Android應用: 3D旋轉球

jopen 11年前發布 | 30K 次閱讀 Android Android開發 移動開發

xml代碼:

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:orientation="vertical"
    android:layout_width="fill_parent"
    android:layout_height="fill_parent"
    android:id="@+id/lla"
    >                            <!-- LinearLayout布局 -->
    <RatingBar 
      android:id="@+id/RatingBar01" 
      android:layout_width="wrap_content" 
      android:layout_height="wrap_content"
      android:max="5"
      android:rating="1"
      >
   </RatingBar>                   <!-- 添加ToggleButton -->
</LinearLayout>

Ball類
package com.example.android_sample_5_2;

import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import java.util.ArrayList;

import javax.microedition.khronos.opengles.GL10;

public class Ball { private IntBuffer mVertexBuffer;//頂點坐標數據緩沖 private IntBuffer mNormalBuffer;//頂點法向量數據緩沖 private ByteBuffer mIndexBuffer;//頂點構建索引數據緩沖 public float mAngleX;//沿x軸旋轉角度 public float mAngleY;//沿y軸旋轉角度 public float mAngleZ;//沿z軸旋轉角度 int vCount=0; int iCount=0; public Ball(int scale) { //頂點坐標數據的初始化================begin============================ final int UNIT_SIZE=10000; ArrayList<Integer> alVertix=new ArrayList<Integer>();//存放頂點坐標的ArrayList final int angleSpan=18;//將球進行單位切分的角度 for(int vAngle=-90;vAngle<=90;vAngle=vAngle+angleSpan)//垂直方向angleSpan度一份 { for(int hAngle=0;hAngle<360;hAngle=hAngle+angleSpan)//水平方向angleSpan度一份 {//縱向橫向各到一個角度后計算對應的此點在球面上的坐標 double xozLength=scaleUNIT_SIZEMath.cos(Math.toRadians(vAngle)); int x=(int)(xozLengthMath.cos(Math.toRadians(hAngle))); int z=(int)(xozLengthMath.sin(Math.toRadians(hAngle))); int y=(int)(scaleUNIT_SIZEMath.sin(Math.toRadians(vAngle))); //將計算出來的XYZ坐標加入存放頂點坐標的ArrayList alVertix.add(x);alVertix.add(y);alVertix.add(z); } }
vCount=alVertix.size()/3;//頂點的數量為坐標值數量的1/3,因為一個頂點有3個坐標

    //將alVertix中的坐標值轉存到一個int數組中
    int vertices[]=new int[vCount*3];
    for(int i=0;i<alVertix.size();i++)
    {
        vertices[i]=alVertix.get(i);
    }

    //創建頂點坐標數據緩沖
    //vertices.length*4是因為一個整數四個字節
    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
    vbb.order(ByteOrder.nativeOrder());//設置字節順序
    mVertexBuffer = vbb.asIntBuffer();//轉換為int型緩沖
    mVertexBuffer.put(vertices);//向緩沖區中放入頂點坐標數據
    mVertexBuffer.position(0);//設置緩沖區起始位置     


    //創建頂點法向量數據緩沖
    //vertices.length*4是因為一個float四個字節
    ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4);
    nbb.order(ByteOrder.nativeOrder());//設置字節順序
    mNormalBuffer = vbb.asIntBuffer();//轉換為int型緩沖
    mNormalBuffer.put(vertices);//向緩沖區中放入頂點坐標數據
    mNormalBuffer.position(0);//設置緩沖區起始位置


    //特別提示:由于不同平臺字節順序不同數據單元不是字節的一定要經過ByteBuffer
    //轉換,關鍵是要通過ByteOrder設置nativeOrder(),否則有可能會出問題
    //頂點坐標數據的初始化================end============================


