初次提交
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="src" path="gen"/>
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<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Sample16_6</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
|
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<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
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||||
<arguments>
|
||||
</arguments>
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</buildCommand>
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<buildCommand>
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<name>org.eclipse.jdt.core.javabuilder</name>
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||||
<arguments>
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||||
</arguments>
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||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
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||||
<arguments>
|
||||
</arguments>
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||||
</buildCommand>
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||||
</buildSpec>
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||||
<natures>
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<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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@@ -0,0 +1,18 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.bn.Sample16_6"
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android:versionCode="1"
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android:versionName="1.0">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".MyActivity"
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android:label="@string/app_name">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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<uses-sdk android:minSdkVersion="8" />
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</manifest>
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@@ -0,0 +1,13 @@
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precision mediump float;
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varying vec4 ambient;
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varying vec4 diffuse;
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varying vec4 specular;
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varying vec4 aaColor; //接收从顶点着色器过来的参数
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void main()
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{
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//给此片元从纹理中采样出颜色值
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vec4 finalColor = vec4(0.0,1.0,0.0,0.0);
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//给此片元颜色值
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gl_FragColor = finalColor*ambient+finalColor*specular+finalColor*diffuse;
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}
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uCamera; //摄像机位置
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uniform vec3 uLightLocationRed; //红色光源位置
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attribute vec3 aPosition; //顶点位置
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attribute vec4 aColor; //顶点颜色
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varying vec4 aaColor;//颜色,传给片段着色器
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attribute vec3 aNormal; //法向量
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varying vec4 ambient;
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varying vec4 diffuse;
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varying vec4 specular;
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp);//格式化vp
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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pointLight(normalize(aNormal),ambient,diffuse,specular,uLightLocationRed,
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vec4(0.1,0.1,0.1,1.0),vec4(0.5,0.5,0.5,1.0),vec4(0.6,0.6,0.6,1.0));
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}
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@@ -0,0 +1,11 @@
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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||||
# To customize properties used by the Ant build system use,
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||||
# "build.properties", and override values to adapt the script to your
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# project structure.
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||||
# Project target.
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target=android-8
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@@ -0,0 +1,23 @@
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/* AUTO-GENERATED FILE. DO NOT MODIFY.
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*
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* This class was automatically generated by the
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||||
* aapt tool from the resource data it found. It
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* should not be modified by hand.
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*/
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package com.bn.Sample16_6;
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public final class R {
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public static final class attr {
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}
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public static final class drawable {
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public static final int icon=0x7f020000;
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}
