List of usage examples for android.opengl Matrix translateM
public static void translateM(float[] m, int mOffset, float x, float y, float z)
From source file:Main.java
public static float[] translateModel(float[] animateResult, float[] mvpMatrix) { float[] newMatrix = copyMatrix(mvpMatrix); if (animateResult != null) { Matrix.translateM(newMatrix, 0, animateResult[0], animateResult[1], animateResult[2]); }// w w w. j ava2 s. c om return newMatrix; }
From source file:Main.java
public static float[] animateObject(float[] animateResult, float[] mvpMatrix) { float[] newMatrix = copyMatrix(mvpMatrix); if (animateResult != null) { Matrix.translateM(newMatrix, 0, animateResult[2], animateResult[3], animateResult[4]); rotateModel(newMatrix, null, null, animateResult[0], true, 20f, // TODO // values 30f, 0f);/*from w w w.j a v a 2 s.co m*/ } return newMatrix; }
From source file:Main.java
public static void rotateModel(float[] mModelMatrix, Float x, Float y, Float z, boolean rotateAroundCenter, Float width, Float length, Float height) { // translation for rotating the model around its center if (rotateAroundCenter) { Matrix.translateM(mModelMatrix, 0, length / 2f, width / 2f, height / 2f); }/* w w w . ja v a 2 s . co m*/ if (x != null) { Matrix.rotateM(mModelMatrix, 0, x, 1.0f, 0.0f, 0.0f); } if (y != null) { Matrix.rotateM(mModelMatrix, 0, y, 0.0f, 1.0f, 0.0f); } if (z != null) { Matrix.rotateM(mModelMatrix, 0, z, 0.0f, 0.0f, 1.0f); } // translation back to the origin if (rotateAroundCenter) { Matrix.translateM(mModelMatrix, 0, -length / 2, -width / 2f, -height / 2f); } }
From source file:com.kentdisplays.synccardboarddemo.Page.java
/** * Sets up the drawing object data for use in an OpenGL ES context. * * @param is InputStream to the page to load the path data from. *//*from w w w .j a v a2 s. com*/ public Page(InputStream is, int glProgram, int direction) { this.mModel = new float[16]; this.mGlProgram = glProgram; // Calculate the coordinates from the given path. ArrayList<Path> paths = pathsFromSamplePageInputStream(is); float finalCoords[] = {}; float finalNormals[] = {}; float finalColors[] = {}; mNumberOfPaths = paths.size(); for (int i = 0; i < mNumberOfPaths; i++) { Path path = paths.get(i); float x1 = (path.x1 / 13942 * 2) - 1; float y1 = (path.y1 / 20280 * 2) - 1; float x2 = (path.x2 / 13942 * 2) - 1; float y2 = (path.y2 / 20280 * 2) - 1; float width = path.width / 3000; width = width < 0.013f ? 0.013f : width; // Width should be at least 0.013 float distance = (float) Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); float angle = (float) Math.PI / 2 - (float) Math.asin((x2 - x1) / distance); float xdiff = (width / 2) * (float) Math.sin(angle); float ydiff = (width / 2) * (float) Math.cos(angle); float coords[] = { x1 - xdiff, y1 - ydiff, 1.0f, // top left x2 - xdiff, y2 - ydiff, 1.0f, // bottom left x1 + xdiff, y1 + ydiff, 1.0f, // top right x2 - xdiff, y2 - ydiff, 1.0f, // bottom left x2 + xdiff, y2 + ydiff, 1.0f, // bottom right x1 + xdiff, y1 + ydiff, 1.0f, // top right }; float normals[] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, }; float colors[] = { 0.2f, 0.709803922f, 0.898039216f, 1.0f, 0.2f, 0.709803922f, 0.898039216f, 1.0f, 0.2f, 0.709803922f, 0.898039216f, 1.0f, 0.2f, 0.709803922f, 0.898039216f, 1.0f, 0.2f, 0.709803922f, 0.898039216f, 1.0f, 0.2f, 0.709803922f, 0.898039216f, 1.0f, }; finalCoords = Floats.concat(finalCoords, coords); finalNormals = Floats.concat(finalNormals, normals); finalColors = Floats.concat(finalColors, colors); } ByteBuffer bbVertices = ByteBuffer.allocateDirect(finalCoords.length * 4); bbVertices.order(ByteOrder.nativeOrder()); mPageVertices = bbVertices.asFloatBuffer(); mPageVertices.put(finalCoords); mPageVertices.position(0); ByteBuffer bbNormals = ByteBuffer.allocateDirect(finalNormals.length * 4); bbNormals.order(ByteOrder.nativeOrder()); mPageNormals = bbNormals.asFloatBuffer(); mPageNormals.put(finalNormals); mPageNormals.position(0); ByteBuffer bbColors = ByteBuffer.allocateDirect(finalColors.length * 4); bbColors.order(ByteOrder.nativeOrder()); mPageColors = bbColors.asFloatBuffer(); mPageColors.put(finalColors); mPageColors.position(0); // Correctly place the page in the world. Matrix.setIdentityM(mModel, 0); switch (direction) { case 0: Matrix.translateM(mModel, 0, 0, 0, -mDistance); //Front. break; case 1: Matrix.translateM(mModel, 0, -mDistance, 0, 0); // Left. Matrix.rotateM(mModel, 0, 90, 0, 1f, 0); break; case 2: Matrix.translateM(mModel, 0, 0, 0, mDistance); // Behind. Matrix.rotateM(mModel, 0, 180, 0, 1f, 0); break; case 3: Matrix.translateM(mModel, 0, mDistance, 0, 0); // Right. Matrix.rotateM(mModel, 0, 270, 0, 1f, 0); break; } }