    //三角形構造索引數據初始化==========begin==========================
    ArrayList<Integer> alIndex=new ArrayList<Integer>();
    int row=(180/angleSpan)+1;//球面切分的行數
    int col=360/angleSpan;//球面切分的列數
    for(int i=0;i<row;i++)//對每一行循環
    {
        if(i>0&&i<row-1)
        {//中間行
            for(int j=-1;j<col;j++)
            {//中間行的兩個相鄰點與下一行的對應點構成三角形
                int k=i*col+j;
                alIndex.add(k+col);
                alIndex.add(k+1);
                alIndex.add(k);     
            }
            for(int j=0;j<col+1;j++)
            {//中間行的兩個相鄰點與上一行的對應點構成三角形               
                int k=i*col+j;
                alIndex.add(k-col);
                alIndex.add(k-1);
                alIndex.add(k); 
            }
        }
    }
    iCount=alIndex.size();
    byte indices[]=new byte[alIndex.size()];
    for(int i=0;i<alIndex.size();i++)
    {
        indices[i]=alIndex.get(i).byteValue();
    } 
    //創建三角形構造索引數據緩沖
    mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
    mIndexBuffer.put(indices);//向緩沖區中放入三角形構造索引數據
    mIndexBuffer.position(0);//設置緩沖區起始位置
  //三角形構造索引數據初始化==========end==============================
}

public void drawSelf(GL10 gl)
{
    gl.glRotatef(mAngleZ, 0, 0, 1);//沿Z軸旋轉
    gl.glRotatef(mAngleX, 1, 0, 0);//沿X軸旋轉
    gl.glRotatef(mAngleY, 0, 1, 0);//沿Y軸旋轉

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);

    //為畫筆指定頂點坐標數據
    gl.glVertexPointer
    (
            3,              //每個頂點的坐標數量為3  xyz 
            GL10.GL_FIXED,  //頂點坐標值的類型為 GL_FIXED
            0,              //連續頂點坐標數據之間的間隔
            mVertexBuffer   //頂點坐標數據
    );

    //為畫筆指定頂點法向量數據
    gl.glNormalPointer(GL10.GL_FIXED, 0, mNormalBuffer);

    //繪制圖形
    gl.glDrawElements
    (
            GL10.GL_TRIANGLES,      //以三角形方式填充
            iCount,                 //一共icount/3個三角形,iCount個頂點
            GL10.GL_UNSIGNED_BYTE,  //索引值的尺寸
            mIndexBuffer            //索引值數據
    ); 
}

}</pre>

 

 

 

MySyrfaceView類

package com.example.android_sample_5_2;

import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10;

import android.content.Context; import android.opengl.GLSurfaceView; import android.view.MotionEvent;

public class MySurfaceView extends GLSurfaceView{

private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度縮放比例
private SceneRenderer mRenderer;//場景渲染器
private float mPreviousY;//上次的觸控位置Y坐標
private float mPreviousX;//上次的觸控位置Y坐標
boolean openLightFlag=true;//開燈標記,false為關燈,true為開燈
int openLightNum=1;         //開燈數量標記,1為一盞燈,2,為兩盞燈...
public MySurfaceView(Context context) {
    super(context);
    mRenderer = new SceneRenderer();    //創建場景渲染器
    setRenderer(mRenderer);             //設置渲染器     
    setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//設置渲染模式為主動渲染   
}

//觸摸事件回調方法
@Override public boolean onTouchEvent(MotionEvent e) {
    float y = e.getY();
    float x = e.getX();
    switch (e.getAction()) {
    case MotionEvent.ACTION_MOVE:
        float dy = y - mPreviousY;//計算觸控筆Y位移
        float dx = x - mPreviousX;//計算觸控筆Y位移
        mRenderer.ball.mAngleX += dy * TOUCH_SCALE_FACTOR;//設置沿x軸旋轉角度
        mRenderer.ball.mAngleZ += dx * TOUCH_SCALE_FACTOR;//設置沿z軸旋轉角度
        requestRender();//重繪畫面
    }
    mPreviousY = y;//記錄觸控筆位置
    mPreviousX = x;//記錄觸控筆位置
    return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer 
{   
    Ball ball=new Ball(4);

