初次提交
This commit is contained in:
9
第17章 游戏的心脏——物理引擎/Sample17_5/.classpath
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9
第17章 游戏的心脏——物理引擎/Sample17_5/.classpath
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||||
<?xml version="1.0" encoding="UTF-8"?>
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||||
<classpath>
|
||||
<classpathentry kind="src" path="src"/>
|
||||
<classpathentry kind="src" path="gen"/>
|
||||
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
|
||||
<classpathentry kind="lib" path="lib/jbullet.jar"/>
|
||||
<classpathentry kind="lib" path="lib/vecmath.jar"/>
|
||||
<classpathentry kind="output" path="bin"/>
|
||||
</classpath>
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||||
33
第17章 游戏的心脏——物理引擎/Sample17_5/.project
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第17章 游戏的心脏——物理引擎/Sample17_5/.project
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||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<projectDescription>
|
||||
<name>Sample17_5</name>
|
||||
<comment></comment>
|
||||
<projects>
|
||||
</projects>
|
||||
<buildSpec>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>org.eclipse.jdt.core.javabuilder</name>
|
||||
<arguments>
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||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
</buildSpec>
|
||||
<natures>
|
||||
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
|
||||
<nature>org.eclipse.jdt.core.javanature</nature>
|
||||
</natures>
|
||||
</projectDescription>
|
||||
18
第17章 游戏的心脏——物理引擎/Sample17_5/AndroidManifest.xml
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第17章 游戏的心脏——物理引擎/Sample17_5/AndroidManifest.xml
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||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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||||
package="com.bn.Sample17_5"
|
||||
android:versionCode="1"
|
||||
android:versionName="1.0">
|
||||
<application android:icon="@drawable/icon" android:label="@string/app_name">
|
||||
<activity android:name="com.bn.Sample17_5.Sample17_5_Activity"
|
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android:label="@string/app_name">
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
</intent-filter>
|
||||
</activity>
|
||||
|
||||
</application>
|
||||
<uses-sdk android:minSdkVersion="8" />
|
||||
|
||||
</manifest>
|
||||
8
第17章 游戏的心脏——物理引擎/Sample17_5/assets/frag.sh
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8
第17章 游戏的心脏——物理引擎/Sample17_5/assets/frag.sh
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||||
precision mediump float;
|
||||
varying vec2 vTextureCoord;//接收从顶点着色器过来的参数
|
||||
uniform sampler2D sTexture;//纹理内容数据
|
||||
void main()
|
||||
{
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||||
//给此片元颜色值
|
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gl_FragColor = texture2D(sTexture, vTextureCoord);
|
||||
}
|
||||
12
第17章 游戏的心脏——物理引擎/Sample17_5/assets/vertex.sh
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12
第17章 游戏的心脏——物理引擎/Sample17_5/assets/vertex.sh
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|
||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
uniform mat4 uMMatrix; //变换矩阵
|
||||
uniform vec3 uCamera; //摄像机位置
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
attribute vec2 aTexCoor; //顶点纹理坐标
|
||||
varying vec2 vTextureCoord;
|
||||
void main()
|
||||
{
|
||||
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
|
||||
//将顶点的纹理坐标传给片元着色器
|
||||
vTextureCoord=aTexCoor;
|
||||
}
|
||||
BIN
第17章 游戏的心脏——物理引擎/Sample17_5/bin/Sample17_5.apk
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/Sample17_5.apk
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/classes.dex
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/classes.dex
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/Constant.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/Constant.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/Cuboid.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/Cuboid.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R$attr.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R$attr.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R$layout.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R$layout.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R$string.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R$string.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/R.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/SYSUtil.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/SYSUtil.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/TexRect.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/com/bn/Sample17_5/TexRect.class
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/resources.ap_
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第17章 游戏的心脏——物理引擎/Sample17_5/bin/resources.ap_
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11
第17章 游戏的心脏——物理引擎/Sample17_5/default.properties
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第17章 游戏的心脏——物理引擎/Sample17_5/default.properties
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|
||||
# This file is automatically generated by Android Tools.
|
||||
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
|
||||
#
|
||||
# This file must be checked in Version Control Systems.
|
||||
#
|
||||
# To customize properties used by the Ant build system use,
|
||||
# "build.properties", and override values to adapt the script to your
|
||||
# project structure.
|
||||
|
||||
# Project target.
|
||||
target=android-8
|
||||
26
第17章 游戏的心脏——物理引擎/Sample17_5/gen/com/bn/Sample17_5/R.java
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第17章 游戏的心脏——物理引擎/Sample17_5/gen/com/bn/Sample17_5/R.java
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|
||||
/* AUTO-GENERATED FILE. DO NOT MODIFY.
|
||||
*
|
||||
* This class was automatically generated by the
|
||||
* aapt tool from the resource data it found. It
|
||||
* should not be modified by hand.
