編輯:關於Android編程
<?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" android:id="@+id/lla" > <!-- LinearLayout布局 --> <RatingBar android:id="@+id/RatingBar01" android:layout_width="wrap_content" android:layout_height="wrap_content" android:max="5" android:rating="1" > </RatingBar> <!-- 添加ToggleButton --> </LinearLayout>
Ball類
package com.example.android_sample_5_2; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import java.util.ArrayList; import javax.microedition.khronos.opengles.GL10; public class Ball { private IntBuffer mVertexBuffer;//頂點坐標數據緩沖 private IntBuffer mNormalBuffer;//頂點法向量數據緩沖 private ByteBuffer mIndexBuffer;//頂點構建索引數據緩沖 public float mAngleX;//沿x軸旋轉角度 public float mAngleY;//沿y軸旋轉角度 public float mAngleZ;//沿z軸旋轉角度 int vCount=0; int iCount=0; public Ball(int scale) { //頂點坐標數據的初始化================begin============================ final int UNIT_SIZE=10000; ArrayList<Integer> alVertix=new ArrayList<Integer>();//存放頂點坐標的ArrayList final int angleSpan=18;//將球進行單位切分的角度 for(int vAngle=-90;vAngle<=90;vAngle=vAngle+angleSpan)//垂直方向angleSpan度一份 { for(int hAngle=0;hAngle<360;hAngle=hAngle+angleSpan)//水平方向angleSpan度一份 {//縱向橫向各到一個角度後計算對應的此點在球面上的坐標 double xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle)); int x=(int)(xozLength*Math.cos(Math.toRadians(hAngle))); int z=(int)(xozLength*Math.sin(Math.toRadians(hAngle))); int y=(int)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle))); //將計算出來的XYZ坐標加入存放頂點坐標的ArrayList alVertix.add(x);alVertix.add(y);alVertix.add(z); } } vCount=alVertix.size()/3;//頂點的數量為坐標值數量的1/3,因為一個頂點有3個坐標 //將alVertix中的坐標值轉存到一個int數組中 int vertices[]=new int[vCount*3]; for(int i=0;i<alVertix.size();i++) { vertices[i]=alVertix.get(i); } //創建頂點坐標數據緩沖 //vertices.length*4是因為一個整數四個字節 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder());//設置字節順序 mVertexBuffer = vbb.asIntBuffer();//轉換為int型緩沖 mVertexBuffer.put(vertices);//向緩沖區中放入頂點坐標數據 mVertexBuffer.position(0);//設置緩沖區起始位置 //創建頂點法向量數據緩沖 //vertices.length*4是因為一個float四個字節 ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4); nbb.order(ByteOrder.nativeOrder());//設置字節順序 mNormalBuffer = vbb.asIntBuffer();//轉換為int型緩沖 mNormalBuffer.put(vertices);//向緩沖區中放入頂點坐標數據 mNormalBuffer.position(0);//設置緩沖區起始位置 //特別提示:由於不同平台字節順序不同數據單元不是字節的一定要經過ByteBuffer //轉換,關鍵是要通過ByteOrder設置nativeOrder(),否則有可能會出問題 //頂點坐標數據的初始化================end============================ //三角形構造索引數據初始化==========begin========================== ArrayList<Integer> alIndex=new ArrayList<Integer>(); int row=(180/angleSpan)+1;//球面切分的行數 int col=360/angleSpan;//球面切分的列數 for(int i=0;i<row;i++)//對每一行循環 { if(i>0&&i<row-1) {//中間行 for(int j=-1;j<col;j++) {//中間行的兩個相鄰點與下一行的對應點構成三角形 int k=i*col+j; alIndex.add(k+col); alIndex.add(k+1); alIndex.add(k); } for(int j=0;j<col+1;j++) {//中間行的兩個相鄰點與上一行的對應點構成三角形 int k=i*col+j; alIndex.add(k-col); alIndex.add(k-1); alIndex.add(k); } } } iCount=alIndex.size(); byte indices[]=new byte[alIndex.size()]; for(int i=0;i<alIndex.size();i++) { indices[i]=alIndex.get(i).byteValue(); } //創建三角形構造索引數據緩沖 mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices);//向緩沖區中放入三角形構造索引數據 mIndexBuffer.position(0);//設置緩沖區起始位置 //三角形構造索引數據初始化==========end============================== } public void drawSelf(GL10 gl) { gl.glRotatef(mAngleZ, 0, 0, 1);//沿Z軸旋轉 gl.glRotatef(mAngleX, 1, 0, 0);//沿X軸旋轉 gl.glRotatef(mAngleY, 0, 1, 0);//沿Y軸旋轉 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); //為畫筆指定頂點坐標數據 gl.glVertexPointer ( 3, //每個頂點的坐標數量為3 xyz GL10.GL_FIXED, //頂點坐標值的類型為 GL_FIXED 0, //連續頂點坐標數據之間的間隔 mVertexBuffer //頂點坐標數據 ); //為畫筆指定頂點法向量數據 gl.glNormalPointer(GL10.GL_FIXED, 0, mNormalBuffer); //繪制圖形 gl.glDrawElements ( GL10.GL_TRIANGLES, //以三角形方式填充 iCount, //一共icount/3個三角形,iCount個頂點 GL10.GL_UNSIGNED_BYTE, //索引值的尺寸 mIndexBuffer //索引值數據 ); } }
MySyrfaceView類