    public SceneRenderer(){
    }
    public void onDrawFrame(GL10 gl){   
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_LIGHTING);//允許光照  
        initMaterialWhite(gl);//初始化材質為白色
        float[] positionParams0={2,1,0,1};//最后的1表示是定位光,此為0號燈位置參數。
        float[] positionParams1={-2,1,0,1};//最后的1表示是定位光,此為1號燈位置參數。
        float[] positionParams2={0,0,2,1};//最后的1表示是定位光,此為2號燈位置參數。
        float[] positionParams3={1,1,2,1};//最后的1表示是定位光,此為3號燈位置參數。
        float[] positionParams4={-1,-1,2,1};//最后的1表示是定位光,此為4號燈位置參數。
        gl.glDisable(GL10.GL_LIGHT0);   //每次繪制前,取消已開啟的燈光效果
        gl.glDisable(GL10.GL_LIGHT1);   //每次繪制前,取消已開啟的燈光效果
        gl.glDisable(GL10.GL_LIGHT2);   //每次繪制前,取消已開啟的燈光效果
        gl.glDisable(GL10.GL_LIGHT3);   //每次繪制前,取消已開啟的燈光效果
        gl.glDisable(GL10.GL_LIGHT4);   //每次繪制前,取消已開啟的燈光效果

        switch(openLightNum){
            case 1:                 //開啟一盞燈
                initLight0(gl);//初始化0號燈

                gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); 
                break;
            case 2:                 //開啟兩盞燈
                initLight0(gl);//初始化0號燈
                gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); 

                initLight1(gl);//初始化1號燈
                gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); 
                break;
            case 3:                 //開啟三盞燈
                initLight0(gl);//初始化0號燈
                gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); 

                initLight1(gl);//初始化1號燈
                gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); 

                initLight2(gl);//初始化2號燈
                gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); 
                break;
            case 4:                 //開啟四盞燈
                initLight0(gl);//初始化0號燈
                gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); 

                initLight1(gl);//初始化1號燈
                gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); 

                initLight2(gl);//初始化2號燈
                gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); 

                initLight3(gl);//初始化3號燈
                gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0); 
                break;
            case 5:                 //開啟五盞燈
                initLight0(gl);//初始化0號燈
                gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); 

                initLight1(gl);//初始化1號燈
                gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); 

                initLight2(gl);//初始化2號燈
                gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); 

                initLight3(gl);//初始化3號燈
                gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0); 

                initLight4(gl);//初始化4號燈
                gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_POSITION, positionParams4,0); 
                break;
        }
        //清除顏色緩存
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        //設置當前矩陣為模式矩陣
        gl.glMatrixMode(GL10.GL_MODELVIEW);
        //設置當前矩陣為單位矩陣
        gl.glLoadIdentity();     

