初次提交
9
第21章 火力篮球/BasketBall_Shot/.classpath
Normal file
@@ -0,0 +1,9 @@
|
||||
<?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>
|
||||
33
第21章 火力篮球/BasketBall_Shot/.project
Normal file
@@ -0,0 +1,33 @@
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||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<projectDescription>
|
||||
<name>BasketBall_Shot</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>
|
||||
18
第21章 火力篮球/BasketBall_Shot/AndroidManifest.xml
Normal file
@@ -0,0 +1,18 @@
|
||||
<?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.tl"
|
||||
android:versionCode="1"
|
||||
android:versionName="1.0">
|
||||
<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".BasketBall_Shot_Activity"
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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" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
</intent-filter>
|
||||
</activity>
|
||||
|
||||
</application>
|
||||
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="8"/>
|
||||
|
||||
</manifest>
|
||||
9
第21章 火力篮球/BasketBall_Shot/assets/frag.sh
Normal file
@@ -0,0 +1,9 @@
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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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//给此片元从纹理中采样出颜色值
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vec4 cTemp=texture2D(sTexture, vTextureCoord);
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gl_FragColor = cTemp;
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}
|
||||
16
第21章 火力篮球/BasketBall_Shot/assets/frag_blackground.sh
Normal file
@@ -0,0 +1,16 @@
|
||||
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()
|
||||
{
|
||||
//给此片元从纹理中采样出颜色值
|
||||
vec4 cTemp=texture2D(sTexture, vTextureCoord);
|
||||
if(cTemp.r==0.0&&cTemp.g==0.0&&cTemp.b==0.0||cTemp.a==0.0)
|
||||
{
|
||||
gl_FragColor=vec4(0.3,0.3,0.3,0.0);
|
||||
}
|
||||
else
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||||
{
|
||||
gl_FragColor = cTemp;
|
||||
}
|
||||
}
|
||||
17
第21章 火力篮球/BasketBall_Shot/assets/frag_net.sh
Normal file
@@ -0,0 +1,17 @@
|
||||
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()
|
||||
{
|
||||
//给此片元从纹理中采样出颜色值
|
||||
vec4 cTemp=texture2D(sTexture, vTextureCoord);
|
||||
|
||||
if(cTemp.r==0.0&&cTemp.g==0.0&&cTemp.b==0.0||cTemp.a==0.0)
|
||||
{
|
||||
gl_FragColor=vec4(0.3,0.3,0.3,0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_FragColor = cTemp;
|
||||
}
|
||||
}
|
||||
32
第21章 火力篮球/BasketBall_Shot/assets/frag_yingzi.sh
Normal file
@@ -0,0 +1,32 @@
|
||||
precision mediump float;
|
||||
uniform int uisShadowFrag;//是否绘制阴影
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||||
uniform int uisLanbanFrag;//是否绘制球在篮板上的阴影
|
||||
uniform sampler2D usTextureBall;//桌球纹理内容数据
|
||||
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
|
||||
varying vec4 vambient;
|
||||
varying vec4 vdiffuse;
|
||||
varying vec4 vspecular;
|
||||
varying vec4 vfragLosition;
|
||||
void main()
|
||||
{
|
||||
//将计算出的颜色给此片元
|
||||
vec4 finalColor;
|
||||
if(uisShadowFrag==1)
|
||||
{//绘制阴影,纹理从桌面纹理采样
|
||||
finalColor=vec4(0.3,0.3,0.3,0.2);
|
||||
if(uisLanbanFrag==1)
|
||||
{
|
||||
if(vfragLosition.x<-9.6||vfragLosition.x>9.6||vfragLosition.y<4.24||vfragLosition.y>10.5)
|
||||
{
|
||||
finalColor=vec4(0.3,0.3,0.3,0.0);
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = finalColor;//给此片元颜色值
|
||||
}
|
||||
else
|
||||
{//绘制球本身,纹理从球纹理采样
|
||||
finalColor=texture2D(usTextureBall, vTextureCoord);
|
||||
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
|
||||
}
|
||||
}
|
||||
1078
第21章 火力篮球/BasketBall_Shot/assets/lankuang.obj
Normal file
11
第21章 火力篮球/BasketBall_Shot/assets/lightfrag.sh
Normal file
@@ -0,0 +1,11 @@
|
||||
precision mediump float;
|
||||
//接收从顶点着色器过来的参数
|
||||
varying vec4 vambient;
|
||||
varying vec4 vdiffuse;
|
||||
varying vec4 vspecular;
|
||||
void main()
|
||||
{
|
||||
//将计算出的颜色给此片元
|
||||
vec4 finalColor=vec4(0.9,0.01,0.01,1.0);
|
||||
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
|
||||
}
|
||||
54
第21章 火力篮球/BasketBall_Shot/assets/lightvertex.sh
Normal file
@@ -0,0 +1,54 @@
|
||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
uniform mat4 uMMatrix; //变换矩阵
|
||||
uniform vec3 uLightLocation; //光源位置
|
||||
uniform vec3 uCamera; //摄像机位置
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
attribute vec3 aNormal; //顶点法向量
|
||||
//用于传递给片元着色器的变量
|
||||
varying vec4 vambient;
|
||||
varying vec4 vdiffuse;
|
||||
varying vec4 vspecular;
|
||||
void pointLight( //定位光光照计算的方法
|
||||
in vec3 normal, //法向量
|
||||
inout vec4 vambient, //环境光最终强度
|
||||
inout vec4 vdiffuse, //散射光最终强度
|
||||
inout vec4 vspecular, //镜面光最终强度
|
||||
in vec3 ulightLocation, //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
|
||||
){
|
||||