|
||||
*/
|
||||
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
public final class R {
|
||||
public static final class attr {
|
||||
}
|
||||
public static final class drawable {
|
||||
public static final int floor=0x7f020000;
|
||||
public static final int icon=0x7f020001;
|
||||
public static final int wood_bin0=0x7f020002;
|
||||
public static final int wood_bin1=0x7f020003;
|
||||
}
|
||||
public static final class layout {
|
||||
public static final int main=0x7f030000;
|
||||
}
|
||||
public static final class string {
|
||||
public static final int app_name=0x7f040001;
|
||||
public static final int hello=0x7f040000;
|
||||
}
|
||||
}
|
||||
91
第17章 游戏的心脏——物理引擎/Sample17_5/hs_err_pid6676.log
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91
第17章 游戏的心脏——物理引擎/Sample17_5/hs_err_pid6676.log
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|
||||
#
|
||||
# An unexpected error has been detected by Java Runtime Environment:
|
||||
#
|
||||
# Internal Error (434C41535326494C453041525345520E4350500B65), pid=6676, tid=5304
|
||||
#
|
||||
# Java VM: Java HotSpot(TM) Client VM (1.6.0_02-b06 mixed mode)
|
||||
# If you would like to submit a bug report, please visit:
|
||||
# http://java.sun.com/webapps/bugreport/crash.jsp
|
||||
#
|
||||
|
||||
--------------- T H R E A D ---------------
|
||||
|
||||
Current thread (0x003f6c00): JavaThread "Unknown thread" [_thread_in_vm, id=5304]
|
||||
|
||||
Stack: [0x008d0000,0x00920000)
|
||||
[error occurred during error reporting, step 110, id 0xc00000fd]
|
||||
|
||||
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
|
||||
C [javaw.exe+0xc4fc]
|
||||
C [javaw.exe+0x81b5]
|
||||
C [kernel32.dll+0xb729]
|
||||
|
||||
|
||||
--------------- P R O C E S S ---------------
|
||||
|
||||
Java Threads: ( => current thread )
|
||||
|
||||
Other Threads:
|
||||
|
||||
VM state:not at safepoint (not fully initilizated)
|
||||
|
||||
VM Mutex/Monitor currently owned by a thread: None
|
||||
|
||||
Heap
|
||||
def new generation total 960K, used 0K [0x029d0000, 0x02ad0000, 0x02eb0000)
|
||||
eden space 896K, 0% used [0x029d0000, 0x029d0000, 0x02ab0000)
|
||||
from space 64K, 0% used [0x02ab0000, 0x02ab0000, 0x02ac0000)
|
||||
to space 64K, 0% used [0x02ac0000, 0x02ac0000, 0x02ad0000)
|
||||
tenured generation total 4096K, used 0K [0x02eb0000, 0x032b0000, 0x069d0000)
|
||||
the space 4096K, 0% used [0x02eb0000, 0x02eb0000, 0x02eb0200, 0x032b0000)
|
||||
compacting perm gen total 12288K, used 99K [0x069d0000, 0x075d0000, 0x0a9d0000)
|
||||
the space 12288K, 0% used [0x069d0000, 0x069e8d40, 0x069e8e00, 0x075d0000)
|
||||
No shared spaces configured.
|
||||
|
||||
Dynamic libraries:
|
||||
0x00400000 - 0x00423000 D:\java\jdk1.6.0_02\bin\javaw.exe
|
||||
0x7c920000 - 0x7c9b6000 C:\WINDOWS\system32\ntdll.dll
|
||||
0x7c800000 - 0x7c91e000 C:\WINDOWS\system32\kernel32.dll
|
||||
0x77da0000 - 0x77e49000 C:\WINDOWS\system32\ADVAPI32.dll
|
||||
0x77e50000 - 0x77ee3000 C:\WINDOWS\system32\RPCRT4.dll
|
||||
0x77fc0000 - 0x77fd1000 C:\WINDOWS\system32\Secur32.dll
|
||||
0x77d10000 - 0x77da0000 C:\WINDOWS\system32\USER32.dll
|
||||
0x77ef0000 - 0x77f39000 C:\WINDOWS\system32\GDI32.dll
|
||||
0x76300000 - 0x7631d000 C:\WINDOWS\system32\IMM32.DLL
|
||||
0x62c20000 - 0x62c29000 C:\WINDOWS\system32\LPK.DLL
|
||||
0x73fa0000 - 0x7400b000 C:\WINDOWS\system32\USP10.dll
|
||||
0x7c340000 - 0x7c396000 D:\java\jdk1.6.0_02\jre\bin\msvcr71.dll
|
||||
0x6d870000 - 0x6dab9000 D:\java\jdk1.6.0_02\jre\bin\client\jvm.dll
|
||||
0x76b10000 - 0x76b3a000 C:\WINDOWS\system32\WINMM.dll
|
||||
0x6d3c0000 - 0x6d3c8000 D:\java\jdk1.6.0_02\jre\bin\hpi.dll
|
||||
0x76bc0000 - 0x76bcb000 C:\WINDOWS\system32\PSAPI.DLL
|
||||
0x6d820000 - 0x6d82c000 D:\java\jdk1.6.0_02\jre\bin\verify.dll
|
||||
0x6d460000 - 0x6d47f000 D:\java\jdk1.6.0_02\jre\bin\java.dll
|
||||
0x6d860000 - 0x6d86f000 D:\java\jdk1.6.0_02\jre\bin\zip.dll
|
||||
|
||||
VM Arguments:
|
||||
jvm_args: -Dfile.encoding=GBK -Xbootclasspath:D:\android-sdk-windows\platforms\android-8\android.jar
|
||||
java_command: com.JointResearch_1.HelloWorld
|
||||
Launcher Type: SUN_STANDARD
|
||||
|
||||
