Android应用: 3D旋转球
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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;//顶点坐标数据缓冲 private IntBuffer mNormalBuffer;//顶点法向量数据缓冲 private ByteBuffer mIndexBuffer;//顶点构建索引数据缓冲 public float mAngleX;//沿x轴旋转角度 public float mAngleY;//沿y轴旋转角度 public float mAngleZ;//沿z轴旋转角度 int vCount=0; int iCount=0; public Ball(int scale) { //顶点坐标数据的初始化================begin============================ final int UNIT_SIZE=10000; ArrayListalVertix=new ArrayList();//存放顶点坐标的ArrayList final int angleSpan=18;//将球进行单位切分的角度 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 {//纵向横向各到一个角度后计算对应的此点在球面上的坐标 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))); //将计算出来的XYZ坐标加入存放顶点坐标的ArrayList alVertix.add(x);alVertix.add(y);alVertix.add(z); } } vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标 //将alVertix中的坐标值转存到一个int数组中 int vertices[]=new int[vCount*3]; for(int i=0;i<alVertix.size();i++) { vertices[i]=alVertix.get(i); } //创建顶点坐标数据缓冲 //vertices.length*4是因为一个整数四个字节 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder());//设置字节顺序 mVertexBuffer = vbb.asIntBuffer();//转换为int型缓冲 mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据 mVertexBuffer.position(0);//设置缓冲区起始位置 //创建顶点法向量数据缓冲 //vertices.length*4是因为一个float四个字节 ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4); nbb.order(ByteOrder.nativeOrder());//设置字节顺序 mNormalBuffer = vbb.asIntBuffer();//转换为int型缓冲 mNormalBuffer.put(vertices);//向缓冲区中放入顶点坐标数据 mNormalBuffer.position(0);//设置缓冲区起始位置 //特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer //转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题 //顶点坐标数据的初始化================end============================ //三角形构造索引数据初始化==========begin========================== ArrayListalIndex=new ArrayList(); int row=(180/angleSpan)+1;//球面切分的行数 int col=360/angleSpan;//球面切分的列数 for(int i=0;i0&&i<row-1) {//中间行 for(int j=-1;j<col;j++) {//中间行的两个相邻点与下一行的对应点构成三角形 int k=i*col+j; alIndex.add(k+col); alIndex.add(k+1); alIndex.add(k); } for(int j=0;j<col+1;j++) {//中间行的两个相邻点与上一行的对应点构成三角形 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(); } //创建三角形构造索引数据缓冲 mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices);//向缓冲区中放入三角形构造索引数据 mIndexBuffer.position(0);//设置缓冲区起始位置 //三角形构造索引数据初始化==========end============================== } public void drawSelf(GL10 gl) { gl.glRotatef(mAngleZ, 0, 0, 1);//沿Z轴旋转 gl.glRotatef(mAngleX, 1, 0, 0);//沿X轴旋转 gl.glRotatef(mAngleY, 0, 1, 0);//沿Y轴旋转 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); //为画笔指定顶点坐标数据 gl.glVertexPointer ( 3, //每个顶点的坐标数量为3 xyz GL10.GL_FIXED, //顶点坐标值的类型为 GL_FIXED 0, //连续顶点坐标数据之间的间隔 mVertexBuffer //顶点坐标数据 ); //为画笔指定顶点法向量数据 gl.glNormalPointer(GL10.GL_FIXED, 0, mNormalBuffer); //绘制图形 gl.glDrawElements ( GL10.GL_TRIANGLES, //以三角形方式填充 iCount, //一共icount/3个三角形,iCount个顶点 GL10.GL_UNSIGNED_BYTE, //索引值的尺寸 mIndexBuffer //索引值数据 ); } }
MySyrfaceView类
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;//角度缩放比例 private SceneRenderer mRenderer;//场景渲染器 private float mPreviousY;//上次的触控位置Y坐标 private float mPreviousX;//上次的触控位置Y坐标 boolean openLightFlag=true;//开灯标记,false为关灯,true为开灯 int openLightNum=1; //开灯数量标记,1为一盏灯,2,为两盏灯... public MySurfaceView(Context context) { super(context); mRenderer = new SceneRenderer(); //创建场景渲染器 setRenderer(mRenderer); //设置渲染器 setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染 } //触摸事件回调方法 @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;//计算触控笔Y位移 float dx = x - mPreviousX;//计算触控笔Y位移 mRenderer.ball.mAngleX += dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度 mRenderer.ball.mAngleZ += dx * TOUCH_SCALE_FACTOR;//设置沿z轴旋转角度 requestRender();//重绘画面 } mPreviousY = y;//记录触控笔位置 mPreviousX = x;//记录触控笔位置 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);//允许光照 initMaterialWhite(gl);//初始化材质为白色 float[] positionParams0={2,1,0,1};//最后的1表示是定位光,此为0号灯位置参数。 float[] positionParams1={-2,1,0,1};//最后的1表示是定位光,此为1号灯位置参数。 float[] positionParams2={0,0,2,1};//最后的1表示是定位光,此为2号灯位置参数。 float[] positionParams3={1,1,2,1};//最后的1表示是定位光,此为3号灯位置参数。 float[] positionParams4={-1,-1,2,1};//最后的1表示是定位光,此为4号灯位置参数。 