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public static final class layout {
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public static final int main=0x7f030000;
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}
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public static final class string {
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public static final int app_name=0x7f040001;
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public static final int hello=0x7f040000;
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}
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}
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After Width: | Height: | Size: 1.7 KiB |
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|
After Width: | Height: | Size: 2.5 KiB |
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<?xml version="1.0" encoding="utf-8"?>
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<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
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android:orientation="vertical"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent"
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>
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<TextView
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android:layout_width="fill_parent"
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android:layout_height="wrap_content"
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android:text="@string/hello"
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/>
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</LinearLayout>
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@@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="hello">Hello World, MainActivity!</string>
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<string name="app_name">Sample16_6</string>
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</resources>
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package com.bn.Sample16_6;
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public class Constant {
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public static final float springConstant=500; //弹性系数
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public static final float springLength=0.2f; //弹簧的长度
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public static final float frictionConstant=0.2f; //弹簧的摩擦系数
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public static final float springR=0.03f; //半径
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public static final float groundHeight=-1.3f; //地面的高度
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public static boolean flag=true;
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public static float deadTime = 10; //线程的截止时间
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}
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package com.bn.Sample16_6;
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/*
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* 质点类
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*
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* 根据质点受到力的情况,计算质点当前的位置与速度
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*
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*/
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public class Mass {
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float m; //质点的质量
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Vector3 pos; //质点的位置
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Vector3 vel; //质点的速度
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Vector3 force; //质点的受力
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public Mass(float m){//构造器
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this.m=m; //指定质量
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pos = new Vector3();//初始化位置
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vel = new Vector3();//初始化速度
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}
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public Mass(float m,Vector3 pos,Vector3 vel){//构造器
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this.m=m; //指定质量
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this.pos=pos; //指定位置
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this.vel=vel; //指定速度
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}
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//调用该方法,对质点施加力(包括重力、空气阻力等)
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public void applyForce(Vector3 force){ //施加力的方法
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this.force=this.force.add(force);
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}
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//该方法初始化质点受到的力,初始时受到的力为0
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public void initForce(){
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force = new Vector3(0,0,0);
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}
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//计算质点当前位置与速度的方法
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public void calculateCurrPosAndVel(float dt){
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Vector3 a = force.multiConstant(1/m); // 计算加速度 a = F/m
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Vector3 deltaV = a.multiConstant(dt); //计算速度增量 deltaV = at
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vel = vel.add(deltaV); // 计算速度v = v + at
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pos = pos.add(vel.multiConstant(dt)); // 计算位置 pos = pos + vt
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}
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}
