Android应用: 3D旋转球

jopen 11年前

xml代码:

<?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类
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;       ArrayList<Integer> alVertix=new ArrayList<Integer>();//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==========================          ArrayList<Integer> alIndex=new ArrayList<Integer>();          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;i<row;i++)//对每一行循环          {           if(i>0&&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) {       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, "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;   }  }