Environment Variables:
|
||||
JAVA_HOME=D:\java\jdk1.6.0_02
|
||||
CLASSPATH=.;D:\android-sdk-windows\tools;D:\java\jdk1.6.0_02\BIN;C:\oracle\product\10.2.0\db_1\jdbc\lib\ojdbc14.jar;C:\oracle\product\10.2.0\db_1\jdbc\lib\nls_charset12.jar;
|
||||
|
||||
PATH=D:/java/jdk1.6.0_02/bin/../jre/bin/client;D:/java/jdk1.6.0_02/bin/../jre/bin;D:/java/jdk1.6.0_02/bin/../jre/lib/i386;D:\android-sdk-windows_2_2Update\android-sdk-windows\tools;D:\java\jdk1.6.0_02\bin;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\ASUS Security Center\ASUS Security Protect Manager\bin;C:\Program Files\Common Files\Thunder Network\KanKan\Codecs;E:\powerBuilder\win32;E:\Shared\win32;E:\Shared\Sybase Central 4.1;E:\powerBuilder\sybase\PowerDynamo\win32;E:\powerBuilder\Shared\PowerBuilder;E:\powerBuilder\Shared\Web Targets;C:\Program Files\Microsoft SQL Server\80\Tools\BINN;d:\CTEX\UserData\miktex\bin;d:\CTEX\MiKTeX\miktex\bin;d:\CTEX\CTeX\ctex\bin;d:\CTEX\CTeX\cct\bin;d:\CTEX\CTeX\ty\bin;d:\CTEX\Ghostscript\gs9.00\bin;d:\CTEX\GSview\gsview;d:\CTEX\WinEdt;C:\Program Files\Common Files\Autodesk Shared\;C:\Program Files\backburner 2\;C:\Program Files\Autodesk\Backburner\;C:\Program Files\MySQL\MySQL Server 5.0\bin;C:\Program Files\Cesoft\Excel Server2010;C:\Program Files\Cesoft\Excel Server2010;F:\cpp\Tools\WinNT;F:\cpp\MSDev98\Bin;F:\cpp\Tools;F:\VC98\bin
|
||||
USERNAME=WADE
|
||||
OS=Windows_NT
|
||||
PROCESSOR_IDENTIFIER=x86 Family 6 Model 15 Stepping 13, GenuineIntel
|
||||
|
||||
|
||||
|
||||
--------------- S Y S T E M ---------------
|
||||
|
||||
OS: Windows XP Build 2600 Service Pack 3
|
||||
|
||||
CPU:total 2 (2 cores per cpu, 1 threads per core) family 6 model 15 stepping 13, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3
|
||||
|
||||
Memory: 4k page, physical 2096304k(851556k free), swap 4038148k(2667328k free)
|
||||
|
||||
vm_info: Java HotSpot(TM) Client VM (1.6.0_02-b06) for windows-x86, built on Jul 12 2007 01:16:14 by "java_re" with unknown MS VC++:1310
|
||||
|
||||
BIN
第17章 游戏的心脏——物理引擎/Sample17_5/lib/jbullet.jar
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第17章 游戏的心脏——物理引擎/Sample17_5/lib/jbullet.jar
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第17章 游戏的心脏——物理引擎/Sample17_5/lib/vecmath.jar
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第17章 游戏的心脏——物理引擎/Sample17_5/lib/vecmath.jar
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-hdpi/icon.png
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-hdpi/icon.png
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After Width: | Height: | Size: 4.0 KiB |
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-ldpi/icon.png
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-ldpi/icon.png
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After Width: | Height: | Size: 1.7 KiB |
BIN
第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/floor.jpg
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/floor.jpg
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After Width: | Height: | Size: 40 KiB |
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/icon.png
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/icon.png
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After Width: | Height: | Size: 2.5 KiB |
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/wood_bin0.png
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/wood_bin0.png
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After Width: | Height: | Size: 22 KiB |
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/wood_bin1.jpg
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第17章 游戏的心脏——物理引擎/Sample17_5/res/drawable-mdpi/wood_bin1.jpg
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After Width: | Height: | Size: 34 KiB |
12
第17章 游戏的心脏——物理引擎/Sample17_5/res/layout/main.xml
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12
第17章 游戏的心脏——物理引擎/Sample17_5/res/layout/main.xml
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|
||||
<?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"
|
||||
>
|
||||
<TextView
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="@string/hello"
|
||||
/>
|
||||