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package com.bn.Sample16_6;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import android.opengl.Matrix;
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//存储系统矩阵状态的类
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public class MatrixState
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{
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private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
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private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
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private static float[] currMatrix;//当前变换矩阵
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public static float[] lightLocation=new float[]{0,0,0};//定位光光源位置
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public static FloatBuffer cameraFB;
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public static FloatBuffer lightPositionFB;
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//保护变换矩阵的栈
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static float[][] mStack=new float[10][16];
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static int stackTop=-1;
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public static void setInitStack()//获取不变换初始矩阵
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{
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currMatrix=new float[16];
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Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
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}
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public static void pushMatrix()//保护变换矩阵
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{
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stackTop++;
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for(int i=0;i<16;i++)
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{
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mStack[stackTop][i]=currMatrix[i];
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}
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}
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public static void popMatrix()//恢复变换矩阵
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{
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for(int i=0;i<16;i++)
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{
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currMatrix[i]=mStack[stackTop][i];
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}
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stackTop--;
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}
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public static void translate(float x,float y,float z)//设置沿xyz轴移动
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{
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Matrix.translateM(currMatrix, 0, x, y, z);
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}
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public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴移动
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{
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Matrix.rotateM(currMatrix,0,angle,x,y,z);
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}
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public static void scale(float x,float y,float z)
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{
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Matrix.scaleM(currMatrix,0, x, y, z);
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}
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//插入自带矩阵
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public static void matrix(float[] self)
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{
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float[] result=new float[16];
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Matrix.multiplyMM(result,0,currMatrix,0,self,0);
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currMatrix=result;
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}
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//设置摄像机
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static ByteBuffer llbb= ByteBuffer.allocateDirect(3*4);
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static float[] cameraLocation=new float[3];//摄像机位置
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public static void setCamera
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(
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float cx, //摄像机位置x
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float cy, //摄像机位置y
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float cz, //摄像机位置z
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float tx, //摄像机目标点x
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float ty, //摄像机目标点y
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float tz, //摄像机目标点z
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float upx, //摄像机UP向量X分量
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float upy, //摄像机UP向量Y分量
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float upz //摄像机UP向量Z分量
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)
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{
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Matrix.setLookAtM
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(
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mVMatrix,
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0,
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cx,
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cy,
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||||
cz,
|
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tx,
