因需要将类名修改为testActivity,同时对弃用的方法进行替换。因涉及Verlet积分法来计算位置,尚未充分理解,故代码注释不完整,待继续完善,此处先做以保存。
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.BitmapFactory.Options;
import android.hardware.Sensor;
import android.hardware.SensorEvent;
import android.hardware.SensorEventListener;
import android.hardware.SensorManager;
import android.os.Bundle;
import android.util.DisplayMetrics;
import android.view.Display;
import android.view.Surface;
import android.view.View;
import android.view.WindowManager;
/**
* This is an example of using the accelerometer to integrate the device's
* acceleration to a position using the Verlet method. This is illustrated with
* a very simple particle system comprised of a few iron balls freely moving on
* an inclined wooden table. The inclination of the virtual table is controlled
* by the device's accelerometer.
* 这是一个通过加速度计使用Verlet方法来积分计算设备在某位置时的加速度的例子。
* 通过一个非常简单的粒子系统——在斜木桌上自由移动铁球来进行演示。
* 设备的加速度计控制着虚拟木卓的倾向程度。
* @see SensorManager
* @see SensorEvent
* @see Sensor
*/
public class testActivity extends Activity {
private SimulationView mSimulationView;
private SensorManager mSensorManager;
private Display mDisplay;
//private WakeLock mWakeLock;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
//mPowerManager = (PowerManager) getSystemService(POWER_SERVICE);
WindowManager windowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
// 获取系统当前默认的显示对象
mDisplay = windowManager.getDefaultDisplay();
// Create a bright wake lock创建一个亮度唤醒锁
// SCREEN_BRIGHT_WAKE_LOCK已废弃,推荐使用如下方式来保持屏幕常亮
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
//mWakeLock = mPowerManager.newWakeLock(PowerManager.SCREEN_BRIGHT_WAKE_LOCK, getClass().getName());
// instantiate our simulation view and set it as the activity's content
//实例化我们定制的模拟View对象,并把它设置为Activity的显示内容
mSimulationView = new SimulationView(this);
setContentView(mSimulationView);
}
@Override
protected void onResume() {
super.onResume();
/*
* when the activity is resumed, we acquire a wake-lock so that the
* screen stays on, since the user will likely not be fiddling with the
* screen or buttons.
* 当Activity进入resume状态时,我们申请了一个唤醒锁,让屏幕在程序运行期间保持高亮,
* 因为用户不太会在程序运行期间频繁的点击屏幕或按钮。
*/
//mWakeLock.acquire(); mWakeLock已优化注释掉
// Start the simulation启动模拟窗口
mSimulationView.startSimulation();
}
@Override
protected void onPause() {
super.onPause();
/*
* When the activity is paused, we make sure to stop the simulation,
* release our sensor resources and wake locks
* 当Activity被挂起时,我们要确保终止模拟窗口,释放传感器资源和唤醒锁。
*/
// Stop the simulation终止模拟窗口
mSimulationView.stopSimulation();
// and release our wake-lock mWakeLock已优化注释掉
//mWakeLock.release();
}
class SimulationView extends View implements SensorEventListener {
// diameter of the balls in meters以米为单位定义小球的直径
private static final float sBallDiameter = 0.004f;
//小球的直径的平方
private static final float sBallDiameter2 = sBallDiameter * sBallDiameter;
// friction of the virtual table and air虚拟桌面和空气的摩擦力
private static final float sFriction = 0.1f;
private Sensor mAccelerometer;
//持续时间
private long mLastT;
//时间增量
private float mLastDeltaT;
//X、Y轴方向Dpi
private float mXDpi;
private float mYDpi;
//X、Y轴米像素
private float mMetersToPixelsX;
private float mMetersToPixelsY;
private Bitmap mBitmap;
private Bitmap mWood;
//X、Y轴初始位置
private float mXOrigin;
private float mYOrigin;
//
private float mSensorX;
private float mSensorY;
//传感器时间戳
private long mSensorTimeStamp;
//CPU时间戳
private long mCpuTimeStamp;
//水平和垂直边界
private float mHorizontalBound;
private float mVerticalBound;
private final ParticleSystem mParticleSystem = new ParticleSystem();
/*
* Each of our particle holds its previous and current position, its
* acceleration. for added realism each particle has its own friction
* coefficient.
* 每个粒子都保存这它的前一个位置和当前位置,以及加速度。
* 为了表现的更加真实,每个粒子都有它们自己的摩擦系数。
*/
class Particle {
//当前位置的X、Y坐标
private float mPosX;
private float mPosY;
//X、Y方向上的加速度
private float mAccelX;
private float mAccelY;
//前一个位置的X、Y坐标
private float mLastPosX;
private float mLastPosY;
//摩擦系数( < 1 )
private float mOneMinusFriction;
Particle() {
/*
* make each particle a bit different by randomizing its
* coefficient of friction
* 通过设置随机的摩擦系数让每个粒子稍有不同
*/
final float r = ((float) Math.random() - 0.5f) * 0.2f; //[-0.1,0.1)
mOneMinusFriction = 1.0f - sFriction + r;
}
void computePhysics(float sx, float sy, float dT, float dTC) {
// Force of gravity applied to our virtual object
//我们虚拟物理的重力
final float m = 1000.0f; // mass of our virtual object质量
//X、Y轴方向上的重力
final float gx = -sx * m;
final float gy = -sy * m;
/*
* F = mA <=> A = F / m We could simplify the code by
* completely eliminating "m" (the mass) from all the equations,
* but it would hide the concepts from this sample code.
