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2022-09-19 18:05:01 +08:00
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<?xml version="1.0" encoding="UTF-8"?>
<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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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>Sample17_6</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>
</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>

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.bn.Sample17_6"
android:versionCode="1"
android:versionName="1.0">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name="com.bn.Sample17_6.Sample17_6_Activity"
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>

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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()
{
//给此片元颜色值
gl_FragColor = texture2D(sTexture, vTextureCoord);
}

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precision mediump float;
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
void main()
{
vec4 mColor=vec4(0.763,0.657,0.614,0);
gl_FragColor = mColor*ambient+mColor*diffuse+mColor*specular;//¸ø´ËƬԪÑÕɫֵ
}

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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;
}

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uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
attribute vec3 aPosition; //顶点位置
uniform vec3 uLightLocation; //光源位置
uniform vec3 uCamera; //摄像机位置
attribute vec3 aNormal; //顶点法向量
//用于传递给片元着色器的变量
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
//定位光光照计算的方法
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 ambient, //环境光最终强度
inout vec4 diffuse, //散射光最终强度
inout vec4 specular, //镜面光最终强度
in vec3 lightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
ambient=lightAmbient; //直接得出环境光的最终强度
vec3 normalTarget=aPosition+normal; //计算变换后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //对法向量规格化
//计算从表面点到摄像机的向量
vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
//计算从表面点到光源位置的向量vp
vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp);//格式化vp
vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
float shininess=50.0; //粗糙度,越小越光滑
float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
specular=lightSpecular*powerFactor; //计算镜面光的最终强度
}
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
pointLight(normalize(aNormal),ambient,diffuse,specular,uLightLocation,vec4(0.1,0.1,0.1,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0));
}

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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

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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_6;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int arrow_small=0x7f020000;
public static final int icon=0x7f020001;
public static final int wood_bin1=0x7f020002;
}
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;
}
}

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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>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="hello">Hello World, MainActivity!</string>
<string name="app_name">Sample17_6</string>
</resources>

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package com.bn.Sample17_6;
import javax.vecmath.Vector3f;
public class Constant {
public static final float cubeSize=1f;//长方体的半高度
public static final float Ball_R=1f;//长方体的半长度
public static final float Ball_Height=0f;//长方体的半长度
public static final float Stick_Length=5f;//长方体的半长度
public static final float Stick_R=0.2f;//长方体的半长度
public static final float Stick_Height=4f;//长方体的半长度
public static final float Ceiling_Height=8f;//长方体的半长度
public static final float Floor_Height=-2f;//长方体的半长度
public static final float LEG_MASS=1f;//腿的质量
public static final Vector3f boxPos = new Vector3f(-3,5,5);
public static boolean keyFlag=true;
public static boolean isNumber(String str){
if(str.equals("NaN") || Float.isInfinite(Float.parseFloat(str))){
return false;
}
return true;
}
}

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package com.bn.Sample17_6;
import static com.bn.Sample17_6.Constant.isNumber;
import javax.vecmath.Quat4f;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.linearmath.Transform;
public class Cube {
TexRect rect;//正方形
float halfSize;
RigidBody body;
MySurfaceView mv;
public Cube
(
MySurfaceView mv,
float halfSize,
RigidBody body
){
this.mv=mv;
this.halfSize=halfSize;
rect = new TexRect(mv,1,halfSize,halfSize);
this.body=body;
}
public void drawSelf(int[] texIds,int index){
int texId = texIds[index];
MatrixState.pushMatrix();
MySurfaceView.init=false;
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);
if(isNumber(fa[0]+"") && isNumber(fa[1]+"") && isNumber(fa[2]+"")){
MatrixState.rotate(fa[0], fa[1], fa[2], fa[3]);
}
}
//绘制上面
MatrixState.pushMatrix();
MatrixState.translate(0, halfSize, 0);
MatrixState.rotate(-90, 1, 0, 0);
rect.drawSelf(texId);
MatrixState.popMatrix();
//绘制下面
MatrixState.pushMatrix();
MatrixState.translate(0, -halfSize, 0);
MatrixState.rotate(90, 1, 0, 0);
rect.drawSelf(texId);
MatrixState.popMatrix();
//绘制左面
MatrixState.pushMatrix();
MatrixState.translate(-halfSize, 0, 0);
MatrixState.rotate(-90, 0, 1, 0);
rect.drawSelf(texId);
MatrixState.popMatrix();
//绘制右面
MatrixState.pushMatrix();
MatrixState.translate(halfSize, 0, 0);
MatrixState.rotate(90, 0, 1, 0);
rect.drawSelf(texId);
MatrixState.popMatrix();
//绘制前面
MatrixState.pushMatrix();
MatrixState.translate(0, 0, halfSize);
rect.drawSelf(texId);
MatrixState.popMatrix();
//绘制后面
MatrixState.pushMatrix();
MatrixState.translate(0, 0, -halfSize);
MatrixState.rotate(180, 0, 1, 0);
rect.drawSelf(texId);
MatrixState.popMatrix();
MatrixState.popMatrix();
}
}