package com.example.android_sample_5_2; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.opengl.GLSurfaceView; import android.view.MotionEvent; public class MySurfaceView extends GLSurfaceView{ private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度縮放比例 private SceneRenderer mRenderer;//場景渲染器 private float mPreviousY;//上次的觸控位置Y坐標 private float mPreviousX;//上次的觸控位置Y坐標 boolean openLightFlag=true;//開燈標記,false為關燈,true為開燈 int openLightNum=1; //開燈數量標記,1為一盞燈,2,為兩盞燈... public MySurfaceView(Context context) { super(context); mRenderer = new SceneRenderer(); //創建場景渲染器 setRenderer(mRenderer); //設置渲染器 setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//設置渲染模式為主動渲染 } //觸摸事件回調方法 @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;//計算觸控筆Y位移 float dx = x - mPreviousX;//計算觸控筆Y位移 mRenderer.ball.mAngleX += dy * TOUCH_SCALE_FACTOR;//設置沿x軸旋轉角度 mRenderer.ball.mAngleZ += dx * TOUCH_SCALE_FACTOR;//設置沿z軸旋轉角度 requestRender();//重繪畫面 } mPreviousY = y;//記錄觸控筆位置 mPreviousX = x;//記錄觸控筆位置 return true; } private class SceneRenderer implements GLSurfaceView.Renderer { Ball ball=new Ball(4); public SceneRenderer(){ } public void onDrawFrame(GL10 gl){ gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_LIGHTING);//允許光照 initMaterialWhite(gl);//初始化材質為白色 float[] positionParams0={2,1,0,1};//最後的1表示是定位光,此為0號燈位置參數。 float[] positionParams1={-2,1,0,1};//最後的1表示是定位光,此為1號燈位置參數。 float[] positionParams2={0,0,2,1};//最後的1表示是定位光,此為2號燈位置參數。 float[] positionParams3={1,1,2,1};//最後的1表示是定位光,此為3號燈位置參數。 float[] positionParams4={-1,-1,2,1};//最後的1表示是定位光,此為4號燈位置參數。 gl.glDisable(GL10.GL_LIGHT0); //每次繪制前,取消已開啟的燈光效果 gl.glDisable(GL10.GL_LIGHT1); //每次繪制前,取消已開啟的燈光效果 gl.glDisable(GL10.GL_LIGHT2); //每次繪制前,取消已開啟的燈光效果 gl.glDisable(GL10.GL_LIGHT3); //每次繪制前,取消已開啟的燈光效果 gl.glDisable(GL10.GL_LIGHT4); //每次繪制前,取消已開啟的燈光效果 switch(openLightNum){ case 1: //開啟一盞燈 initLight0(gl);//初始化0號燈 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); break; case 2: //開啟兩盞燈 initLight0(gl);//初始化0號燈 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1號燈 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); break; case 3: //開啟三盞燈 initLight0(gl);//初始化0號燈 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1號燈 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); initLight2(gl);//初始化2號燈 gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); break; case 4: //開啟四盞燈 initLight0(gl);//初始化0號燈 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1號燈 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); initLight2(gl);//初始化2號燈 gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); initLight3(gl);//初始化3號燈 gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0); break; case 5: //開啟五盞燈 initLight0(gl);//初始化0號燈 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0); initLight1(gl);//初始化1號燈 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0); initLight2(gl);//初始化2號燈 gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0); initLight3(gl);//初始化3號燈 gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0); initLight4(gl);//初始化4號燈 gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_POSITION, positionParams4,0); break; } //清除顏色緩存 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //設置當前矩陣為模式矩陣 gl.glMatrixMode(GL10.GL_MODELVIEW); //設置當前矩陣為單位矩陣 gl.glLoadIdentity(); gl.glTranslatef(0, 0f, -1.8f); ball.drawSelf(gl); gl.glLoadIdentity(); } public void onSurfaceChanged(GL10 gl, int width, int height) { //設置視窗大小及位置 gl.glViewport(0, 0, width, height); //設置當前矩陣為投影矩陣 gl.glMatrixMode(GL10.GL_PROJECTION); //設置當前矩陣為單位矩陣 gl.glLoadIdentity(); //計算透視投影的比例 float ratio = (float) width / height; //調用此方法計算產生透視投影矩陣 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { //關閉抗抖動 gl.glDisable(GL10.GL_DITHER); //設置特定Hint項目的模式,這裡為設置為使用快速模式 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST); //設置屏幕背景色黑色RGBA gl.glClearColor(0,0,0,0); //設置著色模型為平滑著色 gl.glShadeModel(GL10.GL_SMOOTH);//GL10.GL_SMOOTH GL10.GL_FLAT //啟用深度測試 gl.glEnable(GL10.GL_DEPTH_TEST); } } private void initLight0(GL10 gl){ gl.glEnable(GL10.GL_LIGHT0);//打開0號燈 ,白色 //環境光設置 float[] ambientParams={0.1f,0.1f,0.1f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0); //散射光設置 float[] diffuseParams={0.5f,0.5f,0.5f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuseParams,0); //反射光設置 