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ty,
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tz,
|
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upx,
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upy,
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upz
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);
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cameraLocation[0]=cx;
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cameraLocation[1]=cy;
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cameraLocation[2]=cz;
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llbb.clear();
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llbb.order(ByteOrder.nativeOrder());//设置字节顺序
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cameraFB=llbb.asFloatBuffer();
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cameraFB.put(cameraLocation);
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cameraFB.position(0);
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}
|
||||
|
||||
//设置透视投影参数
|
||||
public static void setProjectFrustum
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
//设置正交投影参数
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||||
public static void setProjectOrtho
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
//获取具体物体的总变换矩阵
|
||||
static float[] mMVPMatrix=new float[16];
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||||
public static float[] getFinalMatrix()
|
||||
{
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
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||||
return mMVPMatrix;
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||||
}
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||||
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//获取具体物体的变换矩阵
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||||
public static float[] getMMatrix()
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||||
{
|
||||
return currMatrix;
|
||||
}
|
||||
|
||||
//获取投影矩阵
|
||||
public static float[] getProjMatrix()
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||||
{
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||||
return mProjMatrix;
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||||
}
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||||
|
||||
//获取摄像机朝向的矩阵
|
||||
public static float[] getCaMatrix()
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||||
{
|
||||
return mVMatrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//设置灯光位置的方法
|
||||
static ByteBuffer llbbL = ByteBuffer.allocateDirect(3*4);
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||||
public static void setLightLocation(float x,float y,float z)
|
||||
{
|
||||
llbbL.clear();
|
||||
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||||
lightLocation[0]=x;
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||||
lightLocation[1]=y;
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lightLocation[2]=z;
|
||||
|
||||
llbbL.order(ByteOrder.nativeOrder());//设置字节顺序
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||||
lightPositionFB=llbbL.asFloatBuffer();
|
||||
lightPositionFB.put(lightLocation);
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||||
lightPositionFB.position(0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
package com.bn.Sample16_6;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.KeyEvent;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class MyActivity extends Activity {
|
||||
|
||||
MySurfaceView surfaceView;
|
||||
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState) {
|
||||
//设置为全屏
|
||||
requestWindowFeature(Window.FEATURE_NO_TITLE);
|
||||
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN ,
|
||||
WindowManager.LayoutParams.FLAG_FULLSCREEN);
|
||||
//设置为横屏模式
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
|
||||
super.onCreate(savedInstanceState);
|
||||
surfaceView = new MySurfaceView(this);
|
||||
setContentView(surfaceView);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
surfaceView.onResume();
|
||||
Constant.flag=true;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
surfaceView.onPause();
|
||||
Constant.flag=false;
|
||||
}
|
||||
@Override
|
||||
public boolean onKeyDown(int keyCode,KeyEvent e)
|
||||
{
|
||||
switch(keyCode)
|
||||
{
|
||||
case 4:
|
||||
System.exit(0);
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,100 @@
|
||||
package com.bn.Sample16_6;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLES20;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
import static com.bn.Sample16_6.Constant.*;
|
||||
|
||||
class MySurfaceView extends GLSurfaceView
|
||||
{
|
||||
private SceneRenderer mRenderer;//场景渲染器
|
||||
|
||||
public MySurfaceView(Context context) {
|
||||
super(context);
|
||||
this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0
|
||||
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
|
||||
}
|
||||
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
Rope rope;
|
||||
Stick stick;
|
||||
|
||||
public void onDrawFrame(GL10 gl)
|
||||
{
|
||||
//清除深度缓冲与颜色缓冲
|
||||
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
|
||||
|
||||
MatrixState.pushMatrix();
|
||||
|
||||
for(int i=0;i<rope.massCount-1;i++){
|
||||
Mass mass1 = rope.massList.get(i);
|
||||
Mass mass2 = rope.massList.get(i+1);
|
||||
Vector3 stickVector = mass1.pos.add(mass2.pos.multiConstant(-1));
|
||||
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(mass2.pos.x, mass2.pos.y, mass2.pos.z);
|
||||
Vector3.moveXToSomeVector(new double[]{stickVector.x,stickVector.y,stickVector.z});
|
||||
stick.drawSelf(springLength/2,0);
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
|
||||
public void onSurfaceChanged(GL10 gl, int width, int height) {
|
||||
//设置视窗大小及位置
|
||||
GLES20.glViewport(0, 0, width, height);
