Android應用: 3D旋轉球

xml代碼:

 

 

<?xml version="1.0" encoding="utf-8"?>  
<LinearLayout xmlns:android="https://schemas.android.com/apk/res/android"  
    android:orientation="vertical"  
    android:layout_width="fill_parent"  
    android:layout_height="fill_parent"  
    android:id="@+id/lla"  
    >                            <!-- LinearLayout佈局 -->  
    <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後計算對應的此點在球面上的坐標  
                double xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));  
                int x=(int)(xozLength*Math.cos(Math.toRadians(hAngle)));  
                int z=(int)(xozLength*Math.sin(Math.toRadians(hAngle)));  
                int y=(int)(scale*UNIT_SIZE*Math.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:由於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  
        );   
    }  
  
}  
 
  

 

 

 

 

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};//最後的1表示是定位光,此為0號燈位置參數。  
            float[] positionParams1={-2,1,0,1};//最後的1表示是定位光,此為1號燈位置參數。  
            float[] positionParams2={0,0,2,1};//最後的1表示是定位光,此為2號燈位置參數。  
            float[] positionParams3={1,1,2,1};//最後的1表示是定位光,此為3號燈位置參數。  
            float[] positionParams4={-1,-1,2,1};//最後的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,這裡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)  
    {//材質為白色時什麼顏色的光照在上面就將體現出什麼顏色  
        //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);  
    }  
}  

 

 

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, "開啟瞭" + 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;  
    }  
}  

 

 

 

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