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package com.bn.Sample17_6;
import static com.bn.Sample17_6.Constant.*;
public class KeyThread extends Thread //监听键盘状态的线程
{
MySurfaceView mv;
public KeyThread(MySurfaceView mv)
{
this.mv=mv;
}
public void run()
{
while(keyFlag)
{
if((MySurfaceView.keyState&0x1)!=0)
{//有UP键按下
mv.slideFB(1);
}
else if((MySurfaceView.keyState&0x2)!=0)
{//有down键按下
mv.slideFB(-1);
}
if((MySurfaceView.keyState&0x4)!=0)
{//有left键按下
mv.slideLR(-1);
}
else if((MySurfaceView.keyState&0x8)!=0)
{//有right键按下
mv.slideLR(1);
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}

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package com.bn.Sample17_6;
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;
}
//用于一帧内的摄像机矩阵
private static float[] mVMatrixForSpecFrame = new float[16];//摄像机位置朝向9参数矩阵
public static void copyMVMatrix()
{
for(int i=0;i<16;i++)
{
mVMatrixForSpecFrame[i]=mVMatrix[i];
}
}
}

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package com.bn.Sample17_6;
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_6.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.collision.shapes.CylinderShape;
import com.bulletphysics.collision.shapes.CylinderShapeX;
import com.bulletphysics.collision.shapes.CylinderShapeZ;
import com.bulletphysics.dynamics.DiscreteDynamicsWorld;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.dynamics.constraintsolver.SequentialImpulseConstraintSolver;
import com.bulletphysics.dynamics.constraintsolver.SliderConstraint;
import com.bulletphysics.linearmath.MatrixUtil;
import com.bulletphysics.linearmath.Transform;
import static com.bn.Sample17_6.Constant.*;
public class MySurfaceView extends GLSurfaceView {
DiscreteDynamicsWorld dynamicsWorld;
CollisionShape boxShape;
CollisionShape stickShape;
CollisionShape stickFBSliderShape;
CollisionShape stickLRSliderShape;
//刚体
RigidBodyHelper cubeBody;
RigidBodyHelper stickFBSliderBody;
RigidBodyHelper stickLRFSliderBody;
RigidBodyHelper stickLRNSliderBody;
//添加滑动约束
SliderConstraint sliderFB;
SliderConstraint sliderLRF;//远端的横向轴
SliderConstraint sliderLRN;//近端的横向轴
SliderConstraint[] sliders=new SliderConstraint[3];
static boolean sliding=false;
static boolean init=true;
int currIndex;
MyRenderer renderer;
public static int keyState=0;
boolean flag=true;
float screenWidth;
float screenHeight;
float buttonPixels;
public MySurfaceView(Context context) {
super(context);
this.setEGLContextClientVersion(2);
initWorld();
renderer = new MyRenderer();
this.setRenderer(renderer);
this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
@Override
public boolean onTouchEvent(MotionEvent e) {
float y = e.getY();
float x = e.getX();
switch (e.getAction()) {
case MotionEvent.ACTION_DOWN:
handleArrowDown(x,y);
break;
case MotionEvent.ACTION_UP:
handleArrowUp(x,y);
break;
}
return true;
}
public void handleArrowDown(float x,float y){
float buttonCenterX=screenWidth-buttonPixels/2;
float buttonCenterY=screenHeight-buttonPixels/2;
float baseUnit=buttonPixels/4;
float upXMax=baseUnit+buttonCenterX;
float upXMin=-baseUnit+buttonCenterX;
float upYMin=-2*baseUnit+buttonCenterY;
float upYMax=-baseUnit+buttonCenterY;
float downXMax=baseUnit+buttonCenterX;
float downXMin=-baseUnit+buttonCenterX;
float downYMax=2*baseUnit+buttonCenterY;
float downYMin=baseUnit+buttonCenterY;
float leftXMax=-baseUnit+buttonCenterX;
float leftXMin=-2*baseUnit+buttonCenterX;
float leftYMax=baseUnit+buttonCenterY;
float leftYMin=-baseUnit+buttonCenterY;
float rightXMax=2*baseUnit+buttonCenterX;
float rightXMin=baseUnit+buttonCenterX;
float rightYMax=baseUnit+buttonCenterY;
float rightYMin=-baseUnit+buttonCenterY;
if(upXMin<x && x<upXMax && upYMin<y && y<upYMax){
keyState=0x1;
}else if(rightXMin<x && x<rightXMax && rightYMin<y && y<rightYMax){
keyState=0x8;
}else if(downXMin<x && x<downXMax && downYMin<y && y<downYMax){
keyState=0x2;