* 把公式 F=mA 转换成 A=F/m,我们能够通过完全消除所有公式中的“m”(质量)来简化代码
* 但是它也从这段示例代码中隐藏了概念合力=质量乘以加速度
*/
//m分之一
final float invm = 1.0f / m;
//X、Y轴方向上的加速度
final float ax = gx * invm;
final float ay = gy * invm;
/*用d来表示deltaT
* Time-corrected Verlet integration The position Verlet
* integrator is defined as x(t+d) = x(t) + x(t) - x(t-d) +
* a(t)d? However, the above equation doesn't handle variable
* d very well, a time-corrected version is needed: x(t+d) =
* x(t) + (x(t) - x(t-d)) * (d/d_prev) + a(t)d? We also add
* a simple friction term (f) to the equation: x(t+d) = x(t) +
* (1-f) * (x(t) - x(t-d)) * (d/d_prev) + a(t)d?
*
* 关于Verlet积分法的使用,参见以下链接:
* https://en.wikipedia.org/wiki/Verlet_integration
* http://www.cnblogs.com/crackpotisback/p/5293991.html
*
* 计算通过Δt时间后的位置。
*/
final float dTdT = dT * dT;
final float x = mPosX + mOneMinusFriction * dTC * (mPosX - mLastPosX) + mAccelX
* dTdT;
final float y = mPosY + mOneMinusFriction * dTC * (mPosY - mLastPosY) + mAccelY
* dTdT;
mLastPosX = mPosX;
mLastPosY = mPosY;
mPosX = x;
mPosY = y;
mAccelX = ax;
mAccelY = ay;
}
/*
* Resolving constraints and collisions with the Verlet integrator
* can be very simple, we simply need to move a colliding or
* constrained particle in such way that the constraint is
* satisfied.
* 用Verlet积分法能轻易的解决约束和碰撞的问题,
* 我们只需用满足约束条件的方式来移动发生碰撞或受到约束的粒子
*
*/
void resolveCollisionWithBounds() {
// X,Y轴的最大边界
final float xmax = mHorizontalBound;
final float ymax = mVerticalBound;
final float x = mPosX;
final float y = mPosY;
if (x > xmax) {
mPosX = xmax;
} else if (x < -xmax) {
mPosX = -xmax;
}
if (y > ymax) {
mPosY = ymax;
} else if (y < -ymax) {
mPosY = -ymax;
}
}
}
/*
* A particle system is just a collection of particles
* 一个粒子系统即粒子的集合
*/
class ParticleSystem {
static final int NUM_PARTICLES = 15;
private Particle mBalls[] = new Particle[NUM_PARTICLES];
ParticleSystem() {
/*
* Initially our particles have no speed or acceleration
* 最初我们的例子没有速度和加速度
*/
for (int i = 0; i < mBalls.length; i++) {
mBalls[i] = new Particle();
}
}
/*
* Update the position of each particle in the system using the
* Verlet integrator.
* 使用Verlet积分法更新系统中每个粒子的位置
*/
private void updatePositions(float sx, float sy, long timestamp) {
final long t = timestamp;
if (mLastT != 0) {
final float dT = (float) (t - mLastT) * (1.0f / 1000000000.0f);
if (mLastDeltaT != 0) {
final float dTC = dT / mLastDeltaT;
//final int count = mBalls.length;
for (Particle ball : mBalls) {
ball.computePhysics(sx, sy, dT, dTC);
}
}
mLastDeltaT = dT;
}
mLastT = t;
}
/*
* Performs one iteration of the simulation. First updating the
* position of all the particles and resolving the constraints and
* collisions.
* 执行一次传感器模拟的迭代。
* 首先更新所有的粒子的位置,并解决约束和碰撞的问题
*/
void update(float sx, float sy, long now) {
// update the system's positions更新粒子系统中各粒子的位置
updatePositions(sx, sy, now);
// We do no more than a limited number of iterations
//最大迭代数
final int NUM_MAX_ITERATIONS = 10;
/*
* Resolve collisions, each particle is tested against every
* other particle for collision. If a collision is detected the
* particle is moved away using a virtual spring of infinite
* stiffness.
* 每个粒子都要被检测是否碰撞了其他粒子
* 如果检测到了一个碰撞,那么使用无限刚度的弹性运动来移走这个粒子
*/
boolean more = true;
final int count = mBalls.length;
for (int k = 0; k < NUM_MAX_ITERATIONS && more; k++) {
more = false;
for (int i = 0; i < count; i++) {
Particle curr = mBalls[i];
for (int j = i + 1; j < count; j++) {
Particle ball = mBalls[j];
float dx = ball.mPosX - curr.mPosX;
float dy = ball.mPosY - curr.mPosY;
float dd = dx * dx + dy * dy;
// Check for collisions检测碰撞
if (dd <= sBallDiameter2) {
/*
* add a little bit of entropy, after nothing is
* perfect in the universe.
