)也起作用,但它也会跳转(它跳转了一个相当大的镜头) 以下是我的简化代码和一段视频(),显示了它的行为:Python 如何在2D中正确平移和缩放?,python,opengl,graphics,python-3.x,pyglet,Python,Opengl,Graphics,Python 3.x,Pyglet,我只想通过pyglet在OpenGL中创建一个真正简单的二维平移和缩放功能。正如您所看到的,在第一次跳转之后,缩放效果非常好:(然后,拖动(平移)也起作用,但它也会跳转(它跳转了一个相当大的镜头) 以下是我的简化代码和一段视频(),显示了它的行为: import pyglet from pyglet.gl import * # Zooming constants ZOOM_IN_FACTOR = 1.2 ZOOM_OUT_FACTOR = 1/ZOOM_IN_FACTOR class A
import pyglet
from pyglet.gl import *
# Zooming constants
ZOOM_IN_FACTOR = 1.2
ZOOM_OUT_FACTOR = 1/ZOOM_IN_FACTOR
class App(pyglet.window.Window):
def __init__(self, width, height, *args, **kwargs):
# Create GL configuration
conf = Config( sample_buffers=1,
samples=4,
depth_size=16,
double_buffer=True )
# Initialize parent
super().__init__( width, height, config=conf, *args, **kwargs )
# Create Group
self.group = group = pyglet.graphics.Group()
# Create Batch
self.batch = batch = pyglet.graphics.Batch()
# Create QUAD for testing and add it to batch
batch.add(
4, GL_QUADS, group,
('v2i', ( -50, -50,
50, -50,
50, 50,
-50, 50 )),
('c3B', ( 255, 0, 0,
255, 255, 0,
0, 255, 0,
0, 0, 255 ))
)
# Initialize OpenGL
self.init_gl()
# Initialize camera values
self.camera_x = 0
self.camera_y = 0
self.camera_zoom = 1
def init_gl(self):
# Set clear color
glClearColor(0/255, 0/255, 0/255, 0/255)
# Set antialiasing
glEnable( GL_LINE_SMOOTH )
glEnable( GL_POLYGON_SMOOTH )
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST )
# Set alpha blending
glEnable( GL_BLEND )
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
# Set viewport
glViewport( 0, 0, self.width, self.height )
# Initialize Projection matrix
glMatrixMode( GL_PROJECTION )
glLoadIdentity()
# Set orthographic projection matrix
glOrtho( 0, self.width, 0, self.height, 1, -1 )
# Initialize Modelview matrix
glMatrixMode( GL_MODELVIEW )
glLoadIdentity()
# Save the default modelview matrix
glPushMatrix()
def on_resize(self, width, height):
# Initialize OpenGL for new dimensions
self.width = width
self.height = height
self.init_gl()
def camera_matrix(transformations):
# Create camera setter function
def set_camera(self):
# Take saved matrix off the stack and reset it
glMatrixMode( GL_MODELVIEW )
glPopMatrix()
glLoadIdentity()
# Call wrapped function
transformations(self)
# Save default matrix again with camera translation
glPushMatrix()
# Return wrapper function
return set_camera
@camera_matrix
def move_camera(self):
# Move to camera position
glTranslatef( self.camera_x, self.camera_y, 0 )
# Scale camera
glScalef( self.camera_zoom, self.camera_zoom, 1 )
@camera_matrix
def zoom_camera(self):
# Move to camera position
glTranslatef( self.camera_x, self.camera_y, 0 )
# Scale camera
glScalef( self.camera_zoom, self.camera_zoom, 1 )
# Move back from camera position
glTranslatef( -self.camera_x, -self.camera_y, 0 )