vambient=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(ulightLocation-(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
|
||||
vdiffuse=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
|
||||
vspecular=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
|
||||
|
||||
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
|
||||
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,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));
|
||||
|
||||
vambient=ambientTemp;
|
||||
vdiffuse=diffuseTemp;
|
||||
vspecular=specularTemp;
|
||||
}
|
||||
9
第21章 火力篮球/BasketBall_Shot/assets/vertex.sh
Normal file
@@ -0,0 +1,9 @@
|
||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
attribute vec2 aTexCoor; //顶点纹理坐标
|
||||
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
|
||||
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
|
||||
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
|
||||
}
|
||||
49
第21章 火力篮球/BasketBall_Shot/assets/vertex_net.sh
Normal file
@@ -0,0 +1,49 @@
|
||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
uniform int uraodon;//扰动值
|
||||
|
||||
attribute vec2 aTexCoor; //顶点纹理坐标
|
||||
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
|
||||
void main()
|
||||
{
|
||||
vec4 rPosition=vec4(aPosition,1);
|
||||
float raodonR=0.0;
|
||||
if(uraodon==1)
|
||||
{
|
||||
|
||||
if(rPosition.y<0.46)
|
||||
{
|
||||
raodonR=sqrt(rPosition.y)/4.0;
|
||||
rPosition.x=rPosition.x+raodonR;
|
||||
}
|
||||
else
|
||||
{
|
||||
raodonR=sqrt(1.12-rPosition.y)/4.0;
|
||||
rPosition.x=rPosition.x+raodonR;
|
||||
}
|
||||
|
||||
}
|
||||
else if(uraodon==3)
|
||||
{
|
||||
|
||||
if(rPosition.y<0.46)
|
||||
{
|
||||
raodonR=sqrt(rPosition.y)/4.0;
|
||||
rPosition.x=rPosition.x-raodonR;
|
||||
}
|
||||
else
|
||||
{
|
||||
raodonR=sqrt(1.12-rPosition.y)/4.0;
|
||||
rPosition.x=rPosition.x-raodonR;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
gl_Position =uMVPMatrix * rPosition; //根据总变换矩阵计算此次绘制此顶点位置
|
||||
|
||||
|
||||
|
||||
|
||||
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
|
||||
}
|
||||
90
第21章 火力篮球/BasketBall_Shot/assets/vertex_yingzi.sh
Normal file
@@ -0,0 +1,90 @@
|
||||
uniform int uisShadow;//是否绘制阴影
|
||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
uniform mat4 uMMatrix; //变换矩阵
|
||||
uniform mat4 uMCameraMatrix; //摄像机矩阵
|
||||
uniform mat4 uMProjMatrix; //投影矩阵
|
||||
uniform vec3 uLightLocation; //光源位置
|
||||
uniform vec3 uCamera; //摄像机位置
|
||||
uniform vec3 uplaneN;//需要影子平面的法向量
|
||||
uniform vec3 uplaneA;//需要影子平面的一个点
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
attribute vec3 aNormal; //顶点法向量
|
||||
attribute vec2 aTexCoor; //顶点纹理坐标
|
||||
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
|
||||
varying vec4 vambient;
|
||||
varying vec4 vdiffuse;
|
||||
varying vec4 vspecular;
|
||||
varying vec4 vfragLosition;
|
||||
|
||||
//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 vambient, //环境光最终强度
|
||||
inout vec4 vdiffuse, //散射光最终强度
|
||||
inout vec4 vspecular, //镜面光最终强度
|
||||
in vec3 ulightLocation, //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
|
||||
){
|
||||
vambient=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(ulightLocation-(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
|
||||
vdiffuse=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
|
||||
vspecular=lightSpecular*powerFactor; //计算镜面光的最终强度
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if(uisShadow==1)
|
||||
{//若为阴影绘制则根据公式进行投影计算
|
||||
vec3 A=uplaneA;//vec3(0.0,0.05,0.0);
|
||||
vec3 n=uplaneN;//vec3(0.0,1.0,0.0);
|
||||
vec3 S=uLightLocation;
|
||||
vec3 V=(uMMatrix*vec4(aPosition,1)).xyz;
|
||||
vec3 VL=S+(V-S)*(dot(n,(A-S))/dot(n,(V-S)));
|
||||
vfragLosition= uMProjMatrix*uMCameraMatrix*vec4(VL,1); //根据总变换矩阵计算此次绘制此顶点位置
|
||||
gl_Position=vfragLosition;
|
||||
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
|
||||
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,0.3),vec4(0.7,0.7,0.7,0.3),vec4(0.3,0.3,0.3,0.3));
|
||||
|
||||
vambient=ambientTemp;
|
||||
vdiffuse=diffuseTemp;
|
||||
vspecular=specularTemp;
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
vfragLosition= uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
|
||||
gl_Position =vfragLosition;
|
||||
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
|
||||
|
||||
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0));
|
||||
|
||||
vambient=ambientTemp;
|
||||
vdiffuse=diffuseTemp;
|
||||
vspecular=specularTemp;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
|
||||
}
|
||||
BIN
第21章 火力篮球/BasketBall_Shot/bin/BasketBall_Shot.apk
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/classes.dex
Normal file
BIN