From source file:com.google.fpl.liquidfunpaint.ParticleRenderer.java
public void onSurfaceChanged(int width, int height) { // Set up the transform float ratio = (float) height / width; Matrix.setIdentityM(mTransformFromTexture, 0); Matrix.scaleM(mTransformFromTexture, 0, 1, 1 / ratio, 1); Matrix.setIdentityM(mTransformFromWorld, 0); Matrix.translateM(mTransformFromWorld, 0, -1, -ratio, 0); Matrix.scaleM(mTransformFromWorld, 0, 2f / Renderer.getInstance().sRenderWorldWidth, 2 * ratio / Renderer.getInstance().sRenderWorldHeight, 1); }
From source file:com.kentdisplays.synccardboarddemo.MainActivity.java
/** * Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java * arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers. * @param config The EGL configuration used when creating the surface. */// ww w . j a va 2 s . c om @Override public void onSurfaceCreated(EGLConfig config) { Log.i(TAG, "onSurfaceCreated"); // make a floor ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(DATA.FLOOR_COORDS.length * 4); bbFloorVertices.order(ByteOrder.nativeOrder()); mFloorVertices = bbFloorVertices.asFloatBuffer(); mFloorVertices.put(DATA.FLOOR_COORDS); mFloorVertices.position(0); ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(DATA.FLOOR_NORMALS.length * 4); bbFloorNormals.order(ByteOrder.nativeOrder()); mFloorNormals = bbFloorNormals.asFloatBuffer(); mFloorNormals.put(DATA.FLOOR_NORMALS); mFloorNormals.position(0); ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(DATA.FLOOR_COLORS.length * 4); bbFloorColors.order(ByteOrder.nativeOrder()); mFloorColors = bbFloorColors.asFloatBuffer(); mFloorColors.put(DATA.FLOOR_COLORS); mFloorColors.position(0); int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex); int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment); mGlProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mGlProgram, vertexShader); GLES20.glAttachShader(mGlProgram, gridShader); GLES20.glLinkProgram(mGlProgram); GLES20.glEnable(GLES20.GL_DEPTH_TEST); Matrix.setIdentityM(mModelFloor, 0); Matrix.translateM(mModelFloor, 0, 0, -mFloorDepth, 0); // Floor appears below user // Create the placeholder pages. mPages = new Page[4]; mPages[0] = new Page(getResources().openRawResource(R.raw.boogie_board), mGlProgram, 0); mPages[1] = new Page(getResources().openRawResource(R.raw.house), mGlProgram, 1); mPages[2] = new Page(getResources().openRawResource(R.raw.placeholder), mGlProgram, 2); mPages[3] = new Page(getResources().openRawResource(R.raw.cylinder), mGlProgram, 3); checkGLError("onSurfaceCreated"); }
From source file:com.google.vrtoolkit.cardboard.samples.treasurehunt.MainActivity.java
/** * Creates the buffers we use to store information about the 3D world. * * <p>OpenGL doesn't use Java arrays, but rather needs data in a format it can understand. * Hence we use ByteBuffers./*from ww w . j a v a2 s .co m*/ * * @param config The EGL configuration used when creating the surface. */ @Override public void onSurfaceCreated(EGLConfig config) { Log.i(TAG, "onSurfaceCreated"); GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well. ByteBuffer bbVertices = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COORDS.length * 4); bbVertices.order(ByteOrder.nativeOrder()); cubeVertices = bbVertices.asFloatBuffer(); cubeVertices.put(WorldLayoutData.CUBE_COORDS); cubeVertices.position(0); ByteBuffer bbColors = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COLORS.length * 4); bbColors.order(ByteOrder.nativeOrder()); cubeColors = bbColors.asFloatBuffer(); cubeColors.put(WorldLayoutData.CUBE_COLORS); cubeColors.position(0); ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_FOUND_COLORS.length * 4); bbFoundColors.order(ByteOrder.nativeOrder()); cubeFoundColors = bbFoundColors.asFloatBuffer(); cubeFoundColors.put(WorldLayoutData.CUBE_FOUND_COLORS); cubeFoundColors.position(0); ByteBuffer bbNormals = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_NORMALS.length * 4); bbNormals.order(ByteOrder.nativeOrder()); cubeNormals = bbNormals.asFloatBuffer(); cubeNormals.put(WorldLayoutData.CUBE_NORMALS); cubeNormals.position(0); ByteBuffer