大家要知道GLSurfaceview里面没有像2D里面的drawCircle(x,y,r,paint);的函数,所以得想到其他的方法了。
画圆就是根据R*R=R*RCOS^2+R*RSIN^2;循环N次,这样就可以得到N个点,点点之间都是直线,所以点越多,圆越圆。下面让我们看看代码吧。
package wyf.lgz;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class Activity_GL_Cylinder extends Activity {
private MyGLSurfaceView mGLSurfaceView;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
mGLSurfaceView = new MyGLSurfaceView(this);
setContentView(mGLSurfaceView);
mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
mGLSurfaceView.requestFocus();//获取焦点
}
@Override
protected void onResume() {
super.onResume();
mGLSurfaceView.onResume();
}
@Override
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
}
}
package wyf.lgz;
import android.opengl.GLSurfaceView;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.view.MotionEvent;
public class MyGLSurfaceView extends GLSurfaceView {
private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度缩放比例
private SceneRenderer mRenderer;//场景渲染器
private float mPreviousY;//上次的触控位置Y坐标
private float mPreviousX;//上次的触控位置Y坐标
public MyGLSurfaceView(Context context) {
super(context);
mRenderer = new SceneRenderer(); //创建场景渲染器
setRenderer(mRenderer); //设置渲染器
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
}
//触摸事件回调方法
@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;//计算触控笔Y位移
float dx = x - mPreviousX;//计算触控笔Y位移
mRenderer.cylinder.mAngleX += dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度
mRenderer.cylinder.mAngleZ += dx * TOUCH_SCALE_FACTOR;//设置沿z轴旋转角度
requestRender();//重绘画面
}
mPreviousY = y;//记录触控笔位置
mPreviousX = x;//记录触控笔位置
return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
DrawCylinder cylinder;//创建圆柱体
public void onDrawFrame(GL10 gl) {
//清除颜色缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//设置当前矩阵为模式矩阵
gl.glMatrixMode(GL10.GL_MODELVIEW);
//设置当前矩阵为单位矩阵
gl.glLoadIdentity();
gl.glPushMatrix();//保护变换矩阵现场
gl.glTranslatef(0, 0, -8f);//平移
cylinder.drawSelf(gl);//绘制
gl.glPopMatrix();//恢复变换矩阵现场
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
//设置视窗大小及位置
gl.glViewport(0, 0, width, height);
//设置当前矩阵为投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//设置当前矩阵为单位矩阵
gl.glLoadIdentity();
//计算透视投影的比例
float ratio = (float) width / height;
//调用此方法计算产生透视投影矩阵
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 100);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//关闭抗抖动
gl.glDisable(GL10.GL_DITHER);
//设置特定Hint项目的模式,这里为设置为使用快速模式
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST);
//设置屏幕背景色白色RGBA
gl.glClearColor(1,1,1,1);
//设置着色模型为平滑着色
gl.glShadeModel(GL10.GL_SMOOTH);
//启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
cylinder=new DrawCylinder(10f,2f,1f,5);//创建圆柱体
}
}
}
package wyf.lgz;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import javax.microedition.khronos.opengles.GL10;
public class DrawCylinder
{
private FloatBuffer myVertexBuffer;//顶点坐标缓冲
int vCount;//顶点数量
float length;//圆柱长度
float circle_radius;//圆截环半径
float degreespan; //圆截环每一份的度数大小
int col;//圆柱块数
public float mAngleX;
public float mAngleY;
public float mAngleZ;
public DrawCylinder(float length,float circle_radius,float degreespan,int col)
{
this.circle_radius=circle_radius;
this.length=length;
this.col=col;
this.degreespan=degreespan;
float collength=(float)length/col;//圆柱每块所占的长度
ArrayList<Float> val=new ArrayList<Float>();//顶点存放列表
for(float circle_degree=360.0f;circle_degree>0.0f;circle_degree-=degreespan)//循环行
{
int j=0;
//for(int j=0;j<col;j++)//循环列
{
float x1 =(float)(j*collength-length/2);
float y1=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
float z1=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));
val.add(x1);val.add(y1);val.add(z1);//每条线两个顶点确定,有6条线,共12个顶点。
}
}
vCount=val.size()/3;//确定顶点数量
//顶点
float[] vertexs=new float[vCount*3];
for(int i=0;i<vCount*3;i++)
{
vertexs[i]=val.get(i);
}
ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
vbb.order(ByteOrder.nativeOrder());
myVertexBuffer=vbb.asFloatBuffer();
myVertexBuffer.put(vertexs);
myVertexBuffer.position(0);
}
public void drawSelf(GL10 gl)
{
gl.glRotatef(mAngleX, 1, 0, 0);//旋转
gl.glRotatef(mAngleY, 0, 1, 0);
gl.glRotatef(mAngleZ, 0, 0, 1);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);//打开顶点缓冲
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, myVertexBuffer);//指定顶点缓冲
gl.glColor4f(0, 0, 0, 0);//设置绘制线为黑色
gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, vCount);//绘制图像
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}