}else if(leftXMin<x && x<leftXMax && leftYMin<y && y<leftYMax){
keyState=0x4;
}
}
public void handleArrowUp(float x,float y){
float buttonCenterX=screenWidth-buttonPixels/2;
float buttonCenterY=screenHeight-buttonPixels/2;
float baseUnit=buttonPixels/4;
float upXMax=baseUnit+buttonCenterX;
float upXMin=-baseUnit+buttonCenterX;
float upYMin=-2*baseUnit+buttonCenterY;
float upYMax=-baseUnit+buttonCenterY;
float downXMax=baseUnit+buttonCenterX;
float downXMin=-baseUnit+buttonCenterX;
float downYMax=2*baseUnit+buttonCenterY;
float downYMin=baseUnit+buttonCenterY;
float leftXMax=-baseUnit+buttonCenterX;
float leftXMin=-2*baseUnit+buttonCenterX;
float leftYMax=baseUnit+buttonCenterY;
float leftYMin=-baseUnit+buttonCenterY;
float rightXMax=2*baseUnit+buttonCenterX;
float rightXMin=baseUnit+buttonCenterX;
float rightYMax=baseUnit+buttonCenterY;
float rightYMin=-baseUnit+buttonCenterY;
if(upXMin<x && x<upXMax && upYMin<y && y<upYMax){
keyState=0;
stopSlide();
}else if(rightXMin<x && x<rightXMax && rightYMin<y && y<rightYMax){
keyState=0;
stopSlide();
}else if(downXMin<x && x<downXMax && downYMin<y && y<downYMax){
keyState=0;
stopSlide();
}else if(leftXMin<x && x<leftXMax && leftYMin<y && y<leftYMax){
keyState=0;
stopSlide();
}
}
public void initWorld(){
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(cubeSize,cubeSize,cubeSize));
stickShape = new CylinderShape(new Vector3f(Stick_R,Stick_Length,Stick_R));//Y方向圆柱
stickFBSliderShape = new CylinderShapeZ(new Vector3f(Stick_R,Stick_R,Stick_Length));//Z方向圆柱
stickLRSliderShape = new CylinderShapeX(new Vector3f(Stick_Length,Stick_R,Stick_R));//X方向圆柱
initRigidBody();
//添加长方体与前后方向的棍之间的约束
Vector3f originA = new Vector3f(0, 0, 0);
Vector3f originB = new Vector3f(0, 0, 0);
addSliderConstraint(0,stickFBSliderBody.body,cubeBody.body,BulletGlobals.SIMD_PI/2,originA,originB,true);//BulletGlobals.SIMD_PI/2
//添加前后方向的棍与左右方向远端的棍之间的约束
originA = new Vector3f(0,0,0);
originB = new Vector3f(0, 0, -Stick_Length);
addSliderConstraint(1,stickLRFSliderBody.body,stickFBSliderBody.body,0,originA,originB,true);
//添加FB方向的棍与LR方向近端的棍之间的约束
originA = new Vector3f(0,0,0);
originB = new Vector3f(0, 0, Stick_Length);
addSliderConstraint(2,stickLRNSliderBody.body,stickFBSliderBody.body,0,originA,originB,true);
}
public void initRigidBody(){ //TODO
cubeBody = new RigidBodyHelper(boxShape,1f,dynamicsWorld, 0.0f, 0.8f, new Vector3f(0,Ceiling_Height-5,0),true);
stickFBSliderBody = new RigidBodyHelper(stickFBSliderShape, 1f, dynamicsWorld, 0.0f, 0.8f, new Vector3f(0,Ceiling_Height-5,0),true);
stickLRFSliderBody = new RigidBodyHelper(stickLRSliderShape, 0, dynamicsWorld, 0.0f, 0.8f, new Vector3f(0,Ceiling_Height-5,-Stick_Length),true);
stickLRNSliderBody = new RigidBodyHelper(stickLRSliderShape, 0, dynamicsWorld, 0.0f, 0.8f, new Vector3f(0,Ceiling_Height-5,Stick_Length),true);
}
public void addSliderConstraint(int index,RigidBody ra,RigidBody rb,float angle,Vector3f originA,Vector3f originB,boolean force){
Transform localA = new Transform();
Transform localB = new Transform();
localA.setIdentity();
localB.setIdentity();
MatrixUtil.setEulerZYX(localA.basis, 0,angle, 0 );
localA.origin.set(originA);
MatrixUtil.setEulerZYX(localB.basis, 0, angle, 0);
localB.origin.set(originB);
if(index==0){
sliderFB = new SliderConstraint(ra, rb, localA, localB, force);
//设置初始的limit
sliderFB.setLowerLinLimit(-Stick_Length);//控制滑动的最小距离
sliderFB.setUpperLinLimit(Stick_Length);//控制滑动的最大距离
sliderFB.setLowerAngLimit(0);
sliderFB.setUpperAngLimit(0);
sliderFB.setDampingDirLin(0.05f); //设置线性阻尼
dynamicsWorld.addConstraint(sliderFB,true);
sliders[index]=sliderFB;
}
if(index==1){
sliderLRF = new SliderConstraint(ra, rb, localA, localB, force);
//设置初始的limit
sliderLRF.setLowerLinLimit(-Stick_Length);//控制滑动的最小距离
sliderLRF.setUpperLinLimit(Stick_Length);//控制滑动的最大距离
sliderLRF.setLowerAngLimit(0);
sliderLRF.setUpperAngLimit(0);
sliderLRF.setDampingDirLin(0.5f); //设置线性阻尼
