Libgdx two-finger pan instead of single finger?

Solution 1:

After 3+ years of research I finally made it.

@Override
public boolean pinch(Vector2 initialPointer1, Vector2 initialPointer2, Vector2 pointer1, Vector2 pointer2) {
    // Calculate distances
    float initialDistance = initialPointer1.dst(initialPointer2);
    float distance = pointer1.dst(pointer2);
    // Calculate pinch coordinates
    float initialPinchX = (initialPointer1.x + initialPointer2.x) / 2;
    float initialPinchY = (initialPointer1.y + initialPointer2.y) / 2;
    float pinchX = (pointer1.x + pointer2.x) / 2;
    float pinchY = (pointer1.y + pointer2.y) / 2;
    // This to avoid first time zooming or panning horrible behavior
    if (lastZoomDistance == 0) {
        lastZoomDistance = initialDistance;
    }
    if (lastPinchX == lastPinchY && lastPinchX == 0) {
        lastPinchX = initialPinchX;
        lastPinchY = initialPinchY;
    }
    // Zoom
    float distanceDifference = distance - lastZoomDistance;
    camera.zoom -= distanceDifference / 300;
    // Pan
    float deltaX = (pinchX - lastPinchX) * camera.zoom;
    float deltaY = (pinchY - lastPinchY) * camera.zoom;
    camera.translate(-deltaX, deltaY);
    // We need to update these for future calculations
    lastZoomDistance = distance;
    lastPinchX = (pointer1.x + pointer2.x) / 2;
    lastPinchY = (pointer1.y + pointer2.y) / 2;
    return false;
}