        gl.glTranslatef(0, 0f, -1.8f);  
        ball.drawSelf(gl);
        gl.glLoadIdentity();
    }
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        //設置視窗大小及位置 
        gl.glViewport(0, 0, width, height);
        //設置當前矩陣為投影矩陣
        gl.glMatrixMode(GL10.GL_PROJECTION);
        //設置當前矩陣為單位矩陣
        gl.glLoadIdentity();
        //計算透視投影的比例
        float ratio = (float) width / height;
        //調用此方法計算產生透視投影矩陣
        gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    }
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        //關閉抗抖動 
        gl.glDisable(GL10.GL_DITHER);
        //設置特定Hint項目的模式,這里為設置為使用快速模式
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST);
        //設置屏幕背景色黑色RGBA
        gl.glClearColor(0,0,0,0);
        //設置著色模型為平滑著色   
        gl.glShadeModel(GL10.GL_SMOOTH);//GL10.GL_SMOOTH  GL10.GL_FLAT
        //啟用深度測試
        gl.glEnable(GL10.GL_DEPTH_TEST);
    }
}
private void initLight0(GL10 gl){
    gl.glEnable(GL10.GL_LIGHT0);//打開0號燈  ,白色
    //環境光設置
    float[] ambientParams={0.1f,0.1f,0.1f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0);            
    //散射光設置
    float[] diffuseParams={0.5f,0.5f,0.5f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuseParams,0); 
    //反射光設置
    float[] specularParams={1.0f,1.0f,1.0f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specularParams,0);     
}
private void initLight1(GL10 gl)
{
    gl.glEnable(GL10.GL_LIGHT1);//打開1號燈  ,紅色
    //環境光設置
    float[] ambientParams={0.2f,0.03f,0.03f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0);            
    //散射光設置
    float[] diffuseParams={0.5f,0.1f,0.1f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0); 
    //反射光設置
    float[] specularParams={1.0f,0.1f,0.1f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0);     
}
private void initLight2(GL10 gl)
{
    gl.glEnable(GL10.GL_LIGHT2);//打開1號燈  ,藍色
    //環境光設置
    float[] ambientParams={0.03f,0.03f,0.2f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_AMBIENT, ambientParams,0);            
    //散射光設置
    float[] diffuseParams={0.1f,0.1f,0.5f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_DIFFUSE, diffuseParams,0); 
    //反射光設置
    float[] specularParams={0.1f,0.1f,1.0f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_SPECULAR, specularParams,0);     
}
private void initLight3(GL10 gl)
{
    gl.glEnable(GL10.GL_LIGHT3);//打開3號燈  ,綠色
    //環境光設置
    float[] ambientParams={0.03f,0.2f,0.03f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_AMBIENT, ambientParams,0);            
    //散射光設置
    float[] diffuseParams={0.1f,0.5f,0.1f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_DIFFUSE, diffuseParams,0); 
    //反射光設置
    float[] specularParams={0.1f,1.0f,0.1f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_SPECULAR, specularParams,0);     
}
private void initLight4(GL10 gl)
{
    gl.glEnable(GL10.GL_LIGHT4);//打開3號燈  ,黃色
    //環境光設置
    float[] ambientParams={0.2f,0.2f,0.03f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_AMBIENT, ambientParams,0);            
    //散射光設置
    float[] diffuseParams={0.5f,0.5f,0.1f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_DIFFUSE, diffuseParams,0); 
    //反射光設置
    float[] specularParams={1.0f,1.0f,0.1f,1.0f};//光參數 RGBA
    gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_SPECULAR, specularParams,0);     
}
private void initMaterialWhite(GL10 gl)
{//材質為白色時什么顏色的光照在上面就將體現出什么顏色
    //環境光為白色材質
    float ambientMaterial[] = {0.4f, 0.4f, 0.4f, 1.0f};
    gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0);
    //散射光為白色材質
    float diffuseMaterial[] = {0.8f, 0.8f, 0.8f, 1.0f};
    gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0);
    //高光材質為白色
    float specularMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
    gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, specularMaterial,0);
    //高光反射區域,數越大高亮區域越小越暗
    float shininessMaterial[] = {1.5f};
    gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, shininessMaterial,0);
}

}</pre>
MainActivity類

 

package com.example.android_sample_5_2;

import android.os.Bundle; import android.app.Activity; import android.view.Menu; import android.widget.LinearLayout; import android.widget.RatingBar; import android.widget.Toast;

public class MainActivity extends Activity { MySurfaceView msv; RatingBar rb; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); msv = new MySurfaceView(this); setContentView(R.layout.activity_main); rb = (RatingBar) findViewById(R.id.RatingBar01); msv.requestFocus(); msv.setFocusableInTouchMode(true); LinearLayout lla = (LinearLayout) findViewById(R.id.lla); lla.addView(msv);

    rb.setOnRatingBarChangeListener(new RatingBar.OnRatingBarChangeListener() {

        @Override
        public void onRatingChanged(RatingBar ratingBar, float rating,
                boolean fromUser) {
            // TODO Auto-generated method stub
            if (rating >= 0 && rating <= 1) {
                msv.openLightNum = 1;
            } else if(rating > 1 && rating <= 2){
                msv.openLightNum = 2;
            }else if(rating > 2 && rating <= 3){
                msv.openLightNum = 3;
            }else if(rating > 3 && rating <= 4){
                msv.openLightNum = 4;
            }else if(rating > 4 && rating <= 5){
                msv.openLightNum = 5;
            }
            Toast.makeText(MainActivity.this, "開啟了" + msv.openLightNum + "盞燈", Toast.LENGTH_SHORT).show();
        }
    });
}

@Override
protected void onPause() {
    // TODO Auto-generated method stub
    super.onPause();
    msv.onPause();
}
@Override
protected void onResume() {
    // TODO Auto-generated method stub
    super.onResume();
    msv.onResume();
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
    // Inflate the menu; this adds items to the action bar if it is present.
    getMenuInflater().inflate(R.menu.main, menu);
    return true;
}

}</pre>

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