dynamicsWorld.addConstraint(sliderLRF,true);
sliders[index]=sliderLRF;
}
if(index==2){
sliderLRN = new SliderConstraint(ra, rb, localA, localB, force);
//设置初始的limit
sliderLRN.setLowerLinLimit(-Stick_Length);//控制滑动的最小距离
sliderLRN.setUpperLinLimit(Stick_Length);//控制滑动的最大距离
sliderLRN.setLowerAngLimit(0);
sliderLRN.setUpperAngLimit(0);
sliderLRN.setDampingDirLin(0.5f); //设置线性阻尼
dynamicsWorld.addConstraint(sliderLRN,true);
sliders[index]=sliderLRN;
}
}
public void slideFB(float mulFactor){
sliding=true;
sliderFB.getRigidBodyB().activate();
currIndex=0;
sliderFB.setPoweredLinMotor(true);//设置motor可用
sliderFB.setMaxLinMotorForce(1.0f);//设置线性运动力的大小
sliderFB.setTargetLinMotorVelocity(5.0f*mulFactor);//设置线性运动的速度
}
public void slideLR(float mulFactor){
sliding=true;
sliderLRF.getRigidBodyB().activate();
currIndex=1;
sliderLRF.setPoweredLinMotor(true);//设置motor可用
sliderLRF.setMaxLinMotorForce(5.0f);//设置线性运动力的大小
sliderLRF.setTargetLinMotorVelocity(5.0f*mulFactor);//设置线性运动的速度
sliderLRN.setPoweredLinMotor(true);//设置motor可用
sliderLRN.setMaxLinMotorForce(5.0f);//设置线性运动力的大小
sliderLRN.setTargetLinMotorVelocity(5.0f*mulFactor);//设置线性运动的速度
}
public void stopSlide(){
sliding=false;
sliders[currIndex].setPoweredLinMotor(false);
sliders[currIndex].setMaxLinMotorForce(0.0f);//设置线性运动力的大小
sliders[currIndex].setTargetLinMotorVelocity(0.0f);//设置线性运动的速度
if(currIndex==1){
sliders[currIndex+1].setPoweredLinMotor(false);
sliders[currIndex+1].setMaxLinMotorForce(0.0f);//设置线性运动力的大小
sliders[currIndex+1].setTargetLinMotorVelocity(0.0f);//设置线性运动的速度
}
}
private class MyRenderer implements GLSurfaceView.Renderer{
float ratio;
Cube cube;
Stick stickFBSliderAxis;
Stick stickLRFSliderAxis;
Stick stickLRNSliderAxis;
int activeTexId;
int deactiveTexId;
int textureArrow;//系统分配的游戏前进虚拟按钮纹理id
int[] texIds = new int[2];
TexRect button;//虚拟按钮
@Override public void onDrawFrame(GL10 gl) {
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT|GLES20.GL_COLOR_BUFFER_BIT);
//调用此方法计算产生透视投影矩阵
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 1.5f, 100);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(2,14,2f,0,0,0,0f,0f,-1f);
MatrixState.setLightLocationRed(5, 50, 15);
MatrixState.pushMatrix();
cube.drawSelf(texIds, 1);
stickFBSliderAxis.drawSelf(90,0,1,0);//绘制纵向轴
stickLRFSliderAxis.drawSelf(0,1, 0, 0);//绘制远端横向轴
stickLRNSliderAxis.drawSelf(0,1, 0, 0);//绘制近端横向轴
MatrixState.popMatrix();
//绘制虚拟按钮
//开启混合
MatrixState.setCamera(0,0,10,0,0,0,0f,1.0f,0.0f);
MatrixState.setProjectOrtho(-ratio, ratio, -1, 1, 1.5f, 100);
MatrixState.pushMatrix();
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glEnable(GLES20.GL_BLEND);
//设置混合因子
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
//绘制按钮
MatrixState.pushMatrix();
MatrixState.translate(ratio-0.5f,-(1-0.5f),0);
button.drawSelf(textureArrow);
MatrixState.popMatrix();
//关闭混合
GLES20.glDisable(GLES20.GL_BLEND);
MatrixState.popMatrix();
}
@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
ratio= (float) width / height;
screenWidth= width;
screenHeight=height;
buttonPixels=screenHeight/2;
}
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) {//TODO
//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);
textureArrow = initTexture(R.drawable.arrow_small);
texIds[0]=deactiveTexId;
texIds[1]=activeTexId;
cube = new Cube(MySurfaceView.this,cubeSize,cubeBody.body);
stickFBSliderAxis = new Stick(MySurfaceView.this,Stick_Length,Stick_R,11.25f,
new float[]{1,0,0,1},
stickFBSliderBody.body);
stickLRFSliderAxis = new Stick(MySurfaceView.this,Stick_Length,Stick_R,11.25f,
new float[]{1,0,0,1},
stickLRFSliderBody.body);
stickLRNSliderAxis = new Stick(MySurfaceView.this,Stick_Length,Stick_R,11.25f,
new float[]{1,0,0,1},
stickLRNSliderBody.body);
button = new TexRect(MySurfaceView.this, 0.5f,1f,1f);
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();
new KeyThread(MySurfaceView.this).start();
}
}
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;
}
}