第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/BasketBallForDraw.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/CaiDanView.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/CheckVersionDialog.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/Constant.class
Normal file
BIN
第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/FaXiangLiang.class
Normal file
BIN
第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/GLGameView$1.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/GLGameView$2.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/GLGameView.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/GuanYuView.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/HuiZhiShuZi.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/JiLuView.class
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/LanBan.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/LanWang.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/MatrixState.class
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/MoXing.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/MoXingJiaZai.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R$attr.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R$drawable.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R$id.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R$layout.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R$raw.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R$string.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R$style.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/R.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/SQLiteUtil.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/SYSUtil.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/ShaderManager.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/ShaderUtil.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/ShengyinKGJiemian.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/TianjiaBody.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/WenLiJuXing.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/WhichView.class
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/YouXiuJieShuView.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/com/bn/tl/Yuanzhu.class
Normal file
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第21章 火力篮球/BasketBall_Shot/bin/resources.ap_
Normal file
11
第21章 火力篮球/BasketBall_Shot/default.properties
Normal file
@@ -0,0 +1,11 @@
|
||||
# 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
|
||||
89
第21章 火力篮球/BasketBall_Shot/gen/com/bn/tl/R.java
Normal file
@@ -0,0 +1,89 @@
|
||||
/* 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.tl;
|
||||
|
||||
public final class R {
|
||||
public static final class attr {
|
||||
}
|
||||
public static final class drawable {
|
||||
public static final int about1=0x7f020000;
|
||||
public static final int background=0x7f020001;
|
||||
public static final int baisefangge=0x7f020002;
|
||||
public static final int baisewaikuang=0x7f020003;
|
||||
public static final int bangzuwelcome=0x7f020004;
|
||||
public static final int basketball=0x7f020005;
|
||||
public static final int basketnet=0x7f020006;
|
||||
public static final int begin=0x7f020007;
|
||||
public static final int beijingyinyu=0x7f020008;
|
||||
public static final int changjinyinyu=0x7f020009;
|
||||
public static final int d0=0x7f02000a;
|
||||
public static final int d1=0x7f02000b;
|
||||
public static final int d2=0x7f02000c;
|
||||
public static final int d3=0x7f02000d;
|
||||
public static final int d4=0x7f02000e;
|
||||
public static final int d5=0x7f02000f;
|
||||
public static final int d6=0x7f020010;
|
||||
public static final int d7=0x7f020011;
|
||||
public static final int d8=0x7f020012;
|
||||
public static final int d9=0x7f020013;
|
||||
public static final int dialog=0x7f020014;
|
||||
public static final int dott=0x7f020015;
|
||||
public static final int fanhuianniu=0x7f020016;
|
||||
public static final int fanhuicaidan=0x7f020017;
|
||||
public static final int floor=0x7f020018;
|
||||
public static final int guanyuwenzitu=0x7f020019;
|
||||
public static final int gundontiao=0x7f02001a;
|
||||
public static final int help1=0x7f02001b;
|
||||
public static final int hengxian=0x7f02001c;
|
||||
public static final int honsegou=0x7f02001d;
|
||||
public static final int icon=0x7f02001e;
|
||||
public static final int jilu=0x7f02001f;
|
||||
public static final int lanban=0x7f020020;
|
||||
public static final int maohao=0x7f020021;
|
||||
public static final int number=0x7f020022;
|
||||
public static final int pause=0x7f020023;
|
||||
public static final int play=0x7f020024;
|
||||
public static final int quedinganniu=0x7f020025;
|
||||
public static final int retry=0x7f020026;
|
||||
public static final int shezhi=0x7f020027;
|
||||
public static final int shijianbeijing2=0x7f020028;
