| /* |
| * Copyright (C) 2008 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package com.example.android.compass; |
| |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.FloatBuffer; |
| |
| import javax.microedition.khronos.egl.EGL10; |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL10; |
| import static javax.microedition.khronos.opengles.GL10.*; |
| |
| import android.app.Activity; |
| import android.content.Context; |
| import android.hardware.Sensor; |
| import android.hardware.SensorEvent; |
| import android.hardware.SensorEventListener; |
| import android.hardware.SensorManager; |
| import android.opengl.GLSurfaceView; |
| import android.opengl.GLSurfaceView.Renderer; |
| import android.os.Bundle; |
| import android.util.Log; |
| |
| /** |
| * This class provides a basic demonstration of how to use the |
| * {@link android.hardware.SensorManager SensorManager} API to draw |
| * a 3D compass. |
| */ |
| public class CompassActivity extends Activity implements Renderer, SensorEventListener { |
| private GLSurfaceView mGLSurfaceView; |
| private SensorManager mSensorManager; |
| private float[] mGData = new float[3]; |
| private float[] mMData = new float[3]; |
| private float[] mR = new float[16]; |
| private float[] mI = new float[16]; |
| private FloatBuffer mVertexBuffer; |
| private FloatBuffer mColorBuffer; |
| private ByteBuffer mIndexBuffer; |
| private float[] mOrientation = new float[3]; |
| private int mCount; |
| |
| public CompassActivity() { |
| } |
| |
| /** Called with the activity is first created. */ |
| @Override |
| public void onCreate(Bundle savedInstanceState) { |
| super.onCreate(savedInstanceState); |
| |
| mSensorManager = (SensorManager)getSystemService(Context.SENSOR_SERVICE); |
| mGLSurfaceView = new GLSurfaceView(this); |
| mGLSurfaceView.setRenderer(this); |
| setContentView(mGLSurfaceView); |
| } |
| |
| @Override |
| protected void onResume() { |
| // Ideally a game should implement onResume() and onPause() |
| // to take appropriate action when the activity looses focus |
| super.onResume(); |
| mGLSurfaceView.onResume(); |
| Sensor gsensor = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); |
| Sensor msensor = mSensorManager.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD); |
| mSensorManager.registerListener(this, gsensor, SensorManager.SENSOR_DELAY_GAME); |
| mSensorManager.registerListener(this, msensor, SensorManager.SENSOR_DELAY_GAME); |
| } |
| |
| @Override |
| protected void onPause() { |
| // Ideally a game should implement onResume() and onPause() |
| // to take appropriate action when the activity looses focus |
| super.onPause(); |
| mGLSurfaceView.onPause(); |
| mSensorManager.unregisterListener(this); |
| } |
| |
| public void onDrawFrame(GL10 gl) { |
| /* |
| * Usually, the first thing one might want to do is to clear |
| * the screen. The most efficient way of doing this is to use |
| * glClear(). |
| */ |
| |
| gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); |
| |
| /* |
| * Now we're ready to draw some 3D objects |
| */ |
| |
| gl.glMatrixMode(GL10.GL_MODELVIEW); |
| gl.glLoadIdentity(); |
| gl.glTranslatef(0, 0, -2); |
| |
| /* |
| * All the magic happens here. The rotation matrix mR reported by |
| * SensorManager.getRotationMatrix() is a 4x4 row-major matrix. |
| * We need to use its inverse for rendering. The inverse is |
| * simply calculated by taking the matrix' transpose. However, since |
| * glMultMatrixf() expects a column-major matrix, we can use mR |
| * directly! |
| */ |
| gl.glMultMatrixf(mR, 0); |
| // some test code which will be used/cleaned up before we ship this. |
| //gl.glMultMatrixf(mI, 0); |
| |