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package com.bn.Sample17_6;
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 RigidBodyHelper {
RigidBody body;
boolean noGravity;
public RigidBodyHelper(CollisionShape shape,float mass,DiscreteDynamicsWorld dynamicsWorld,
float restitution,float friction,Vector3f origin,boolean noGravity){
this.noGravity=noGravity;
boolean isDynamic = (mass!=0);
Vector3f localInertia = new Vector3f(0,0,0);
if(isDynamic){
shape.calculateLocalInertia(mass, localInertia);
}
//创建刚体的初始变换对象
Transform groundTransform = new Transform();
groundTransform.setIdentity();
groundTransform.origin.set(origin);
//创建刚体的运动状态对象
DefaultMotionState myMotionState = new DefaultMotionState(groundTransform);
//创建刚体信息对象
RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia);
//创建刚体
body = new RigidBody(rbInfo);
//设置反弹系数
body.setRestitution(restitution);
//设置摩擦系数
body.setFriction(friction);
//将刚体添加进物理世界
//bullet是在add刚体的时候为刚体设置其重力的
dynamicsWorld.addRigidBody(body);
//一定要在add刚体之后再从新设置重力才能将原重力覆盖
if(noGravity){
body.setGravity(new Vector3f(0,0,0));
}
}
}

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package com.bn.Sample17_6;
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};
}
}