</LinearLayout>
|
||||
5
第17章 游戏的心脏——物理引擎/Sample17_5/res/values/strings.xml
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5
第17章 游戏的心脏——物理引擎/Sample17_5/res/values/strings.xml
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|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="hello">Hello World, MainActivity!</string>
|
||||
<string name="app_name">Sample17_5</string>
|
||||
</resources>
|
||||
@@ -0,0 +1,15 @@
|
||||
package com.bn.Sample17_5;
|
||||
public class Constant {
|
||||
|
||||
public static final float halfX=0.2f;//长方体的半高度
|
||||
public static final float halfY=6f;//长方体的半宽度
|
||||
public static final float halfZ=4f;//长方体的半长度
|
||||
public static final float groundHeight=-2f;//长方体的半长度
|
||||
|
||||
public static final float LEG_MASS=1f;//腿的质量
|
||||
|
||||
public static float cx=15;//摄像机位置XYZ坐标
|
||||
public static float cy=0;
|
||||
public static float cz=0;
|
||||
public static float yAngle=0;
|
||||
}
|
||||
113
第17章 游戏的心脏——物理引擎/Sample17_5/src/com/bn/Sample17_5/Cuboid.java
Normal file
113
第17章 游戏的心脏——物理引擎/Sample17_5/src/com/bn/Sample17_5/Cuboid.java
Normal file
@@ -0,0 +1,113 @@
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
import javax.vecmath.Quat4f;
|
||||
import javax.vecmath.Vector3f;
|
||||
import com.bulletphysics.collision.shapes.CollisionShape;
|
||||
import com.bulletphysics.dynamics.DiscreteDynamicsWorld;
|
||||
import com.bulletphysics.dynamics.RigidBody;
|
||||
import com.bulletphysics.dynamics.RigidBodyConstructionInfo;
|
||||
import com.bulletphysics.linearmath.DefaultMotionState;
|
||||
import com.bulletphysics.linearmath.Transform;
|
||||
|
||||
public class Cuboid {
|
||||
|
||||
TexRect frontBackRect;//前后的长方形
|
||||
TexRect topBottomRect;//上下的长方形
|
||||
TexRect leftRightRect;//左右的长方形
|
||||
float halfX;
|
||||
float halfY;
|
||||
float halfZ;
|
||||
|
||||
RigidBody body;
|
||||
|
||||
public Cuboid
|
||||
(
|
||||
DiscreteDynamicsWorld dynamicsWorld,CollisionShape boxShape,
|
||||
float mass,
|
||||
float cx,float cy,float cz,
|
||||
MySurfaceView mv,
|
||||
float halfX, //x
|
||||
float halfY, //y
|
||||
float halfZ //z
|
||||
){
|
||||
this.halfX=halfX;
|
||||
this.halfY = halfY;
|
||||
this.halfZ = halfZ;
|
||||
frontBackRect = new TexRect(mv,1,halfX,halfY);
|
||||
topBottomRect = new TexRect(mv,1,halfX,halfZ);
|
||||
leftRightRect = new TexRect(mv,1,halfZ,halfY);
|
||||
boolean isDynamic = (mass!=0);
|
||||
Vector3f localInertia = new Vector3f(0,0,0);
|
||||
if(isDynamic){
|
||||
boxShape.calculateLocalInertia(mass, localInertia);
|
||||
}
|
||||
Transform transform = new Transform();
|
||||
transform.setIdentity();
|
||||
transform.origin.set(new Vector3f(cx,cy,cz));
|
||||
DefaultMotionState myMotionState = new DefaultMotionState(transform);
|
||||
RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo
|
||||
(
|
||||
mass, myMotionState, boxShape, localInertia
|
||||
);
|
||||
body = new RigidBody(rbInfo);
|
||||
body.setRestitution(0.6f);
|
||||
body.setFriction(0.8f);
|
||||
dynamicsWorld.addRigidBody(body);
|
||||
}
|
||||
|
||||
public void drawSelf(int texId){
|
||||
|
||||
MatrixState.pushMatrix();
|
||||
Transform trans = body.getMotionState().getWorldTransform(new Transform());
|
||||
MatrixState.translate(trans.origin.x,trans.origin.y, trans.origin.z);
|
||||
Quat4f ro=trans.getRotation(new Quat4f());
|
||||
if(ro.x!=0||ro.y!=0||ro.z!=0)
|
||||
{
|
||||
float[] fa=SYSUtil.fromSYStoAXYZ(ro);
|
||||
MatrixState.rotate(fa[0], fa[1], fa[2], fa[3]);
|
||||
}
|
||||
|
||||
//绘制上面
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, halfY, 0);
|
||||
MatrixState.rotate(-90, 1, 0, 0);
|
||||
topBottomRect.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
|
||||
//绘制下面
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, -halfY, 0);
|
||||
MatrixState.rotate(90, 1, 0, 0);
|
||||
topBottomRect.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
|
||||
//绘制左面
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(-halfX, 0, 0);
|
||||
MatrixState.rotate(-90, 0, 1, 0);
|
||||
leftRightRect.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
|
||||
//绘制右面
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(halfX, 0, 0);
