http://www.imobilebbs.com/wordpress/?p=1554
Mesh
首先定义一个基类 Mesh,所有空间形体最基本的构成元素为Mesh(三角形网格) ,其基本定义如下:
public class Mesh {
// Our vertex buffer.
private FloatBuffer verticesBuffer = null;
// Our index buffer.
private ShortBuffer indicesBuffer = null;
// The number of indices.
private int numOfIndices = -1;
// Flat Color
private float[] rgba = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
// Smooth Colors
private FloatBuffer colorBuffer = null;
// Translate params.
public float x = 0;
public float y = 0;
public float z = 0;
// Rotate params.
public float rx = 0;
public float ry = 0;
public float rz = 0;
public void draw(GL10 gl) {
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
// Enabled the vertices buffer for writing and
//to be used during
// rendering.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, verticesBuffer);
// Set flat color
gl.glColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
// Smooth color
if (colorBuffer != null) {
// Enable the color array buffer to be used during rendering.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
}
gl.glTranslatef(x, y, z);
gl.glRotatef(rx, 1, 0, 0);
gl.glRotatef(ry, 0, 1, 0);
gl.glRotatef(rz, 0, 0, 1);
// Point out the where the color buffer is.
gl.glDrawElements(GL10.GL_TRIANGLES, numOfIndices, GL10.GL_UNSIGNED_SHORT, indicesBuffer);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
protected void setVertices(float[] vertices) {
// a float is 4 bytes, therefore we multiply the number if vertices with 4.
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
verticesBuffer = vbb.asFloatBuffer();
verticesBuffer.put(vertices);
verticesBuffer.position(0);
}
protected void setIndices(short[] indices) {
// short is 2 bytes, therefore we multiply the number if vertices with 2.
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indicesBuffer = ibb.asShortBuffer();
indicesBuffer.put(indices);
indicesBuffer.position(0);
numOfIndices = indices.length;
}
protected void setColor(float red, float green, float blue, float alpha) {
// Setting the flat color.
rgba[0] = red;
rgba[1] = green;
rgba[2] = blue;
rgba[3] = alpha;
}
protected void setColors(float[] colors) {
// float has 4 bytes.
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length * 4);
cbb.order(ByteOrder.nativeOrder());
colorBuffer = cbb.asFloatBuffer();
colorBuffer.put(colors);
colorBuffer.position(0);
}
}
Plane类的定义如下:
public class Plane extends Mesh {
public Plane() {
this(1, 1, 1, 1);
}
public Plane(float width, float height) {
this(width, height, 1, 1);
}
//widthSegments为x轴上分为几段,heightSegments为y轴上分为几段
public Plane(float width, float height, int widthSegments, int heightSegments) {
//总共有(widthSegments + 1) * (heightSegments + 1)个点,一个点由3个左边组成。
float[] vertices = new float[(widthSegments + 1) * (heightSegments + 1) * 3];
//一个正方形由两个三角形组成,一个三角形有3个点,因此一个平面有6个点,要乘以6
short[] indices = new short[(widthSegments + 1) * (heightSegments + 1)* 6];
float xOffset = width / -2;
float yOffset = height / -2;
//xWidth为x轴上一段的长度
float xWidth = width / (widthSegments);
//yWidth为y轴上一段的长度
float yHeight = height / (heightSegments);
int currentVertex = 0;
int currentIndex = 0;
short w = (short) (widthSegments + 1);
for (int y = 0; y < heightSegments + 1; y++) {
for (int x = 0; x < widthSegments + 1; x++) {
vertices[currentVertex] = xOffset + x * xWidth;
vertices[currentVertex + 1] = yOffset + y * yHeight;
vertices[currentVertex + 2] = 0;
currentVertex += 3;
int n = y * (widthSegments + 1) + x;
if (y < heightSegments && x < widthSegments) {
// Face one
indices[currentIndex] = (short) n;
indices[currentIndex + 1] = (short) (n + 1);