| gl.glVertexPointer(3, GL_FLOAT, 0, mVertexBuffer); |
| gl.glColorPointer(4, GL_FLOAT, 0, mColorBuffer); |
| gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, mIndexBuffer); |
| } |
| |
| public void onSurfaceChanged(GL10 gl, int width, int height) { |
| gl.glViewport(0, 0, width, height); |
| |
| /* |
| * Set our projection matrix. This doesn't have to be done |
| * each time we draw, but usually a new projection needs to |
| * be set when the viewport is resized. |
| */ |
| |
| float ratio = (float) width / height; |
| gl.glMatrixMode(GL10.GL_PROJECTION); |
| gl.glLoadIdentity(); |
| gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); |
| } |
| |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| /* |
| * By default, OpenGL enables features that improve quality |
| * but reduce performance. One might want to tweak that |
| * especially on software renderer. |
| */ |
| gl.glDisable(GL10.GL_DITHER); |
| |
| /* |
| * Some one-time OpenGL initialization can be made here |
| * probably based on features of this particular context |
| */ |
| gl.glClearColor(1,1,1,1); |
| gl.glEnable(GL10.GL_CULL_FACE); |
| gl.glShadeModel(GL10.GL_SMOOTH); |
| gl.glEnable(GL10.GL_DEPTH_TEST); |
| |
| /* |
| * create / load the our 3D models here |
| */ |
| |
| gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); |
| gl.glEnableClientState(GL10.GL_COLOR_ARRAY); |
| |
| float vertices[] = { |
| 0,0,0, |
| 1,0,0, |
| 0,1,0, |
| 0,0,1 |
| }; |
| float colors[] = { |
| 0,0,0,0, |
| 1,0,0,1, |
| 0,1,0,1, |
| 0,0,1,1 |
| }; |
| byte indices[] = { 0, 1, 0, 2, 0, 3 }; |
| |
| // Buffers to be passed to gl*Pointer() functions |
| // must be direct, i.e., they must be placed on the |
| // native heap where the garbage collector cannot |
| // move them. |
| // |
| // Buffers with multi-byte datatypes (e.g., short, int, float) |
| // must have their byte order set to native order |
| |
| ByteBuffer vbb; |
| vbb = ByteBuffer.allocateDirect(vertices.length*4); |
| vbb.order(ByteOrder.nativeOrder()); |
| mVertexBuffer = vbb.asFloatBuffer(); |
| mVertexBuffer.put(vertices); |
| mVertexBuffer.position(0); |
| |
| vbb = ByteBuffer.allocateDirect(colors.length*4); |
| vbb.order(ByteOrder.nativeOrder()); |
| mColorBuffer = vbb.asFloatBuffer(); |
| mColorBuffer.put(colors); |
| mColorBuffer.position(0); |
| |
| mIndexBuffer = ByteBuffer.allocateDirect(indices.length); |
| mIndexBuffer.put(indices); |
| mIndexBuffer.position(0); |
| } |
| |
| public void onAccuracyChanged(Sensor sensor, int accuracy) { |
| } |
| |
| public void onSensorChanged(SensorEvent event) { |
| int type = event.sensor.getType(); |
| float[] data; |
| if (type == Sensor.TYPE_ACCELEROMETER) { |
| data = mGData; |
| } else if (type == Sensor.TYPE_MAGNETIC_FIELD) { |
| data = mMData; |
| } else { |
| // we should not be here. |
| return; |
| } |
| for (int i=0 ; i<3 ; i++) |
| data[i] = event.values[i]; |
| |
| SensorManager.getRotationMatrix(mR, mI, mGData, mMData); |
| // some test code which will be used/cleaned up before we ship this. |
| // SensorManager.remapCoordinateSystem(mR, |
| // SensorManager.AXIS_X, SensorManager.AXIS_Z, mR); |
| // SensorManager.remapCoordinateSystem(mR, |
| // SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, mR); |
| SensorManager.getOrientation(mR, mOrientation); |
| float incl = SensorManager.getInclination(mI); |
| |
| if (mCount++ > 50) { |
| final float rad2deg = (float)(180.0f/Math.PI); |
| mCount = 0; |
| Log.d("Compass", "yaw: " + (int)(mOrientation[0]*rad2deg) + |
| " pitch: " + (int)(mOrientation[1]*rad2deg) + |
| " roll: " + (int)(mOrientation[2]*rad2deg) + |
| " incl: " + (int)(incl*rad2deg) |
| ); |
| } |
| } |
| } |