|
||||
MatrixState.rotate(90, 0, 1, 0);
|
||||
leftRightRect.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
|
||||
//绘制前面
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, 0, halfZ);
|
||||
frontBackRect.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
|
||||
//绘制后面
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, 0, -halfZ);
|
||||
MatrixState.rotate(180, 0, 1, 0);
|
||||
frontBackRect.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,162 @@
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.util.Stack;
|
||||
|
||||
import android.opengl.Matrix;
|
||||
|
||||
//存储系统矩阵状态的类
|
||||
public class MatrixState
|
||||
{
|
||||
private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
|
||||
private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
|
||||
static float[] mMVPMatrix;//最后起作用的总变换矩阵
|
||||
public static float[] lightLocationRed=new float[]{0,0,0};//红色定位光光源位置
|
||||
public static float[] lightLocationGreenBlue=new float[]{0,0,0};//天蓝色定位光光源位置
|
||||
public static FloatBuffer cameraFB;
|
||||
public static FloatBuffer lightPositionFBRed;
|
||||
public static FloatBuffer lightPositionFBGreenBlue;
|
||||
|
||||
//设置摄像机
|
||||
public static void setCamera
|
||||
(
|
||||
float cx, //摄像机位置x
|
||||
float cy, //摄像机位置y
|
||||
float cz, //摄像机位置z
|
||||
float tx, //摄像机目标点x
|
||||
float ty, //摄像机目标点y
|
||||
float tz, //摄像机目标点z
|
||||
float upx, //摄像机UP向量X分量
|
||||
float upy, //摄像机UP向量Y分量
|
||||
float upz //摄像机UP向量Z分量
|
||||
)
|
||||
{
|
||||
Matrix.setLookAtM
|
||||
(
|
||||
mVMatrix,
|
||||
0,
|
||||
cx,
|
||||
cy,
|
||||
cz,
|
||||
tx,
|
||||
ty,
|
||||
tz,
|
||||
upx,
|
||||
upy,
|
||||
upz
|
||||
);
|
||||
|
||||
float[] cameraLocation=new float[3];//摄像机位置
|
||||
cameraLocation[0]=cx;
|
||||
cameraLocation[1]=cy;
|
||||
cameraLocation[2]=cz;
|
||||
|
||||
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
cameraFB=llbb.asFloatBuffer();
|
||||
cameraFB.put(cameraLocation);
|
||||
cameraFB.position(0);
|
||||
}
|
||||
|
||||
//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
|
||||
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
|
||||
public static float[] getFinalMatrix()
|
||||
{
|
||||
float[] mMVPMatrix=new float[16];
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
|
||||
return mMVPMatrix;
|
||||
}
|
||||
|
||||
//设置红色灯光位置的方法
|
||||
public static void setLightLocationRed(float x,float y,float z)
|
||||
{
|
||||
lightLocationRed[0]=x;
|
||||
lightLocationRed[1]=y;
|
||||
lightLocationRed[2]=z;
|
||||
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
lightPositionFBRed=llbb.asFloatBuffer();
|
||||
lightPositionFBRed.put(lightLocationRed);
|
||||
lightPositionFBRed.position(0);
|
||||
}
|
||||
|
||||
//设置天蓝色灯光位置的方法
|
||||
public static void setLightLocationGreenBlue(float x,float y,float z)
|
||||
{
|
||||
lightLocationGreenBlue[0]=x;
|
||||
lightLocationGreenBlue[1]=y;
|
||||
lightLocationGreenBlue[2]=z;
|
||||
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
lightPositionFBGreenBlue=llbb.asFloatBuffer();
|
||||
lightPositionFBGreenBlue.put(lightLocationGreenBlue);
|
||||
lightPositionFBGreenBlue.position(0);
|
||||
}
|
||||
|
||||
public static Stack<float[]> mStack=new Stack<float[]>();//保护变换矩阵的栈
|
||||
static float[] currMatrix;//当前变换矩阵
|
||||
|
||||
public static void setInitStack()//获取不变换初始矩阵
|
||||
{
|
||||
currMatrix=new float[16];
|
||||
Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
|
||||
}
|
||||
|
||||
public static void pushMatrix()//保护变换矩阵
|
||||
{
|
||||
mStack.push(currMatrix.clone());
|
||||
}
|
||||
|
||||
public static void popMatrix()//恢复变换矩阵
|
||||
{
|
||||
currMatrix=mStack.pop();
|
||||
}
|
||||
|
||||
public static void translate(float x,float y,float z)//设置沿xyz轴移动
|
||||
{
|
||||
Matrix.translateM(currMatrix, 0, x, y, z);
|
||||
}
|
||||
|
||||
public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴移动
|
||||
{
|
||||
Matrix.rotateM(currMatrix,0,angle,x,y,z);
|
||||
}
|
||||
|
||||
//插入自带矩阵
|
||||
public static void matrix(float[] self)
|
||||
{
|
||||
float[] result=new float[16];
|
||||
Matrix.multiplyMM(result,0,currMatrix,0,self,0);
|