*/
dx += ((float) Math.random() - 0.5f) * 0.0001f;
dy += ((float) Math.random() - 0.5f) * 0.0001f;
dd = dx * dx + dy * dy;
// simulate the spring
final float d = (float) Math.sqrt(dd);
final float c = (0.5f * (sBallDiameter - d)) / d;
curr.mPosX -= dx * c;
curr.mPosY -= dy * c;
ball.mPosX += dx * c;
ball.mPosY += dy * c;
more = true;
}
}
/*
* Finally make sure the particle doesn't intersect
* with the walls.
*/
curr.resolveCollisionWithBounds();
}
}
}
int getParticleCount() {
return mBalls.length;
}
float getPosX(int i) {
return mBalls[i].mPosX;
}
float getPosY(int i) {
return mBalls[i].mPosY;
}
}
public void startSimulation() {
/*
* It is not necessary to get accelerometer events at a very high
* rate, by using a slower rate (SENSOR_DELAY_UI), we get an
* automatic low-pass filter, which "extracts" the gravity component
* of the acceleration. As an added benefit, we use less power and
* CPU resources.
*/
mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_UI);
}
public void stopSimulation() {
mSensorManager.unregisterListener(this);
}
public SimulationView(Context context) {
super(context);
mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
mXDpi = metrics.xdpi;
mYDpi = metrics.ydpi;
mMetersToPixelsX = mXDpi / 0.0254f;
mMetersToPixelsY = mYDpi / 0.0254f;
// rescale the ball so it's about 0.5 cm on screen
Bitmap ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball);
final int dstWidth = (int) (sBallDiameter * mMetersToPixelsX + 0.5f);
final int dstHeight = (int) (sBallDiameter * mMetersToPixelsY + 0.5f);
mBitmap = Bitmap.createScaledBitmap(ball, dstWidth, dstHeight, true);
Options opts = new Options();
opts.inDither = true;
opts.inPreferredConfig = Bitmap.Config.RGB_565;
mWood = BitmapFactory.decodeResource(getResources(), R.drawable.wood, opts);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
// compute the origin of the screen relative to the origin of
// the bitmap
mXOrigin = (w - mBitmap.getWidth()) * 0.5f;
mYOrigin = (h - mBitmap.getHeight()) * 0.5f;
mHorizontalBound = ((w / mMetersToPixelsX - sBallDiameter) * 0.5f);
mVerticalBound = ((h / mMetersToPixelsY - sBallDiameter) * 0.5f);
}
@Override
public void onSensorChanged(SensorEvent event) {
if (event.sensor.getType() != Sensor.TYPE_ACCELEROMETER)
return;
/*
* record the accelerometer data, the event's timestamp as well as
* the current time. The latter is needed so we can calculate the
* "present" time during rendering. In this application, we need to
* take into account how the screen is rotated with respect to the
* sensors (which always return data in a coordinate space aligned
* to with the screen in its native orientation).
* 记录加速传感器的数据、事件发生的时间以及当前时间。
* 我们需要后者来计算渲染期间的展现时间。在这个应用程序中,
* 我们需要考虑屏幕是怎样跟传感器一起旋转的(让它返回的数据
* 跟屏幕的原始坐标空间相对应)
*/
switch (mDisplay.getRotation()) {
case Surface.ROTATION_0:
mSensorX = event.values[0];
mSensorY = event.values[1];
break;
case Surface.ROTATION_90:
mSensorX = -event.values[1];
mSensorY = event.values[0];
break;
case Surface.ROTATION_180:
mSensorX = -event.values[0];
mSensorY = -event.values[1];
break;
case Surface.ROTATION_270:
mSensorX = event.values[1];
mSensorY = -event.values[0];
break;
}
mSensorTimeStamp = event.timestamp;
mCpuTimeStamp = System.nanoTime();
}
@Override
protected void onDraw(Canvas canvas) {
/*
* draw the background
*/
canvas.drawBitmap(mWood, 0, 0, null);
/*
* compute the new position of our object, based on accelerometer
* data and present time.
*/
final ParticleSystem particleSystem = mParticleSystem;
final long now = mSensorTimeStamp + (System.nanoTime() - mCpuTimeStamp);
final float sx = mSensorX;
final float sy = mSensorY;
particleSystem.update(sx, sy, now);
final float xc = mXOrigin;
final float yc = mYOrigin;
final float xs = mMetersToPixelsX;
final float ys = mMetersToPixelsY;
final Bitmap bitmap = mBitmap;
final int count = particleSystem.getParticleCount();
for (int i = 0; i < count; i++) {
/*
* We transform the canvas so that the coordinate system matches
* the sensors coordinate system with the origin in the center
* of the screen and the unit is the meter.
*/
final float x = xc + particleSystem.getPosX(i) * xs;
final float y = yc - particleSystem.getPosY(i) * ys;
canvas.drawBitmap(bitmap, x, y, null);
}
// and make sure to redraw asap
invalidate();
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
}
}
}