def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
# Move camera
self.camera_x += dx
self.camera_y += dy
self.move_camera()
def on_mouse_scroll(self, x, y, dx, dy):
# Get scale factor
f = ZOOM_IN_FACTOR if dy < 0 else ZOOM_OUT_FACTOR if dy > 0 else 1
# If zoom_level is in the proper range
if .2 < self.camera_zoom*f < 5:
# Zoom camera
self.camera_x = x
self.camera_y = y
self.camera_zoom *= f
self.zoom_camera()
def on_draw(self):
# Clear window with ClearColor
glClear( GL_COLOR_BUFFER_BIT )
# Pop default matrix onto current matrix
glMatrixMode( GL_MODELVIEW )
glPopMatrix()
# Save default matrix again
glPushMatrix()
# Move to center of the screen
glTranslatef( self.width/2, self.height/2, 0 )
# Draw objects
self.batch.draw()
def run(self):
pyglet.app.run()
# Create instance of app and run it
App(500, 500).run()
导入pyglet
从pyglet.gl导入*
#缩放常数
放大系数=1.2
缩小系数=1/放大系数
类应用程序(pyglet.window.window):
定义初始值(自身、宽度、高度、*args、**kwargs):
#创建总账配置
conf=Config(示例缓冲区=1,
样本=4,
深度×尺寸=16,
双缓冲区=真)
#初始化父级
super()
#创建组
self.group=group=pyglet.graphics.group()
#创建批处理
self.batch=batch=pyglet.graphics.batch()
#创建用于测试的四元组并将其添加到批处理
batch.add(
4,德国四大学组,
(‘v2i’,(-50,-50,
50, -50,
50, 50,
-50, 50 )),
('c3B',(255,0,0,
255, 255, 0,
0, 255, 0,
0, 0, 255 ))
)
#初始化OpenGL
self.init_gl()
#初始化相机值
self.camera_x=0
self.camera_y=0
self.camera_zoom=1
def初始gl(自身):
#设置清晰的颜色
glClearColor(0/255、0/255、0/255、0/255)
#设置抗锯齿
glEnable(GL_线_光滑)
glEnable(GL_多边形_平滑)
glHint(GL\u线\u平滑\u提示,GL\u最好)
#设置alpha混合
glEnable(GL_混合)
glBlendFunc(GL_SRC_ALPHA,GL_ONE_减去GL_SRC_ALPHA)
#设置视口
glViewport(0,0,self.width,self.height)
#初始化投影矩阵
glMatrixMode(GL_投影)
glLoadIdentity()
#集合正交投影矩阵
格洛托(0,自宽,0,自高,1,-1)
#初始化模型视图矩阵
glMatrixMode(GLU模型视图)
glLoadIdentity()
#保存默认的modelview矩阵
glPushMatrix()
def on_调整大小(自身、宽度、高度):
#为新尺寸初始化OpenGL
self.width=宽度
自我高度=高度
self.init_gl()
def摄像机矩阵(变换):
#创建相机设置器功能
def设置_摄像头(自身):
#将保存的矩阵从堆栈中取出并重置它
glMatrixMode(GLU模型视图)
GLPOP矩阵()
glLoadIdentity()
#调用包装函数
转换(自我)
#使用摄影机平移再次保存默认矩阵
glPushMatrix()
#返回包装函数
回程照相机
@摄像机矩阵
def移动摄像头(自身):
#移动到摄像机位置
glTranslatef(self.camera\u x,self.camera\u y,0)
#比例尺照相机
glScalef(self.camera\u缩放,self.camera\u缩放,1)
@摄像机矩阵
def zoom_摄像头(自身):
#移动到摄像机位置
glTranslatef(self.camera\u x,self.camera\u y,0)
#比例尺照相机
glScalef(self.camera\u缩放,self.camera\u缩放,1)
#从摄像机位置向后移动
glTranslatef(-self.camera_x,-self.camera_y,0)
鼠标拖动时的def(自身、x、y、dx、dy、按钮、修改器):
#移动摄像机
self.camera_x+=dx
self.camera_y+=dy
self.move_摄像头()
鼠标上的def滚动(自身、x、y、dx、dy):
#获取比例因子
f=放大系数,如果dy<0,则放大系数;如果dy>0,则缩小系数,否则放大系数为1
#如果缩放级别在正确的范围内
如果.2glTranslatef
这样的函数并不是绝对有效的。相反,它们会按指定的数量移动“世界”。因此,如果你说glTranslatef(100100)
你会从现在的位置上下移动100个单位,而不是100100
他们在后台所做的是修改当前视图矩阵。要使其正常工作,您需要编写如下代码:
glPushMatrix() # save the current matrix somewhere; gives you a new copy to modify
glTranslatef(100,100) # modify your copy;
# you need to do this *every time* before you draw anything
... draw ...