|
||||
public static final int shou=0x7f020029;
|
||||
public static final int shut=0x7f02002a;
|
||||
public static final int stop=0x7f02002b;
|
||||
public static final int swall1=0x7f02002c;
|
||||
public static final int swall2=0x7f02002d;
|
||||
public static final int swall3=0x7f02002e;
|
||||
public static final int timegradebeijing=0x7f02002f;
|
||||
public static final int welcome=0x7f020030;
|
||||
public static final int yibiaoban=0x7f020031;
|
||||
}
|
||||
public static final class id {
|
||||
public static final int FrameLayout01=0x7f070000;
|
||||
public static final int main_liner=0x7f070003;
|
||||
public static final int ok=0x7f070002;
|
||||
public static final int ok_button=0x7f070001;
|
||||
}
|
||||
public static final class layout {
|
||||
public static final int checkversion=0x7f030000;
|
||||
public static final int currandroidversion=0x7f030001;
|
||||
public static final int main=0x7f030002;
|
||||
}
|
||||
public static final class raw {
|
||||
public static final int beijingyingyu=0x7f040000;
|
||||
public static final int levelend=0x7f040001;
|
||||
public static final int pengzhuang=0x7f040002;
|
||||
public static final int shoot=0x7f040003;
|
||||
}
|
||||
public static final class string {
|
||||
public static final int app_name=0x7f050001;
|
||||
public static final int hello=0x7f050000;
|
||||
}
|
||||
public static final class style {
|
||||
public static final int FullHeightDialog=0x7f060000;
|
||||
}
|
||||
}
|
||||
BIN
第21章 火力篮球/BasketBall_Shot/lib/jbullet.jar
Normal file
BIN
第21章 火力篮球/BasketBall_Shot/lib/vecmath.jar
Normal file
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/Thumbs.db
Normal file
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/about1.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/background.jpg
Normal file
|
After Width: | Height: | Size: 63 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/baisefangge.png
Normal file
|
After Width: | Height: | Size: 3.9 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/baisewaikuang.png
Normal file
|
After Width: | Height: | Size: 110 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/bangzuwelcome.jpg
Normal file
|
After Width: | Height: | Size: 72 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/basketball.jpg
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/basketnet.png
Normal file
|
After Width: | Height: | Size: 105 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/begin.png
Normal file
|
After Width: | Height: | Size: 26 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/beijingyinyu.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/changjinyinyu.png
Normal file
|
After Width: | Height: | Size: 24 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d0.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d1.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d2.png
Normal file
|
After Width: | Height: | Size: 3.5 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d3.png
Normal file
|
After Width: | Height: | Size: 3.5 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d4.png
Normal file
|
After Width: | Height: | Size: 3.5 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d5.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d6.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d7.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d8.png
Normal file
|
After Width: | Height: | Size: 3.7 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/d9.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/dialog.9.png
Normal file
|
After Width: | Height: | Size: 966 B |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/dott.png
Normal file
|
After Width: | Height: | Size: 306 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/fanhuianniu.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/fanhuicaidan.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/floor.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/guanyuwenzitu.png
Normal file
|
After Width: | Height: | Size: 264 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/gundontiao.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/help1.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/hengxian.png
Normal file
|
After Width: | Height: | Size: 2.9 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/honsegou.png
Normal file
|
After Width: | Height: | Size: 4.2 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/icon.png
Normal file
|
After Width: | Height: | Size: 9.2 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/jilu.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/lanban.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
第21章 火力篮球/BasketBall_Shot/res/drawable-nodpi/maohao.png
Normal file
|
After Width: | Height: | Size: 2.9 KiB |