||||
currMatrix=result;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,237 @@
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import javax.vecmath.Vector3f;
|
||||
import android.content.Context;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.BitmapFactory;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLUtils;
|
||||
import android.view.MotionEvent;
|
||||
import com.bn.Sample17_5.R;
|
||||
import com.bulletphysics.BulletGlobals;
|
||||
import com.bulletphysics.collision.broadphase.AxisSweep3;
|
||||
import com.bulletphysics.collision.dispatch.CollisionConfiguration;
|
||||
import com.bulletphysics.collision.dispatch.CollisionDispatcher;
|
||||
import com.bulletphysics.collision.dispatch.DefaultCollisionConfiguration;
|
||||
import com.bulletphysics.collision.shapes.BoxShape;
|
||||
import com.bulletphysics.collision.shapes.CollisionShape;
|
||||
import com.bulletphysics.dynamics.DiscreteDynamicsWorld;
|
||||
import com.bulletphysics.dynamics.RigidBody;
|
||||
import com.bulletphysics.dynamics.constraintsolver.HingeConstraint;
|
||||
import com.bulletphysics.dynamics.constraintsolver.SequentialImpulseConstraintSolver;
|
||||
import com.bulletphysics.linearmath.Clock;
|
||||
import com.bulletphysics.linearmath.MatrixUtil;
|
||||
import com.bulletphysics.linearmath.Transform;
|
||||
import static com.bn.Sample17_5.Constant.*;
|
||||
|
||||
public class MySurfaceView extends GLSurfaceView {
|
||||
|
||||
DiscreteDynamicsWorld dynamicsWorld;//物理世界
|
||||
CollisionShape boxShape;//盒子碰撞形状
|
||||
HingeConstraint constraint;//铰链关节
|
||||
private float time;//时间量
|
||||
private float cyclePeriod; //周期
|
||||
private float muscleStrength;//关节力
|
||||
Clock clock = new Clock();//时钟
|
||||
private float mPreviousY;//上次的触控位置Y坐标
|
||||
private float mPreviousX;//上次的触控位置X坐标
|
||||
boolean flag=true;//循环控制标志
|
||||
MyRenderer renderer; //渲染器
|
||||
|
||||
public MySurfaceView(Context context) {
|
||||
super(context);
|
||||
this.setEGLContextClientVersion(2);
|
||||
renderer = new MyRenderer();//创建渲染器
|
||||
this.setRenderer(renderer);//设置渲染器
|
||||
this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式
|
||||
initWorld();
|
||||
time = 0.0f;
|
||||
cyclePeriod = 3000.0f; //设置周期
|
||||
muscleStrength = 5f;//设置关节力
|
||||
}
|
||||
@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X位移
|
||||
if(Math.abs(dx)>10)
|
||||
{
|
||||
yAngle += dx /100;//设置纹理圆球绕y轴旋转的角度
|
||||
cx=(float) (Math.cos(yAngle)*15);
|
||||
cz=(float) (Math.sin(yAngle)*15);
|
||||
}
|
||||
if(Math.abs(dy)>10)
|
||||
{
|
||||
cy=cy+dy/10;
|
||||
if(cy>15)
|
||||
{
|
||||
cy=15;
|
||||
}
|
||||
else if(cy<-15)
|
||||
{
|
||||
cy=-15;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
mPreviousY = y;//记录触控笔位置
|
||||
mPreviousX = x;//记录触控笔位置
|
||||
return true;
|
||||
}
|
||||
public void initWorld(){//初始化物理世界
|
||||
CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
|
||||
CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
|
||||
Vector3f worldAabbMin = new Vector3f(-10000, -10000, -10000);
|
||||
Vector3f worldAabbMax = new Vector3f(10000, 10000, 10000);
|
||||
int maxProxies = 1024;
|
||||
AxisSweep3 overlappingPairCache =new AxisSweep3(worldAabbMin, worldAabbMax, maxProxies);
|
||||
SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();
|
||||
dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver,collisionConfiguration);
|
||||
dynamicsWorld.setGravity(new Vector3f(0, -10, 0));
|
||||
boxShape=new BoxShape(new Vector3f(halfX,halfY,halfZ));
|
||||
}
|
||||
private class MyRenderer implements GLSurfaceView.Renderer{
|
||||
Cuboid door1; //门1
|
||||
Cuboid door2; //门2
|
||||
int activeTexId;//门的纹理id
|
||||
@Override
|
||||
public void onDrawFrame(GL10 gl) {
|
||||
|
||||
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT|GLES20.GL_COLOR_BUFFER_BIT);//清空缓存
|
||||
float ms = getDeltaTimeMicroseconds();//获取两帧的时间间隔
|
||||
time+=ms;//时间递增
|
||||
float preAngle = constraint.getHingeAngle();//获取关节上一时刻的角度
|
||||
//求得公式1中需要的x
|
||||
float x=(((int)(time / 1000) % (int)(cyclePeriod)) / cyclePeriod)*BulletGlobals.SIMD_2_PI;
|
||||
//根据公式1求出y
|
||||
float y= 0.5f * (1.0f + (float)Math.sin(x));