glPopMatrix() # undo all and any change you made to the matrix
在又一天的痛苦之后,我终于找到了一个解决方案:在2D中,最简单的方法是使用
glOrtho()
函数更改投影矩阵,这种方法基于鼠标坐标(轴心点)进行缩放和右键单击并拖动平移,而无需跳跃
这是我的原始代码的一个简化版本——如果你使用PygLeLe的数据量,你应该考虑使用组和批处理,但是为了更容易理解,我使用了<代码> GLASHEN()/<代码> <代码> GLCOLLY()/<代码>,<代码> GLVTEXTER()/<代码> <代码> GLDEND()>代码>函数在这里绘制。
import pyglet
from pyglet.gl import *
# Zooming constants
ZOOM_IN_FACTOR = 1.2
ZOOM_OUT_FACTOR = 1/ZOOM_IN_FACTOR
class App(pyglet.window.Window):
def __init__(self, width, height, *args, **kwargs):
conf = Config(sample_buffers=1,
samples=4,
depth_size=16,
double_buffer=True)
super().__init__(width, height, config=conf, *args, **kwargs)
#Initialize camera values
self.left = 0
self.right = width
self.bottom = 0
self.top = height
self.zoom_level = 1
self.zoomed_width = width
self.zoomed_height = height
def init_gl(self, width, height):
# Set clear color
glClearColor(0/255, 0/255, 0/255, 0/255)
# Set antialiasing
glEnable( GL_LINE_SMOOTH )
glEnable( GL_POLYGON_SMOOTH )
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST )
# Set alpha blending
glEnable( GL_BLEND )
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
# Set viewport
glViewport( 0, 0, width, height )
def on_resize(self, width, height):
# Set window values
self.width = width
self.height = height
# Initialize OpenGL context
self.init_gl(width, height)
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
# Move camera
self.left -= dx*self.zoom_level
self.right -= dx*self.zoom_level
self.bottom -= dy*self.zoom_level
self.top -= dy*self.zoom_level
def on_mouse_scroll(self, x, y, dx, dy):
# Get scale factor
f = ZOOM_IN_FACTOR if dy > 0 else ZOOM_OUT_FACTOR if dy < 0 else 1
# If zoom_level is in the proper range
if .2 < self.zoom_level*f < 5:
self.zoom_level *= f
mouse_x = x/self.width
mouse_y = y/self.height
mouse_x_in_world = self.left + mouse_x*self.zoomed_width
mouse_y_in_world = self.bottom + mouse_y*self.zoomed_height
self.zoomed_width *= f
self.zoomed_height *= f
self.left = mouse_x_in_world - mouse_x*self.zoomed_width
self.right = mouse_x_in_world + (1 - mouse_x)*self.zoomed_width
self.bottom = mouse_y_in_world - mouse_y*self.zoomed_height
self.top = mouse_y_in_world + (1 - mouse_y)*self.zoomed_height
def on_draw(self):
# Initialize Projection matrix
glMatrixMode( GL_PROJECTION )
glLoadIdentity()
# Initialize Modelview matrix
glMatrixMode( GL_MODELVIEW )
glLoadIdentity()
# Save the default modelview matrix
glPushMatrix()
# Clear window with ClearColor
glClear( GL_COLOR_BUFFER_BIT )
# Set orthographic projection matrix
glOrtho( self.left, self.right, self.bottom, self.top, 1, -1 )
# Draw quad
glBegin( GL_QUADS )
glColor3ub( 0xFF, 0, 0 )
glVertex2i( 10, 10 )
glColor3ub( 0xFF, 0xFF, 0 )
glVertex2i( 110, 10 )
glColor3ub( 0, 0xFF, 0 )
glVertex2i( 110, 110 )
glColor3ub( 0, 0, 0xFF )
glVertex2i( 10, 110 )
glEnd()
# Remove default modelview matrix
glPopMatrix()
def run(self):
pyglet.app.run()
App(500, 500).run()
导入pyglet
从pyglet.gl导入*
#缩放常数
放大系数=1.2
缩小系数=1/放大系数
类应用程序(pyglet.window.window):
定义初始值(自身、宽度、高度、*args、**kwargs):
conf=Config(示例缓冲区=1,
样本=4,
深度×尺寸=16,