代码如下:
package com.example.d;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.os.Bundle;
import android.app.Activity;
import android.content.Context;
import android.view.GestureDetector;
import android.view.GestureDetector.OnGestureListener;
import android.view.MotionEvent;
public class Activity3D extends Activity implements OnGestureListener{
private float anglex = 0f;
private float angley = 0f;
static final float ROTATE_FACTOR = 60;
GestureDetector detector;
@SuppressWarnings("deprecation")
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
GLSurfaceView glView = new GLSurfaceView(this);
MyRenderer myRender = new MyRenderer(this);
glView.setRenderer(myRender);
setContentView(glView);
detector = new GestureDetector(this);
}
public boolean onTouchEvent(MotionEvent me)
{
return detector.onTouchEvent(me);
}
@Override
public boolean onDown(MotionEvent arg0) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean onFling(MotionEvent event1, MotionEvent event2, float velocityX,
float velocityY) {
// TODO Auto-generated method stub
return false;
}
@Override
public void onLongPress(MotionEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public boolean onScroll(MotionEvent event1, MotionEvent event2, float velocityX,
float velocityY) {
// TODO Auto-generated method stub
angley += velocityX * ROTATE_FACTOR /360;
anglex += velocityY * ROTATE_FACTOR /360;
return true;
}
@Override
public void onShowPress(MotionEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public boolean onSingleTapUp(MotionEvent arg0) {
// TODO Auto-generated method stub
return false;
}
public class MyRenderer implements Renderer
{
private float[] cubeVertices = {
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f,-0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f
};
private byte[] cubeFacets = new byte[]{
0,1,2,
0,2,3,
2,3,7,
2,6,7,
0,3,7,
0,4,7,
4,5,6,
4,6,7,
0,1,4,
1,4,5,
1,2,6,
1,5,6
};
int[] taperColors = new int[]{
65535, 0, 0, 0,
0, 65535, 0, 0,
0, 0, 65535, 0,
65535, 65535, 0, 0
};
private FloatBuffer cubeVerticesBuffer;
private ByteBuffer cubeFacetsBuffer;
private IntBuffer taperColorsBuffer;
public MyRenderer(Context main)
{
cubeVerticesBuffer = floatBufferUtil(cubeVertices);
cubeFacetsBuffer = ByteBuffer.wrap(cubeFacets);
taperColorsBuffer = intBufferUtil(taperColors);
}
private FloatBuffer floatBufferUtil(float[] arr)
{
FloatBuffer mBuffer;
//初始化ByteBuffer,长度为arr数组的长度*4,因为一个int占4个字节
ByteBuffer qbb = ByteBuffer.allocateDirect(arr.length * 4);
//数组排列用nativeOrder
qbb.order(ByteOrder.nativeOrder());
mBuffer = qbb.asFloatBuffer();
mBuffer.put(arr);
mBuffer.position(0);
return mBuffer;
}
private IntBuffer intBufferUtil(int[] arr)
{
IntBuffer mBuffer;
//初始化ByteBuffer,长度为arr数组的长度*4,因为一个int占4个字节
ByteBuffer qbb = ByteBuffer.allocateDirect(arr.length * 4);
//数组排列用nativeOrder
qbb.order(ByteOrder.nativeOrder());
mBuffer = qbb.asIntBuffer();
mBuffer.put(arr);
mBuffer.position(0);
return mBuffer;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
// 关闭抗抖动
gl.glDisable(GL10.GL_DITHER); //可提高性能
//设置系统对透视进行修正
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glClearColor(0, 0, 0, 0); //ClearColor(float red, float green, float blue, float alpha)
//设置阴影平滑模式
gl.glShadeModel(GL10.GL_SMOOTH);
//启用深度测试
/*
* 让OpenGL ES负责跟踪每个物体在Z轴上的深度,
* 这样就可以避免后面的无图遮挡前面的物体
*/
gl.glEnable(GL10.GL_DEPTH_TEST);
//设置深度测试的类型
gl.glDepthFunc(GL10.GL_LEQUAL);
}
/*
* 初始化3D场景
*/
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
//设置3D视窗的大小及位置(前两参数为视窗位置,后两参数为视窗宽、高)
gl.glViewport(0, 0, width, height);
//将当前矩阵模式设为投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//初始化单位矩阵
gl.glLoadIdentity();
//计算透视窗的宽度、高度比
float ratio = (float) width / height;
//调用此方法设置透视窗的空间大小
/*
* 前两个参数用于设置X轴上的最小和最大坐标值,
* 中间两个参数用于设置Y轴上的最小和最大坐标值,
* 最后两个参数用于设置Z轴上所能绘制的场景的深
* 度的最小和最大值。
*/
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
@Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
//清除屏幕缓存和深度缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//启用顶点坐标数据
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
//设置当前矩阵堆栈为模型堆栈
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0f, 0.0f, -2.0f);
/*
* 旋转需要判断的哪一面在正面 在调整旋转的方向
* 本文未判断
*/
gl.glRotatef(angley, 0, -1, 0);
gl.glRotatef(anglex, 1, 0, 0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeVerticesBuffer);
gl.glColorPointer(4, GL10.GL_FIXED, 0, taperColorsBuffer);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, cubeFacetsBuffer.remaining(), GL10.GL_UNSIGNED_BYTE, cubeFacetsBuffer);
gl.glFinish();
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
}
图形旋转的方向未经过面的判断,上下旋转可能与自己想的不一样,有大神能指点下吗?