|
||||
//计算出当前旋转角度
|
||||
float currAngle = constraint.getLowerLimit() + y * (constraint.getUpperLimit() - constraint.getLowerLimit());
|
||||
float angleDelta = currAngle - preAngle; //计算角度差
|
||||
float desiredAngularVel = 1000000.f * angleDelta/ms;//计算此帧的角速度
|
||||
constraint.enableAngularMotor(true, desiredAngularVel, muscleStrength);//设置马达
|
||||
//调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(cx,cy,cz,0,0,0,0f,1.0f,0.0f);
|
||||
MatrixState.pushMatrix();//保护现场
|
||||
door1.drawSelf(activeTexId);//绘制门1
|
||||
door2.drawSelf(activeTexId);//绘制门2
|
||||
MatrixState.popMatrix();//恢复现场
|
||||
}
|
||||
|
||||
@Override
|
||||
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= (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, 100);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(0.0f,0.0f,0.0f, 1.0f);
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
MatrixState.setInitStack();
|
||||
activeTexId = initTexture(R.drawable.wood_bin1);
|
||||
door1 = new Cuboid(dynamicsWorld, boxShape, 0, 0, 0, 4, MySurfaceView.this,halfX,halfY,halfZ);
|
||||
door2 = new Cuboid(dynamicsWorld, boxShape, 1, 0, 0, -4, MySurfaceView.this,halfX,halfY,halfZ);
|
||||
addHingeConstraint(door1.body,door2.body);
|
||||
new Thread()
|
||||
{
|
||||
public void run()
|
||||
{
|
||||
while(flag)
|
||||
{
|
||||
try
|
||||
{
|
||||
//模拟
|
||||
dynamicsWorld.stepSimulation(1f/60.f, 5);
|
||||
Thread.sleep(20);
|
||||
} catch (Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
}.start();
|
||||
}
|
||||
}
|
||||
|
||||
public void addHingeConstraint(RigidBody rbA,RigidBody rbB){//添加铰链约束
|
||||
Transform transA = new Transform();//创建变换
|
||||
transA.setIdentity();//初始化变换
|
||||
MatrixUtil.setEulerZYX(transA.basis, BulletGlobals.SIMD_HALF_PI,0,0 );//约束旋转
|
||||
transA.origin.set(new Vector3f(0,0,-halfZ));//约束的位置
|
||||
Transform transB = new Transform();//创建变换
|
||||
transB.setIdentity();//初始化变换
|
||||
MatrixUtil.setEulerZYX(transB.basis, BulletGlobals.SIMD_HALF_PI,0,0 );//约束旋转
|
||||
transB.origin.set(new Vector3f(0,0,halfZ));
|
||||
constraint = new HingeConstraint(rbA,rbB,transA,transB);//创建约束
|
||||
constraint.setLimit(-BulletGlobals.SIMD_HALF_PI/2, BulletGlobals.SIMD_HALF_PI/2);//设置约束转动的范围
|
||||
dynamicsWorld.addConstraint(constraint, true);//将约束添加到物理世界
|
||||
}
|
||||
public int initTexture(int drawableId)//textureId
|
||||
{
|
||||
//生成纹理ID
|
||||
int[] textures = new int[1];
|
||||
GLES20.glGenTextures
|
||||
(
|
||||
1, //产生的纹理id的数量
|
||||
textures, //纹理id的数组
|
||||
0 //偏移量
|
||||
);
|
||||
int textureId=textures[0];
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);
|
||||
|
||||
//通过输入流加载图片===============begin===================
|
||||
InputStream is = this.getResources().openRawResource(drawableId);
|
||||
Bitmap bitmapTmp;
|
||||
try
|
||||
{
|
||||
bitmapTmp = BitmapFactory.decodeStream(is);
|
||||
}
|
||||
finally
|
||||
{
|
||||
try
|
||||
{
|
||||
is.close();
|
||||
}
|
||||
catch(IOException e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
//通过输入流加载图片===============end=====================
|
||||
|
||||
//实际加载纹理
|
||||
GLUtils.texImage2D
|
||||
(
|
||||
GLES20.GL_TEXTURE_2D, //纹理类型,在OpenGL ES中必须为GL10.GL_TEXTURE_2D
|
||||
0, //纹理的层次,0表示基本图像层,可以理解为直接贴图
|
||||
bitmapTmp, //纹理图像
|
||||
0 //纹理边框尺寸
|
||||
);
|
||||
bitmapTmp.recycle(); //纹理加载成功后释放图片
|
||||
|
||||
return textureId;
|
||||
}
|
||||
public float getDeltaTimeMicroseconds() {
|
||||
float dt = clock.getTimeMicroseconds();//获取从时钟创建或上次时间重置到现在的毫秒数
|
||||
clock.reset();//时钟重置
|
||||
return dt;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
import javax.vecmath.Quat4f;
|
||||
|
||||
public class SYSUtil
|
||||
{
|
||||
//将四元数转换为角度及转轴向量
|
||||
public static float[] fromSYStoAXYZ(Quat4f q4)
|
||||
{
|
||||
double sitaHalf=Math.acos(q4.w);
|
||||
float nx=(float) (q4.x/Math.sin(sitaHalf));
|
||||
float ny=(float) (q4.y/Math.sin(sitaHalf));
|
||||
float nz=(float) (q4.z/Math.sin(sitaHalf));
|
||||
|
||||
return new float[]{(float) Math.toDegrees(sitaHalf*2),nx,ny,nz};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample17_5_Activity extends Activity {
|
||||
|
||||
