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