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package com.bn.Sample17_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 Sample17_6_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;
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent e)
{
if(keyCode==4)
{
System.exit(0);
}
return false;
}
}

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package com.bn.Sample17_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;
}
}

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package com.bn.Sample17_6;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import javax.vecmath.Quat4f;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.linearmath.Transform;
import android.opengl.GLES20;
import static com.bn.Sample17_6.Constant.*;
//默认是横向X圆柱
public class Stick {
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 maNormalHandle; //顶点法向量属性引用id
int maLightLocationHandle;//光源位置属性引用id
String mVertexShader;//顶点着色器
String mFragmentShader;//片元着色器
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 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
RigidBody body;
MySurfaceView mv;
public Stick(MySurfaceView mv,float length,float circle_radius,float degreespan,float[] colorValue,
RigidBody body)
{
//初始化顶点坐标与着色数据
this.mv=mv;
initVertexData( length, circle_radius, degreespan,colorValue);
//初始化shader
intShader(mv);
this.body = body;
}
//初始化顶点坐标与着色数据的方法
public void initVertexData(float length,float circle_radius,float degreespan,float[] colorValue)
{
//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; //半长
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);
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);
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);
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);
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++)
{
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
//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
//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shader
public void intShader(MySurfaceView mv)
{
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_color.sh", mv.getResources());
ShaderUtil.checkGlError("==ss==");
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_color.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");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
//获取程序中顶点法向量属性引用
maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");
//获取程序中光源位置引用
maLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
//获取程序中摄像机位置引用
maCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera");
}
public void drawSelf(float angle,float x,float y,float z)
{
//制定使用某套shader程序
MatrixState.pushMatrix();
MySurfaceView.init=false;
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);
if(isNumber(fa[0]+"") && isNumber(fa[1]+"") && isNumber(fa[2]+"")){
MatrixState.rotate(fa[0], fa[1], fa[2], fa[3]);
}
}
GLES20.glUseProgram(mProgram);
MatrixState.rotate(angle, x, y, z);
//将最终变换矩阵传入shader程序
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
//将位置、旋转变换矩阵传入着色器程序
GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.currMatrix, 0);
//将光源位置传入着色器程序
GLES20.glUniform3fv(maLightLocationHandle, 1, MatrixState.lightPositionFBRed);
//将摄像机位置传入着色器程序
GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);
//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);
MatrixState.popMatrix();
}
//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;
}
}

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package com.bn.Sample17_6;
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);
}
}