我有一个可以放大和缩小以及平移的控件。通过点击两个按钮的选择,用户可以分别放大或缩小。我的问题是放大或缩小后的翻译:如果我缩小到大约 0.2F,我必须多次点击平移才能移动我在基数 0 处可能拥有的相同距离。我似乎通过划分缩放解决了这个问题通过它的自平方:z/(z*z) 但这似乎改变了整个矩阵——而且我没有在任何线上用这个来转换矩阵!
这是我的代码:
Matrix mtrx = new Matrix();
mtrx.Translate(pan.X, pan.Y);
mtrx.Scale(zoom, zoom);
e.Graphics.Transform = mtrx;
// To-Do drawing code here
基本注意事项:
- 按钮单击事件时缩放增加和减少 .12F
- 正在绘制的控件是继承的 UserControl 类
- 开发环境为 C# 2010
- 绘图代码处理两个位置为 {0, 0} 的矩形
- 当我放大或缩小某种方式时,我只想能够以与基数 0(未放大或缩小)相同的速度平移。〜没有运动滞后的感觉
编辑:我已经将上面的代码更新为我之前处理的改进版本。这会处理缩放后的平移速度,但新问题是缩放发生的位置:好像缩放点也在被平移......
编辑:我将如何在 3D(XNA)中做到这一点:
public class Camera
{
private float timeLapse = 0.0f;
private Vector3 position, view, up;
public Camera(Vector2 windowSize)
{
viewMatrix = Matrix.CreateLookAt(this.position, this.view, this.up);
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.Pi / 4.0f,
(float)windowSize.X / (float)windowSize.Y, 0.005f, 1000.0f);
}
//Sets time lapse between frames
public void SetFrameInterval(GameTime gameTime)
{
timeLapse = (float)gameTime.ElapsedGameTime.Milliseconds;
}
//Move camera and view position according to gamer's move and strafe events.
private void zoomHelper(Vector3 direction, float speed)
{
speed *= (float)timeLapse; // scale rate of change
direction *= speed;
position.Y += direction.Y;
position.X += direction.X; // adjust position
position.Z += direction.Z;
view.Y += direction.Y;
view.X += direction.X; // adjust view change
view.Z += direction.Z;
}
//Allows the camera to move forward or backward in the direction it is looking.
public void Zoom(float amount)
{
Vector3 look = new Vector3(0.0f, 0.0f, 0.0f);
Vector3 unitLook;
// scale rate of change in movement
const float SCALE = 0.005f;
amount *= SCALE;
// update forward direction
look = view - position;
// get new camera direction vector
unitLook = Vector3.Normalize(look);
// update camera position and view position
zoomHelper(unitLook, amount);
viewMatrix = Matrix.CreateLookAt(position, view, up);
}
//Allows the camera to pan on a 2D plane in 3D space.
public void Pan(Vector2 mouseCoords)
{
// The 2D pan translation vector in screen space
Vector2 scaledMouse = (mouseCoords * 0.005f) * (float)timeLapse;
// The camera's look vector
Vector3 look = view - position;
// The pan coordinate system basis vectors
Vector3 Right = Vector3.Normalize(Vector3.Cross(look, up));
Vector3 Up = Vector3.Normalize(Vector3.Cross(Right, look));
// The 3D pan translation vector in world space
Vector3 Pan = scaledMouse.X * Right + -scaledMouse.Y * Up;
// Translate the camera and the target by the pan vector
position += Pan;
view += Pan;
viewMatrix = Matrix.CreateLookAt(position, view, up);
}
}
像这样使用:
Camera cam; // object
effect.Transform = cam.viewMatrix * cam.projectionMatrix;
// ToDo: Drawing Code Here