|
||||
//计算GLSurfaceView的宽高比
|
||||
float ratio=0;
|
||||
ratio= (float) width / height;
|
||||
//调用此方法计算产生透视投影矩阵
|
||||
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 1.5f, 10);
|
||||
//调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(0,0,2.2f,0f,0f,0f,0f,1.0f,0.0f);
|
||||
//打开背面剪裁
|
||||
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
||||
//设置灯光的初始位置
|
||||
MatrixState.setLightLocation(0,2,2);
|
||||
}
|
||||
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(1f,1f,1f, 1.0f);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
MatrixState.setInitStack();
|
||||
rope = new Rope(
|
||||
40, //massCount
|
||||
0.1f, //m
|
||||
new Vector3(0,-9.8f,0),//G
|
||||
10.0f, //groundRepulsion地面弹性
|
||||
0.2f, //friction 地面摩擦性
|
||||
20f, //地面的缓冲系数
|
||||
groundHeight, //地面的高度
|
||||
0.2f,//空气阻力
|
||||
new Vector3(-1,0,0),//绳头的速度
|
||||
new Vector3(0,groundHeight,-1)//绳头的初始位置
|
||||
);
|
||||
stick = new Stick(MySurfaceView.this,springLength,springR,10);//创建棍
|
||||
|
||||
new Thread(){
|
||||
float time=0;
|
||||
float dt = 0.01f;
|
||||
public void run(){
|
||||
while(flag && time<deadTime){
|
||||
time+=0.01f;
|
||||
rope.operate(dt);
|
||||
try {
|
||||
Thread.sleep(50);
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
}.start();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,115 @@
|
||||
package com.bn.Sample16_6;
|
||||
|
||||
import static com.bn.Sample16_6.Constant.springLength;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
/*
|
||||
* 绳子类
|
||||
*/
|
||||
|
||||
public class Rope extends RopeSimulation {
|
||||
|
||||
List<Spring> springList;//弹簧列表
|
||||
Vector3 gravity;//重力
|
||||
Vector3 connectionPos;//绳头结点的位置
|
||||
Vector3 connectionVel;//绳头结点的速度
|
||||
float groundRepulsionConstant;//地面的反弹系数
|
||||
float groundFrictionConstant;//地面的摩擦系数
|
||||
float groundAbsorptionConstant;//地面的缓冲系数
|
||||
float groundHeight;//地面的高度
|
||||
float airFrictionConstant;//空气的摩擦系数
|
||||
public Rope(
|
||||
int massCount, //质点的数量
|
||||
float m, //质点的质量
|
||||
Vector3 gravity, //重力
|
||||
float groundRepulsionConstant, //地面反弹系数
|
||||
float groundFrictionConstant, //地面摩擦系数
|
||||
float groundAbsorptionConstant, //地面缓冲系数
|
||||
float groundHeight, //地面高度
|
||||
float airFrictionConstant, //空气阻力
|
||||
Vector3 connectionVel, //绳头速度
|
||||
Vector3 connectionPos) { //绳头位置
|
||||
|
||||
super(massCount, m); //调用父类的构造器,创建massCount个质量为m的质点Mass的对象
|
||||
|
||||
this.gravity = gravity; //指定重力
|
||||
this.groundRepulsionConstant = groundRepulsionConstant;//指定地面反弹系数
|
||||
this.groundFrictionConstant = groundFrictionConstant;//指定地面摩擦系数
|
||||
this.groundAbsorptionConstant = groundAbsorptionConstant;//指定地面缓冲系数
|
||||
this.groundHeight = groundHeight; //指定地面高度
|
||||
this.airFrictionConstant = airFrictionConstant;//指定空气阻力
|
||||
this.connectionVel=connectionVel;//绳头速度
|
||||
this.connectionPos=connectionPos;//绳头位置
|
||||
|
||||
for(int i=0;i<massCount;i++){ //初始化所有质点的位置
|
||||
massList.get(i).pos.x = i*springLength; //指定x坐标
|
||||
massList.get(i).pos.y = groundHeight; //指定y坐标
|
||||
massList.get(i).pos.z = 0; //指定z坐标
|
||||
}
|
||||
springList = new ArrayList<Spring>(); //创建存放弹簧对象的列表
|
||||
for(int i=0;i<massCount-1;i++){ //初始化质点之间的弹簧(弹簧的数量比质点的数量少一个)
|
||||
Spring temp = new Spring(massList.get(i),massList.get(i+1));
|
||||
springList.add(temp); //加入到弹簧对象的列表
|
||||
}
|
||||
}
|
||||
//计算绳子当前运动轨迹的方法
|
||||
public void solve() {
|
||||
for(int i=0;i<massCount-1;i++){
|
||||
springList.get(i).calculateSpringForce(); //该弹簧对其两端质点施加的力
|
||||
}
|
||||
for(int i=0;i<massCount;i++){ //物体受到的其他力
|
||||
Mass mass = massList.get(i);
|
||||
//施加万有引力
|
||||
mass.applyForce(gravity.multiConstant(mass.m));
|
||||
//施加空气阻力
|
||||
mass.applyForce(mass.vel.multiConstant(-1).multiConstant(airFrictionConstant));
|
||||
|
||||
if(mass.pos.y<=groundHeight){
|
||||
Vector3 v = mass.vel.copy();
|
||||
v.y=0;
|
||||
//摩擦力
|
||||
mass.applyForce(v.multiConstant(-1).multiConstant(groundFrictionConstant));
|
||||
v = mass.vel.copy();
|
||||
v.x=0;
|
||||
v.z=0;
|
||||
if(v.y<0){
|
||||
mass.applyForce(v.multiConstant(-1).multiConstant(groundAbsorptionConstant));
|
||||
}
|
||||
//计算地面的反作用力
|
||||
Vector3 force = new Vector3(0,groundRepulsionConstant,0).multiConstant(groundHeight-mass.pos.y);
|
||||
mass.applyForce(force);
|
||||
}
|
||||
}
|
||||
}
|
||||
@Override
|
||||
public void simulateRope(float dt){ //模拟绳子运动的方法
|
||||
super.simulateRope(dt); //调用父类的模拟方法
|
||||
Mass head = massList.get(0); //获取绳头的质点
|
||||
Vector3[] result = calCentripetalForceAndVel();//计算向心力和速度
|
||||
head.applyForce(result[0]); //施加向心力
|
||||
connectionVel = result[1]; //计算速度
|
||||
connectionPos = connectionPos.add( //计算绳头质点的位置
|
||||
connectionVel.multiConstant(dt));
|
||||
if(connectionPos.y<groundHeight){ //保证绳头在地面的高度之上
|
||||
connectionPos.y=groundHeight;
|
||||
connectionVel.y=0;
|
||||
}
|
||||
head.pos=connectionPos; //设置绳头的位置
|
||||
head.vel=connectionVel;//设置绳头的速度
|
||||
}
|
||||
public Vector3[] calCentripetalForceAndVel(){
|
||||
Mass head = massList.get(0); //获取绳头质点
|
||||
Vector3 center = new Vector3(0,head.pos.y,-2);//绕y轴旋转
|
||||
Vector3 forceDir = center.add(head.pos.multiConstant(-1)).normal();
|
||||
Vector3 force = forceDir.multiConstant(head.m); //向心力 F=m*v*v/r 此处令v=1,r=1;
|
||||
Vector3 velDir = Vector3.yRotate(
|
||||
Math.toRadians(90), new double[]{forceDir.x,forceDir.y,forceDir.z,1});
|
||||
Vector3 vel = velDir.multiConstant(10);//速度大小为10
|
||||
if(head.pos.y<1.5f){
|
||||
vel.y=1;//垂直速度为1
|
||||
}
|
||||
return new Vector3[]{force,vel};//返回向心力和速度
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
package com.bn.Sample16_6;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
/*
|
||||
* 由所有质点组成的一个模拟绳子运动的抽象绳子类
|
||||
*/
|
||||
|
||||
public abstract class RopeSimulation {
|
||||
List<Mass> massList; //存放所有质点对象的列表
