| /* |
| * Copyright (C) 2007 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package com.example.android.apis.os; |
| |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.FloatBuffer; |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL10; |
| import android.app.Activity; |
| import android.hardware.Sensor; |
| import android.hardware.SensorEvent; |
| import android.hardware.SensorEventListener; |
| import android.hardware.SensorManager; |
| import android.opengl.GLSurfaceView; |
| import android.os.Bundle; |
| |
| /** |
| * Wrapper activity demonstrating the use of the new |
| * {@link SensorEvent#values rotation vector sensor} |
| * ({@link Sensor#TYPE_ROTATION_VECTOR TYPE_ROTATION_VECTOR}). |
| * |
| * @see Sensor |
| * @see SensorEvent |
| * @see SensorManager |
| * |
| */ |
| public class RotationVectorDemo extends Activity { |
| private GLSurfaceView mGLSurfaceView; |
| private SensorManager mSensorManager; |
| private MyRenderer mRenderer; |
| |
| @Override |
| protected void onCreate(Bundle savedInstanceState) { |
| super.onCreate(savedInstanceState); |
| |
| // Get an instance of the SensorManager |
| mSensorManager = (SensorManager)getSystemService(SENSOR_SERVICE); |
| |
| // Create our Preview view and set it as the content of our |
| // Activity |
| mRenderer = new MyRenderer(); |
| mGLSurfaceView = new GLSurfaceView(this); |
| mGLSurfaceView.setRenderer(mRenderer); |
| setContentView(mGLSurfaceView); |
| } |
| |
| @Override |
| protected void onResume() { |
| // Ideally a game should implement onResume() and onPause() |
| // to take appropriate action when the activity looses focus |
| super.onResume(); |
| mRenderer.start(); |
| mGLSurfaceView.onResume(); |
| } |
| |
| @Override |
| protected void onPause() { |
| // Ideally a game should implement onResume() and onPause() |
| // to take appropriate action when the activity looses focus |
| super.onPause(); |
| mRenderer.stop(); |
| mGLSurfaceView.onPause(); |
| } |
| |
| |
| class MyRenderer implements GLSurfaceView.Renderer, SensorEventListener { |
| private Cube mCube; |
| private Sensor mRotationVectorSensor; |
| private final float[] mRotationMatrix = new float[16]; |
| |
| public MyRenderer() { |
| // find the rotation-vector sensor |
| mRotationVectorSensor = mSensorManager.getDefaultSensor( |
| Sensor.TYPE_ROTATION_VECTOR); |
| |
| mCube = new Cube(); |
| // initialize the rotation matrix to identity |
| mRotationMatrix[ 0] = 1; |
| mRotationMatrix[ 4] = 1; |
| mRotationMatrix[ 8] = 1; |
| mRotationMatrix[12] = 1; |
| } |
| |
| public void start() { |
| // enable our sensor when the activity is resumed, ask for |
| // 10 ms updates. |
| mSensorManager.registerListener(this, mRotationVectorSensor, 10000); |
| } |
| |
| public void stop() { |
| // make sure to turn our sensor off when the activity is paused |
| mSensorManager.unregisterListener(this); |
| } |
| |
| public void onSensorChanged(SensorEvent event) { |
| // we received a sensor event. it is a good practice to check |
| // that we received the proper event |
| if (event.sensor.getType() == Sensor.TYPE_ROTATION_VECTOR) { |
| // convert the rotation-vector to a 4x4 matrix. the matrix |
| // is interpreted by Open GL as the inverse of the |
| // rotation-vector, which is what we want. |
| SensorManager.getRotationMatrixFromVector( |
| mRotationMatrix , event.values); |
| } |
| } |
| |
| public void onDrawFrame(GL10 gl) { |
| // clear screen |
| gl.glClear(GL10.GL_COLOR_BUFFER_BIT); |
| |
| // set-up modelview matrix |
| gl.glMatrixMode(GL10.GL_MODELVIEW); |
| gl.glLoadIdentity(); |
| gl.glTranslatef(0, 0, -3.0f); |
| gl.glMultMatrixf(mRotationMatrix, 0); |
| |
| // draw our object |
| gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); |
| gl.glEnableClientState(GL10.GL_COLOR_ARRAY); |
| |
| mCube.draw(gl); |
| } |
| |
| public void onSurfaceChanged(GL10 gl, int width, int height) { |
| // set view-port |
| gl.glViewport(0, 0, width, height); |
| // set projection matrix |
| float ratio = (float) width / height; |
| gl.glMatrixMode(GL10.GL_PROJECTION); |
| gl.glLoadIdentity(); |
| gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); |
| } |
| |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| // dither is enabled by default, we don't need it |
| gl.glDisable(GL10.GL_DITHER); |
| // clear screen in white |
| gl.glClearColor(1,1,1,1); |
| } |
| |
| class Cube { |
| // initialize our cube |
| private FloatBuffer mVertexBuffer; |
| private FloatBuffer mColorBuffer; |
| private ByteBuffer mIndexBuffer; |
| |
| public Cube() { |
| final float vertices[] = { |
| -1, -1, -1, 1, -1, -1, |
| 1, 1, -1, -1, 1, -1, |
| -1, -1, 1, 1, -1, 1, |
| 1, 1, 1, -1, 1, 1, |
| }; |
| |
| final float colors[] = { |
| 0, 0, 0, 1, 1, 0, 0, 1, |
| 1, 1, 0, 1, 0, 1, 0, 1, |
| 0, 0, 1, 1, 1, 0, 1, 1, |
| 1, 1, 1, 1, 0, 1, 1, 1, |
| }; |
| |
| final byte indices[] = { |
| 0, 4, 5, 0, 5, 1, |
| 1, 5, 6, 1, 6, 2, |
| 2, 6, 7, 2, 7, 3, |
| 3, 7, 4, 3, 4, 0, |
| 4, 7, 6, 4, 6, 5, |
| 3, 0, 1, 3, 1, 2 |
| }; |
| |
| ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); |
| vbb.order(ByteOrder.nativeOrder()); |
| mVertexBuffer = vbb.asFloatBuffer(); |
| mVertexBuffer.put(vertices); |
| mVertexBuffer.position(0); |
| |
| ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); |
| cbb.order(ByteOrder.nativeOrder()); |
| mColorBuffer = cbb.asFloatBuffer(); |
| mColorBuffer.put(colors); |
| mColorBuffer.position(0); |
| |
| mIndexBuffer = ByteBuffer.allocateDirect(indices.length); |
| mIndexBuffer.put(indices); |
| mIndexBuffer.position(0); |
| } |
| |
| public void draw(GL10 gl) { |
| gl.glEnable(GL10.GL_CULL_FACE); |
| gl.glFrontFace(GL10.GL_CW); |
| gl.glShadeModel(GL10.GL_SMOOTH); |
| gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); |
| gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); |
| gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); |
| } |
| } |
| |
| public void onAccuracyChanged(Sensor sensor, int accuracy) { |
| } |
| } |
| } |