MySurfaceView surfaceView;
|
||||
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
this.requestWindowFeature(Window.FEATURE_NO_TITLE);//È¥µô±êÌâ
|
||||
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
|
||||
WindowManager.LayoutParams.FLAG_FULLSCREEN);//È¥µô±êÍ·
|
||||
this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);//Ç¿ÖÆºáÆÁ
|
||||
|
||||
surfaceView = new MySurfaceView(this);
|
||||
setContentView(surfaceView);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
surfaceView.onPause();
|
||||
surfaceView.flag=false;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
surfaceView.onResume();
|
||||
surfaceView.flag=true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
140
第17章 游戏的心脏——物理引擎/Sample17_5/src/com/bn/Sample17_5/TexRect.java
Normal file
140
第17章 游戏的心脏——物理引擎/Sample17_5/src/com/bn/Sample17_5/TexRect.java
Normal file
@@ -0,0 +1,140 @@
|
||||
package com.bn.Sample17_5;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
|
||||
import android.opengl.GLES20;
|
||||
|
||||
//表示纹理矩形的类(含法线贴图)
|
||||
public class TexRect
|
||||
{
|
||||
int mProgram;//自定义渲染管线程序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 maTexCoorHandle; //顶点纹理坐标属性引用id
|
||||
|
||||
int uTexHandle;//外观纹理属性引用id
|
||||
|
||||
String mVertexShader;//顶点着色器
|
||||
String mFragmentShader;//片元着色器
|
||||
|
||||
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mTextureBuffer;//顶点纹理坐标数据缓冲
|
||||
int vCount=0;
|
||||
|
||||
public TexRect(MySurfaceView mv,float size,float width,float height)
|
||||
{
|
||||
//初始化顶点坐标与着色数据
|
||||
initVertexData(size,width,height);
|
||||
//初始化shader
|
||||
intShader(mv);
|
||||
}
|
||||
|
||||
//初始化顶点坐标与纹理数据的方法
|
||||
public void initVertexData(float UNIT_SIZE,float width,float height)
|
||||
{
|
||||
//顶点坐标数据的初始化================begin============================
|
||||
vCount=6;
|
||||
float vertices[]=new float[]
|
||||
{
|
||||
-width*UNIT_SIZE,height*UNIT_SIZE,0,
|
||||
-width*UNIT_SIZE,-height*UNIT_SIZE,0,
|
||||
width*UNIT_SIZE,height*UNIT_SIZE,0,
|
||||
|
||||
-width*UNIT_SIZE,-height*UNIT_SIZE,0,
|
||||
width*UNIT_SIZE,-height*UNIT_SIZE,0,
|
||||
width*UNIT_SIZE,height*UNIT_SIZE,0
|
||||
};
|
||||
|
||||
//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
|
||||
//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============================
|
||||
|
||||
//顶点纹理数据的初始化================begin============================
|
||||
float textures[]=new float[]
|
||||
{
|
||||
0,0,0,1,1,0,
|
||||
0,1,1,1,1,0
|
||||
};
|
||||
|
||||
|
||||
//创建顶点纹理数据缓冲
|
||||
ByteBuffer tbb = ByteBuffer.allocateDirect(textures.length*4);
|
||||
tbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mTextureBuffer= tbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mTextureBuffer.put(textures);//向缓冲区中放入顶点着色数据
|
||||
mTextureBuffer.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
|
||||
//顶点纹理数据的初始化================end============================
|
||||
}
|
||||
|
||||
//初始化shader
|
||||
public void intShader(MySurfaceView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
|
||||
ShaderUtil.checkGlError("==ss==");
|
||||
//加载片元着色器的脚本内容
|
||||
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.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
|
||||
maTexCoorHandle=GLES20.glGetAttribLocation(mProgram, "aTexCoor");
|
||||
//获取程序中总变换矩阵引用id
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
//获取位置、旋转变换矩阵引用id
|
||||
}
|
||||
|
||||
public void drawSelf(int texId)
|
||||
{
|
||||
//制定使用某套shader程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
//将最终变换矩阵传入shader程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
|
||||
|
||||
//为画笔指定顶点位置数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//为画笔指定顶点纹理坐标数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maTexCoorHandle,
|
||||
2,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
2*4,
|
||||
mTextureBuffer
|
||||
);
|
||||
//允许顶点位置数据数组
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
|
||||
//绑定纹理
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
|
||||
GLES20.glUniform1i(uTexHandle, 0);
|
||||
|
||||
//绘制三角形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user