|
||||
int massCount; //质点数量
|
||||
|
||||
|
||||
public RopeSimulation(int massCount,float m){ //参数为质点的数量与每个质点的质量
|
||||
this.massCount=massCount; //质点数量赋值
|
||||
massList = new ArrayList<Mass>(); //创建存放所有质点对象的列表
|
||||
|
||||
for(int i=0;i<massCount;i++){
|
||||
Mass mass = new Mass(m); //创建massCount个相同的质量为m的质点
|
||||
massList.add(mass); //加入到质点的列表中
|
||||
}
|
||||
}
|
||||
//获取质点对象列表中某个质点的对象
|
||||
public Mass getMass(int index){
|
||||
if(index<0||index>=massCount){
|
||||
return null;
|
||||
}
|
||||
return massList.get(index);
|
||||
}
|
||||
//初始化质点列表中每一个质点对象受到的力的情况(初始化时每个质点,受力为0)
|
||||
public void init(){
|
||||
for(int i=0;i<massList.size();i++){
|
||||
massList.get(i).initForce(); //初始化质点的受力情况
|
||||
}
|
||||
}
|
||||
//计算绳子当前运动轨迹的抽象方法
|
||||
public abstract void solve();
|
||||
|
||||
//更新质点列表中,每一个质点当前位置与当前速度的方法,使得所有的质点均模拟绳子运动
|
||||
public void simulateRope(float dt){
|
||||
for(int i=0;i<massList.size();i++){
|
||||
massList.get(i).calculateCurrPosAndVel(dt); //更新该质点的速度和质量
|
||||
}
|
||||
}
|
||||
//不断更新组成绳子的每个质点位置与速度,从而使得绳子运动起来
|
||||
public void operate(float dt){
|
||||
init();
|
||||
solve();
|
||||
simulateRope(dt);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
package com.bn.Sample16_6;
|
||||
|
||||
import java.io.ByteArrayOutputStream;
|
||||
import java.io.InputStream;
|
||||
|
||||
import android.content.res.Resources;
|
||||
import android.opengl.GLES20;
|
||||
import android.util.Log;
|
||||
|
||||
//加载顶点Shader与片元Shader的工具类
|
||||
public class ShaderUtil
|
||||
{
|
||||
//加载制定shader的方法
|
||||
public static int loadShader
|
||||
(
|
||||
int shaderType, //shader的类型 GLES20.GL_VERTEX_SHADER GLES20.GL_FRAGMENT_SHADER
|
||||
String source //shader的脚本字符串
|
||||
)
|
||||
{
|
||||
//创建一个新shader
|
||||
int shader = GLES20.glCreateShader(shaderType);
|
||||
//若创建成功则加载shader
|
||||
if (shader != 0)
|
||||
{
|
||||
//加载shader的源代码
|
||||
GLES20.glShaderSource(shader, source);
|
||||
//编译shader
|
||||
GLES20.glCompileShader(shader);
|
||||
//存放编译成功shader数量的数组
|
||||
int[] compiled = new int[1];
|
||||
//获取Shader的编译情况
|
||||
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
|
||||
if (compiled[0] == 0)
|
||||
{//若编译失败则显示错误日志并删除此shader
|
||||
Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
|
||||
Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
|
||||
GLES20.glDeleteShader(shader);
|
||||
shader = 0;
|
||||
}
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
//创建shader程序的方法
|
||||
public static int createProgram(String vertexSource, String fragmentSource)
|
||||
{
|
||||
//加载顶点着色器
|
||||
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
|
||||
if (vertexShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
//加载片元着色器
|
||||
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
|
||||
if (pixelShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
//创建程序
|
||||
int program = GLES20.glCreateProgram();
|
||||
//若程序创建成功则向程序中加入顶点着色器与片元着色器
|
||||
if (program != 0)
|
||||
{
|
||||
//向程序中加入顶点着色器
|
||||
GLES20.glAttachShader(program, vertexShader);
|
||||
checkGlError("glAttachShader");
|
||||
//向程序中加入片元着色器
|
||||
GLES20.glAttachShader(program, pixelShader);
|
||||
checkGlError("glAttachShader");
|
||||
//链接程序
|
||||
GLES20.glLinkProgram(program);
|
||||
//存放链接成功program数量的数组
|
||||
int[] linkStatus = new int[1];
|
||||
//获取program的链接情况
|
||||
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
||||
//若链接失败则报错并删除程序
|
||||
if (linkStatus[0] != GLES20.GL_TRUE)
|
||||
{
|
||||
Log.e("ES20_ERROR", "Could not link program: ");
|
||||
Log.e("ES20_ERROR", GLES20.glGetProgramInfoLog(program));
|
||||
GLES20.glDeleteProgram(program);
|
||||
program = 0;
|
||||
}
|
||||
}
|
||||
return program;
|
||||
}
|
||||
//检查每一步操作是否有错误的方法
|
||||
public static void checkGlError(String op)
|
||||
{
|
||||
int error;
|
||||
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR)
|
||||
{
|
||||
Log.e("ES20_ERROR", op + ": glError " + error);
|
||||
throw new RuntimeException(op + ": glError " + error);
|
||||
}
|
||||
}
|
||||
//从sh脚本中加载shader内容的方法
|
||||
public static String loadFromAssetsFile(String fname,Resources r)
|
||||
{
|
||||
String result=null;
|
||||
try
|
||||
{
|
||||
InputStream in=r.getAssets().open(fname);
|
||||
int ch=0;
|
||||
ByteArrayOutputStream baos = new ByteArrayOutputStream();
|
||||
while((ch=in.read())!=-1)
|
||||
{
|
||||
baos.write(ch);
|
||||
}
|
||||
byte[] buff=baos.toByteArray();
|
||||
baos.close();
|
||||
in.close();
|
||||
result=new String(buff,"UTF-8");
|
||||
result=result.replaceAll("\\r\\n","\n");
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
package com.bn.Sample16_6;
|
||||
/*
|
||||
* 弹簧类
|
||||
*/
|
||||
public class Spring {
|
||||
|
||||
Mass mass1;//质点1
|
||||
Mass mass2;//质点2
|
||||
float springConstant;//弹性系数
|
||||
float springLength;//弹簧长度
|
||||
float frictionConstant;//摩擦系数
|
||||
|
||||
public Spring(Mass mass1, Mass mass2) {//构造器
|
||||
this.mass1 = mass1; //指定第一个质点
|
||||
this.mass2 = mass2; //指定第二个质点
|
||||
this.springConstant = Constant.springConstant;//指定弹性系数
|
||||
this.springLength = Constant.springLength;//指定弹簧长度
|
||||
this.frictionConstant = Constant.frictionConstant;//指定弹簧摩擦系数
|
||||
}
|
||||
|
||||
public void calculateSpringForce(){ //计算各个物体受力的方法
|
||||
Vector3 springVector = mass1.pos.add(mass2.pos.multiConstant(-1));//弹簧的伸长方向
|
||||
float distance = springVector.length();//两个质点间的距离
|
||||
Vector3 force;//作用力
|
||||
if(distance!=0){
|
||||
float deltaX = distance-this.springLength;//弹簧偏离平衡位置的距离
|
||||
|
||||
Vector3 normalV =springVector.multiConstant(1/distance).multiConstant(-1);//将弹簧的方向向量规格化;
|
||||
|
||||
force = normalV.multiConstant(deltaX).multiConstant(springConstant);//弹簧的拉力 = k*deltaX*dir
|
||||
|
||||
force = force.add(mass1.vel.add(mass2.vel.multiConstant(-1)).multiConstant(-frictionConstant));//计算合力
|