indices[currentIndex + 2] = (short) (n + w);
// Face two
indices[currentIndex + 3] = (short) (n + 1);
indices[currentIndex + 4] = (short) (n + 1 + w);
indices[currentIndex + 5] = (short) (n + 1 + w - 1);
currentIndex += 6;
}
}
}
setIndices(indices);
setVertices(vertices);
}
}
Cube
下面来定义一个正方体(Cube),为简单起见,这个四面体只可以设置宽度,高度,和深度,没有和Plane一样提供Segments支持。
public class Cube extends Mesh {
public Cube(float width, float height, float depth) {
width /= 2;
height /= 2;
depth /= 2;
float vertices[] = {
-width, -height, -depth, // 0
width, -height, -depth, // 1
width, height, -depth, // 2
-width, height, -depth, // 3
-width, -height, depth, // 4
width, -height, depth, // 5
width, height, depth, // 6
-width, height, depth, // 7
};
short 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,
};
setIndices(indices); setVertices(vertices);
}
}
Group
Group可以用来管理多个空间几何形体,如果把Mesh比作Android的View ,Group可以看作Android的ViewGroup,Android的View的设计也是采用的“Composite Pattern”。
Group的主要功能是把针对Group的操作(如draw)分发到Group中的每个成员对应的操作(如draw)。
Group定义如下:
public class Group extends Mesh {
private Vector<Mesh> children = new Vector<Mesh>();
@Override
public void draw(GL10 gl) {
int size = children.size();
for( int i = 0; i < size; i++)
children.get(i).draw(gl);
}
/**
* @param location
* @param object
* @see java.util.Vector#add(int, java.lang.Object)
**/
public void add(int location, Mesh object) {
children.add(location, object);
}
/**
* @param object
* @return
* @see java.util.Vector#add(java.lang.Object)
**/
public boolean add(Mesh object) {
return children.add(object);
}
/**
* @see java.util.Vector#clear()
**/
public void clear() {
children.clear();
}
/**
* @param location
* @return
* @see java.util.Vector#get(int)
**/
public Mesh get(int location) {
return children.get(location);
}
/**
* @param location
* @return
* @see java.util.Vector#remove(int)
**/
public Mesh remove(int location) {
return children.remove(location);
}
/**
* @param object
* @return
* @see java.util.Vector#remove(java.lang.Object)
**/
public boolean remove(Object object) {
return children.remove(object);
}
/**
* @return
* @see java.util.Vector#size()
**/
public int size() {
return children.size();
}
}
Sphere球体
public class Sphere {
public void draw(GL10 gl) {
float theta, pai;
float co, si;
float r1, r2;
float h1, h2;
float step = 2.0f;
float[][] v = new float[32][3];
ByteBuffer vbb;
FloatBuffer vBuf;
vbb = ByteBuffer.allocateDirect(v.length * v[0].length * 4);
vbb.order(ByteOrder.nativeOrder());
vBuf = vbb.asFloatBuffer();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
//关于下面顶点位置的计算,从Y轴上边往下看就是一个个圆叠加,每一个圆上面,y轴对应的值是不变的,
//通过三角函数关系可以求出来x跟z的值
for (pai = -90.0f; pai < 90.0f; pai += step) {
int n = 0;
r1 = (float)Math.cos(pai * Math.PI / 180.0);
r2 = (float)Math.cos((pai + step) * Math.PI / 180.0);
h1 = (float)Math.sin(pai * Math.PI / 180.0);
h2 = (float)Math.sin((pai + step) * Math.PI / 180.0);
for (theta = 0.0f; theta <= 360.0f; theta += step) {
co = (float)Math.cos(theta * Math.PI / 180.0);
si = -(float)Math.sin(theta * Math.PI / 180.0);
v[n][0] = (r2 * co);
v[n][1] = (h2);
v[n][2] = (r2 * si);
v[n + 1][0] = (r1 * co);
v[n + 1][1] = (h1);
v[n + 1][2] = (r1 * si);
vBuf.put(v[n]);
vBuf.put(v[n + 1]);
n += 2;
if(n>31){
vBuf.position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vBuf);
gl.glNormalPointer(GL10.GL_FLOAT, 0, vBuf);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, n);
n = 0;
theta -= step;
}
}
vBuf.position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vBuf);
gl.glNormalPointer(GL10.GL_FLOAT, 0, vBuf);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, n);
}
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
}
}