float[] specularParams={1.0f,1.0f,1.0f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specularParams,0); } private void initLight1(GL10 gl) { gl.glEnable(GL10.GL_LIGHT1);//打開1號燈 ,紅色 //環境光設置 float[] ambientParams={0.2f,0.03f,0.03f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0); //散射光設置 float[] diffuseParams={0.5f,0.1f,0.1f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0); //反射光設置 float[] specularParams={1.0f,0.1f,0.1f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0); } private void initLight2(GL10 gl) { gl.glEnable(GL10.GL_LIGHT2);//打開1號燈 ,藍色 //環境光設置 float[] ambientParams={0.03f,0.03f,0.2f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_AMBIENT, ambientParams,0); //散射光設置 float[] diffuseParams={0.1f,0.1f,0.5f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_DIFFUSE, diffuseParams,0); //反射光設置 float[] specularParams={0.1f,0.1f,1.0f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_SPECULAR, specularParams,0); } private void initLight3(GL10 gl) { gl.glEnable(GL10.GL_LIGHT3);//打開3號燈 ,綠色 //環境光設置 float[] ambientParams={0.03f,0.2f,0.03f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_AMBIENT, ambientParams,0); //散射光設置 float[] diffuseParams={0.1f,0.5f,0.1f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_DIFFUSE, diffuseParams,0); //反射光設置 float[] specularParams={0.1f,1.0f,0.1f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_SPECULAR, specularParams,0); } private void initLight4(GL10 gl) { gl.glEnable(GL10.GL_LIGHT4);//打開3號燈 ,黃色 //環境光設置 float[] ambientParams={0.2f,0.2f,0.03f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_AMBIENT, ambientParams,0); //散射光設置 float[] diffuseParams={0.5f,0.5f,0.1f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_DIFFUSE, diffuseParams,0); //反射光設置 float[] specularParams={1.0f,1.0f,0.1f,1.0f};//光參數 RGBA gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_SPECULAR, specularParams,0); } private void initMaterialWhite(GL10 gl) {//材質為白色時什麼顏色的光照在上面就將體現出什麼顏色 //環境光為白色材質 float ambientMaterial[] = {0.4f, 0.4f, 0.4f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0); //散射光為白色材質 float diffuseMaterial[] = {0.8f, 0.8f, 0.8f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0); //高光材質為白色 float specularMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, specularMaterial,0); //高光反射區域,數越大高亮區域越小越暗 float shininessMaterial[] = {1.5f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, shininessMaterial,0); } }
MainActivity類
package com.example.android_sample_5_2; import android.os.Bundle; import android.app.Activity; import android.view.Menu; import android.widget.LinearLayout; import android.widget.RatingBar; import android.widget.Toast; public class MainActivity extends Activity { MySurfaceView msv; RatingBar rb; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); msv = new MySurfaceView(this); setContentView(R.layout.activity_main); rb = (RatingBar) findViewById(R.id.RatingBar01); msv.requestFocus(); msv.setFocusableInTouchMode(true); LinearLayout lla = (LinearLayout) findViewById(R.id.lla); lla.addView(msv); rb.setOnRatingBarChangeListener(new RatingBar.OnRatingBarChangeListener() { @Override public void onRatingChanged(RatingBar ratingBar, float rating, boolean fromUser) { // TODO Auto-generated method stub if (rating >= 0 && rating <= 1) { msv.openLightNum = 1; } else if(rating > 1 && rating <= 2){ msv.openLightNum = 2; }else if(rating > 2 && rating <= 3){ msv.openLightNum = 3; }else if(rating > 3 && rating <= 4){ msv.openLightNum = 4; }else if(rating > 4 && rating <= 5){ msv.openLightNum = 5; } Toast.makeText(MainActivity.this, "開啟了" + msv.openLightNum + "盞燈", Toast.LENGTH_SHORT).show(); } }); } @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); msv.onPause(); } @Override protected void onResume() { // TODO Auto-generated method stub super.onResume(); msv.onResume(); } @Override public boolean onCreateOptionsMenu(Menu menu) { // Inflate the menu; this adds items to the action bar if it is present. getMenuInflater().inflate(R.menu.main, menu); return true; } }
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