||||
|
||||
mass1.applyForce(force);//对第一个质点施加力
|
||||
mass2.applyForce(force.multiConstant(-1));//对第二个质点施加力
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,243 @@
|
||||
package com.bn.Sample16_6;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.util.ArrayList;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
/*
|
||||
* 木棒类
|
||||
*/
|
||||
|
||||
public class Stick {
|
||||
int mProgram;//自定义渲染管线着色器程序id
|
||||
int muMVPMatrixHandle;//总变换矩阵引用id
|
||||
int muMMatrixHandle;//位置、旋转变换矩阵
|
||||
int maCameraHandle; //摄像机位置属性引用id
|
||||
int maPositionHandle; //顶点位置属性引用id
|
||||
int maNormalHandle; //顶点法向量属性引用id
|
||||
int maColorHandle; //颜色属性引用id
|
||||
int maRedLightLocationHandle;//光源位置属性引用id
|
||||
int maGreenBlueLightLocationHandle;//光源位置属性引用id
|
||||
|
||||
String mVertexShader;//顶点着色器代码脚本
|
||||
String mFragmentShader;//片元着色器代码脚本
|
||||
static float[] mMMatrix = new float[16];//具体物体的移动旋转矩阵
|
||||
|
||||
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mNormalBuffer;//顶点纹理坐标数据缓冲
|
||||
|
||||
int vCount=0;
|
||||
float yAngle=0;//绕y轴旋转的角度
|
||||
float xAngle=0;//绕x轴旋转的角度
|
||||
float zAngle=0;//绕z轴旋转的角度
|
||||
|
||||
float length=10f;//圆柱长度
|
||||
float circle_radius=2f;//圆截环半径
|
||||
float degreespan=18f; //圆截环每一份的度数大小
|
||||
|
||||
public Stick(MySurfaceView mv,float length,float circle_radius,float degreespan)
|
||||
{
|
||||
//初始化顶点坐标数据的initVertexData方法
|
||||
initVertexData( length, circle_radius, degreespan);
|
||||
//调用初始化着色器的initShader方法
|
||||
initShader(mv);
|
||||
}
|
||||
|
||||
//初始化顶点坐标数据的initVertexData方法
|
||||
public void initVertexData(float length,float circle_radius,float degreespan)
|
||||
{
|
||||
//顶点坐标数据的初始化================begin============================
|
||||
ArrayList<Float> val=new ArrayList<Float>();//顶点存放列表
|
||||
ArrayList<Float> ial=new ArrayList<Float>();//法向量存放列表
|
||||
|
||||
this.length = length;
|
||||
this.circle_radius = circle_radius;
|
||||
this.degreespan = degreespan;
|
||||
|
||||
for(float circle_degree=360.0f;circle_degree>0.0f;circle_degree-=degreespan)//循环行
|
||||
{
|
||||
float x1 =(float)(-length/2);
|
||||
float y1=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
|
||||
float z1=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));
|
||||
|
||||
float a1=0;
|
||||
float b1=y1;
|
||||
float c1=z1;
|
||||
float l1=getVectorLength(a1, b1, c1);//模长
|
||||
a1=a1/l1;//法向量规格化
|
||||
b1=b1/l1;
|
||||
c1=c1/l1;
|
||||
|
||||
float x2 =(float)(-length/2);
|
||||
float y2=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
|
||||
float z2=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));
|
||||
|
||||
float a2=0;
|
||||
float b2=y2;
|
||||
float c2=z2;
|
||||
float l2=getVectorLength(a2, b2, c2);//模长
|
||||
a2=a2/l2;//法向量规格化
|
||||
b2=b2/l2;
|
||||
c2=c2/l2;
|
||||
|
||||
float x3 =(float)(length/2);
|
||||
float y3=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
|
||||
float z3=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));
|
||||
|
||||
float a3=0;
|
||||
float b3=y3;
|
||||
float c3=z3;
|
||||
float l3=getVectorLength(a3, b3, c3);//模长
|
||||
a3=a3/l3;//法向量规格化
|
||||
b3=b3/l3;
|
||||
c3=c3/l3;
|
||||
|
||||
float x4 =(float)(length/2);
|
||||
float y4=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
|
||||
float z4=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));
|
||||
|
||||
float a4=0;
|
||||
float b4=y4;
|
||||
float c4=z4;
|
||||
float l4=getVectorLength(a4, b4, c4);//模长
|
||||
a4=a4/l4;//法向量规格化
|
||||
b4=b4/l4;
|
||||
c4=c4/l4;
|
||||
|
||||
val.add(x1);val.add(y1);val.add(z1);//两个三角形,共6个顶点的坐标
|
||||
val.add(x2);val.add(y2);val.add(z2);
|
||||
val.add(x4);val.add(y4);val.add(z4);
|
||||
|
||||
val.add(x2);val.add(y2);val.add(z2);
|
||||
val.add(x3);val.add(y3);val.add(z3);
|
||||
val.add(x4);val.add(y4);val.add(z4);
|
||||
|
||||
ial.add(a1);ial.add(b1);ial.add(c1);//顶点对应的法向量
|
||||
ial.add(a2);ial.add(b2);ial.add(c2);
|
||||
ial.add(a4);ial.add(b4);ial.add(c4);
|
||||
|
||||
ial.add(a2);ial.add(b2);ial.add(c2);
|
||||
ial.add(a3);ial.add(b3);ial.add(c3);
|
||||
ial.add(a4);ial.add(b4);ial.add(c4);
|
||||
}
|
||||
|
||||
vCount=val.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float数组中
|
||||
float vertices[]=new float[vCount*3];
|
||||
for(int i=0;i<val.size();i++)
|
||||
{
|
||||
System.out.println("val.get(i)="+val.get(i));
|
||||
vertices[i]=val.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.asFloatBuffer();//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
|
||||
|
||||
//将alVertix中的坐标值转存到一个float数组中
|
||||
float normals[]=new float[ial.size()];
|
||||
for(int i=0;i<ial.size();i++)
|
||||
{
|
||||
normals[i]=ial.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 nbb = ByteBuffer.allocateDirect(normals.length*4);
|
||||
nbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mNormalBuffer = nbb.asFloatBuffer();//转换为int型缓冲
|
||||
mNormalBuffer.put(normals);//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
|
||||
}
|
||||
|
||||
//初始化着色器
|
||||
public void initShader(MySurfaceView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_stick.sh", mv.getResources());
|
||||
ShaderUtil.checkGlError("==ss==");
|
||||
//加载片元着色器的脚本内容
|
||||
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_stick.sh", mv.getResources());
|
||||
//基于顶点着色器与片元着色器创建程序
|
||||
ShaderUtil.checkGlError("==ss==");
|
||||
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
|
||||
//获取程序中顶点位置属性引用id
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中顶点经纬度属性引用id
|
||||
maColorHandle=GLES20.glGetAttribLocation(mProgram, "aColor");
|
||||
//获取程序中顶点法向量属性引用id
|
||||
maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");
|
||||
//获取程序中总变换矩阵引用id
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
//获取程序中摄像机位置引用id
|
||||
maCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera");
|
||||
//获取程序中光源位置引用id