gl.glDisable(GL10.GL_LIGHT0); //每次绘制前,取消已开启的灯光效果 gl.glDisable(GL10.GL_LIGHT1); //每次绘制前,取消已开启的灯光效果 gl.glDisable(GL10.GL_LIGHT2); //每次绘制前,取消已开启的灯光效果 gl.glDisable(GL10.GL_LIGHT3); //每次绘制前,取消已开启的灯光效果 gl.glDisable(GL10.GL_LIGHT4); //每次绘制前,取消已开启的灯光效果 switch(openLightNum){ case 1: //开启一盏灯 initLight0(gl);//初始化0号灯 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); break; case 2: //开启两盏灯 initLight0(gl);//初始化0号灯 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1号灯 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); break; case 3: //开启三盏灯 initLight0(gl);//初始化0号灯 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1号灯 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); initLight2(gl);//初始化2号灯 gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); break; case 4: //开启四盏灯 initLight0(gl);//初始化0号灯 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1号灯 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); initLight2(gl);//初始化2号灯 gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); initLight3(gl);//初始化3号灯 gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0); break; case 5: //开启五盏灯 initLight0(gl);//初始化0号灯 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1号灯 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); initLight2(gl);//初始化2号灯 gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); initLight3(gl);//初始化3号灯 gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0); initLight4(gl);//初始化4号灯 gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_POSITION, positionParams4,0); break; } //清除颜色缓存 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //设置当前矩阵为模式矩阵 gl.glMatrixMode(GL10.GL_MODELVIEW); //设置当前矩阵为单位矩阵 gl.glLoadIdentity(); gl.glTranslatef(0, 0f, -1.8f); ball.drawSelf(gl); gl.glLoadIdentity(); } public void onSurfaceChanged(GL10 gl, int width, int height) { //设置视窗大小及位置 gl.glViewport(0, 0, width, height); //设置当前矩阵为投影矩阵 gl.glMatrixMode(GL10.GL_PROJECTION); //设置当前矩阵为单位矩阵 gl.glLoadIdentity(); //计算透视投影的比例 float ratio = (float) width / height; //调用此方法计算产生透视投影矩阵 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { //关闭抗抖动 gl.glDisable(GL10.GL_DITHER); //设置特定Hint项目的模式,这里为设置为使用快速模式 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST); //设置屏幕背景色黑色RGBA gl.glClearColor(0,0,0,0); //设置着色模型为平滑着色 gl.glShadeModel(GL10.GL_SMOOTH);//GL10.GL_SMOOTH GL10.GL_FLAT //启用深度测试 gl.glEnable(GL10.GL_DEPTH_TEST); } } private void initLight0(GL10 gl){ gl.glEnable(GL10.GL_LIGHT0);//打开0号灯 ,白色 //环境光设置 float[] ambientParams={0.1f,0.1f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={0.5f,0.5f,0.5f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuseParams,0); //反射光设置 float[] specularParams={1.0f,1.0f,1.0f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specularParams,0); } private void initLight1(GL10 gl) { gl.glEnable(GL10.GL_LIGHT1);//打开1号灯 ,红色 //环境光设置 float[] ambientParams={0.2f,0.03f,0.03f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={0.5f,0.1f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0); //反射光设置 float[] specularParams={1.0f,0.1f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0); } private void initLight2(GL10 gl) { gl.glEnable(GL10.GL_LIGHT2);//打开1号灯 ,蓝色 //环境光设置 float[] ambientParams={0.03f,0.03f,0.2f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={0.1f,0.1f,0.5f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_DIFFUSE, diffuseParams,0); //反射光设置 float[] specularParams={0.1f,0.1f,1.0f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_SPECULAR, specularParams,0); } private void initLight3(GL10 gl) { gl.glEnable(GL10.GL_LIGHT3);//打开3号灯 ,绿色 //环境光设置 float[] ambientParams={0.03f,0.2f,0.03f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={0.1f,0.5f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_DIFFUSE, diffuseParams,0); //反射光设置 float[] specularParams={0.1f,1.0f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_SPECULAR, specularParams,0); } private void initLight4(GL10 gl) { gl.glEnable(GL10.GL_LIGHT4);//打开3号灯 ,黄色 //环境光设置 float[] ambientParams={0.2f,0.2f,0.03f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={0.5f,0.5f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_DIFFUSE, diffuseParams,0); //反射光设置 float[] specularParams={1.0f,1.0f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_SPECULAR, specularParams,0); } private void initMaterialWhite(GL10 gl) {//材质为白色时什么颜色的光照在上面就将体现出什么颜色 //环境光为白色材质 float ambientMaterial[] = {0.4f, 0.4f, 0.4f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0); //散射光为白色材质 float diffuseMaterial[] = {0.8f, 0.8f, 0.8f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0); //高光材质为白色 float specularMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, specularMaterial,0); //高光反射区域,数越大高亮区域越小越暗 float shininessMaterial[] = {1.5f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, shininessMaterial,0); } }
MainActivity类
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 && rating 2 && rating 3 && rating 4 && rating <= 5){ msv.openLightNum = 5; } Toast.makeText(MainActivity.this, "开启了" + msv.openLightNum + "盏灯", 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; } }