|
||||
maRedLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocationRed");
|
||||
//获取位置、旋转变换矩阵引用id
|
||||
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
|
||||
}
|
||||
|
||||
public void drawSelf(float xOffset,float yOffset)
|
||||
{
|
||||
//制定使用某套shader程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
//设置沿Z轴正向位移1
|
||||
MatrixState.translate(xOffset,yOffset,0f);
|
||||
//设置绕y轴旋转
|
||||
MatrixState.rotate(yAngle,0,1,0);
|
||||
//设置绕x轴旋转
|
||||
MatrixState.rotate(xAngle,1,0,0);
|
||||
//设置绕z轴旋转
|
||||
MatrixState.rotate(zAngle,0,0,1);
|
||||
//将最终变换矩阵传入shader程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
|
||||
//将位置、旋转变换矩阵传入shader程序
|
||||
GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);
|
||||
//将摄像机位置传入shader程序
|
||||
GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);
|
||||
//将光源位置传入shader程序
|
||||
GLES20.glUniform3fv(maRedLightLocationHandle, 1, MatrixState.lightPositionFB);
|
||||
|
||||
//为画笔指定顶点位置数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//为画笔指定顶点法向量数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maNormalHandle,
|
||||
4,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mNormalBuffer
|
||||
);
|
||||
//允许顶点位置数据数组
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maNormalHandle);
|
||||
|
||||
//绘制三角形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
|
||||
//法向量规格化,求模长度
|
||||
public float getVectorLength(float x,float y,float z)
|
||||
{
|
||||
float pingfang=x*x+y*y+z*z;
|
||||
float length=(float) Math.sqrt(pingfang);
|
||||
return length;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,144 @@
|
||||
package com.bn.Sample16_6;
|
||||
|
||||
public class Vector3 {
|
||||
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
|
||||
public Vector3(){};
|
||||
|
||||
public Vector3(float x, float y, float z) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
//向量的相加
|
||||
public Vector3 add(Vector3 temp) {
|
||||
Vector3 result = new Vector3();
|
||||
result.x=this.x+temp.x;
|
||||
result.y=this.y+temp.y;
|
||||
result.z=this.z+temp.z;
|
||||
return result;
|
||||
}
|
||||
//向量相乘
|
||||
public Vector3 multiConstant(float constant) {
|
||||
Vector3 result = new Vector3();
|
||||
result.x = this.x*constant;
|
||||
result.y = this.y*constant;
|
||||
result.z = this.z*constant;
|
||||
return result;
|
||||
}
|
||||
|
||||
public void init(){
|
||||
this.x=0;
|
||||
this.y=0;
|
||||
this.z=0;
|
||||
}
|
||||
|
||||
public float length() {
|
||||
return (float) Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z);
|
||||
}
|
||||
|
||||
@Override
|
||||
public String toString(){
|
||||
return "Vector:("+this.x+","+this.y+","+this.z+")";
|
||||
}
|
||||
|
||||
public Vector3 copy(){
|
||||
return new Vector3(this.x,this.y,this.z);
|
||||
}
|
||||
|
||||
//计算叉积--v1叉乘v2
|
||||
public static double[] getCJ(double[] v1,double[] v2){
|
||||
double[] result = new double[3];
|
||||
result[0]=v1[1]*v2[2]-v1[2]*v2[1];
|
||||
result[1]=v1[2]*v2[0]-v1[0]*v2[2];
|
||||
result[2]=v1[0]*v2[1]-v1[1]*v2[0];
|
||||
return result;
|
||||
}
|
||||
|
||||
public static int compare(double x,double y){
|
||||
if(Math.abs(x-y)<0.000001){
|
||||
return 0;
|
||||
}else if(x-y>0.000001){
|
||||
return 1;
|
||||
}else{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
//计算两个向量的夹角--结果为度
|
||||
public static double getAngleBetweenTwoVector(double[] vector1,double[] vector2){
|
||||
double angle=0;
|
||||
double DJ = vector1[0]*vector2[0]+vector1[1]*vector2[1]+vector1[2]*vector2[2];//计算点积
|
||||
double mode = getMode(vector1)*getMode(vector2);//求向量模的积
|
||||
double cosa = DJ/mode;
|
||||
if(compare(cosa,1)==0){
|
||||
return 0;
|
||||
}
|
||||
angle = Math.toDegrees(Math.acos(cosa));
|
||||
return angle;
|
||||
}
|
||||
//求向量的模
|
||||
public static double getMode(double[] vector){
|
||||
return Math.sqrt(vector[0]*vector[0]+vector[1]*vector[1]+vector[2]*vector[2]);
|
||||
}
|
||||
|
||||
//变换坐标系--是x轴变换到指定向量的位置
|
||||
public static void moveXToSomeVector(double[] vector){
|
||||
double x[]={1,0,0};
|
||||
double angle = getAngleBetweenTwoVector(x,vector);//vector与x轴的夹角
|
||||
//通过x与vector的叉积计算出旋转轴的向量
|
||||
double pivot[] = getCJ(x,vector);
|
||||
MatrixState.rotate((float)angle, (float)pivot[0], (float)pivot[1],(float)pivot[2]);
|
||||
}
|
||||
|
||||
public static Vector3 yRotate(double angle,double[] gVector)
|
||||
{
|
||||
double[][] matrix=//绕y轴旋转变换矩阵
|
||||
{
|
||||
{Math.cos(angle),0,-Math.sin(angle),0},
|
||||
{0,1,0,0},
|
||||
{Math.sin(angle),0,Math.cos(angle),0},
|
||||
{0,0,0,1}
|
||||
};
|
||||
|
||||
double[] tempDot={gVector[0],gVector[1],gVector[2],gVector[3]};
|
||||
for(int j=0;j<4;j++)
|
||||
{
|
||||
gVector[j]=(tempDot[0]*matrix[0][j]+tempDot[1]*matrix[1][j]+
|
||||
tempDot[2]*matrix[2][j]+tempDot[3]*matrix[3][j]);
|
||||
}
|
||||
|
||||
return new Vector3((float)gVector[0],(float)gVector[1],(float)gVector[2]);
|
||||
}
|
||||
|
||||
//angle为弧度 gVector 为重力向量[x,y,z,1]
|
||||
//返回值为旋转后的向量
|
||||
public static Vector3 zRotate(double angle,double[] gVector)
|
||||
{
|
||||
double[][] matrix=//绕z轴旋转变换矩阵
|
||||
{
|
||||
{Math.cos(angle),Math.sin(angle),0,0},
|
||||
{-Math.sin(angle),Math.cos(angle),0,0},
|
||||
{0,0,1,0},
|
||||
{0,0,0,1}
|
||||
};
|
||||
|
||||
double[] tempDot={gVector[0],gVector[1],gVector[2],gVector[3]};
|
||||
for(int j=0;j<4;j++)
|
||||
{
|
||||
gVector[j]=(tempDot[0]*matrix[0][j]+tempDot[1]*matrix[1][j]+
|
||||
tempDot[2]*matrix[2][j]+tempDot[3]*matrix[3][j]);
|
||||
}
|
||||
|
||||
return new Vector3((float)gVector[0],(float)gVector[1],(float)gVector[2]);
|
||||
}
|
||||
|
||||
public Vector3 normal(){
|
||||
float module = (float) Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z);
|
||||
return new Vector3(this.x/module,this.y/module,this.z/module);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user