mcbbVertices = ByteBuffer.allocateDirect(WorldLayoutData.MINI_CUBE_COORDS.length * 4); mcbbVertices.order(ByteOrder.nativeOrder()); miniCubeVertices = mcbbVertices.asFloatBuffer(); miniCubeVertices.put(WorldLayoutData.MINI_CUBE_COORDS); miniCubeVertices.position(0); ByteBuffer mcbbColors = ByteBuffer.allocateDirect(WorldLayoutData.MINI_CUBE_COLORS.length * 4); mcbbColors.order(ByteOrder.nativeOrder()); miniCubeColors = mcbbColors.asFloatBuffer(); miniCubeColors.put(WorldLayoutData.MINI_CUBE_COLORS); miniCubeColors.position(0); ByteBuffer mcbbNormals = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_NORMALS.length * 4); mcbbNormals.order(ByteOrder.nativeOrder()); miniCubeNormals = mcbbNormals.asFloatBuffer(); miniCubeNormals.put(WorldLayoutData.CUBE_NORMALS); miniCubeNormals.position(0); // make a floor ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COORDS.length * 4); bbFloorVertices.order(ByteOrder.nativeOrder()); floorVertices = bbFloorVertices.asFloatBuffer(); floorVertices.put(WorldLayoutData.FLOOR_COORDS); floorVertices.position(0); ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_NORMALS.length * 4); bbFloorNormals.order(ByteOrder.nativeOrder()); floorNormals = bbFloorNormals.asFloatBuffer(); floorNormals.put(WorldLayoutData.FLOOR_NORMALS); floorNormals.position(0); ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COLORS.length * 4); bbFloorColors.order(ByteOrder.nativeOrder()); floorColors = bbFloorColors.asFloatBuffer(); floorColors.put(WorldLayoutData.FLOOR_COLORS); floorColors.position(0); int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex); int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment); int passthroughShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.passthrough_fragment); cubeProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(cubeProgram, vertexShader); GLES20.glAttachShader(cubeProgram, passthroughShader); GLES20.glLinkProgram(cubeProgram); GLES20.glUseProgram(cubeProgram); checkGLError("Cube program"); cubePositionParam = GLES20.glGetAttribLocation(cubeProgram, "a_Position"); cubeNormalParam = GLES20.glGetAttribLocation(cubeProgram, "a_Normal"); cubeColorParam = GLES20.glGetAttribLocation(cubeProgram, "a_Color"); cubeModelParam = GLES20.glGetUniformLocation(cubeProgram, "u_Model"); cubeModelViewParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVMatrix"); cubeModelViewProjectionParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVP"); cubeLightPosParam = GLES20.glGetUniformLocation(cubeProgram, "u_LightPos"); GLES20.glEnableVertexAttribArray(cubePositionParam); GLES20.glEnableVertexAttribArray(cubeNormalParam); GLES20.glEnableVertexAttribArray(cubeColorParam); checkGLError("Cube program params"); //Minicube miniCubeProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(miniCubeProgram, vertexShader); GLES20.glAttachShader(miniCubeProgram, passthroughShader); GLES20.glLinkProgram(miniCubeProgram); GLES20.glUseProgram(miniCubeProgram); checkGLError("Cube program"); miniCubePositionParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Position"); miniCubeNormalParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Normal"); miniCubeColorParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Color"); miniCubeModelParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_Model"); miniCubeModelViewParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_MVMatrix"); miniCubeModelViewProjectionParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_MVP"); miniCubeLightPosParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_LightPos"); GLES20.glEnableVertexAttribArray(miniCubePositionParam); GLES20.glEnableVertexAttribArray(miniCubeNormalParam); GLES20.glEnableVertexAttribArray(miniCubeColorParam); checkGLError("Cube program params"); floorProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(floorProgram, vertexShader); GLES20.glAttachShader(floorProgram, gridShader); GLES20.glLinkProgram(floorProgram); GLES20.glUseProgram(floorProgram); checkGLError("Floor program"); floorModelParam = GLES20.glGetUniformLocation(floorProgram, "u_Model"); floorModelViewParam = GLES20.glGetUniformLocation(floorProgram, "u_MVMatrix"); floorModelViewProjectionParam = GLES20.glGetUniformLocation(floorProgram, "u_MVP"); floorLightPosParam = GLES20.glGetUniformLocation(floorProgram, "u_LightPos"); floorPositionParam = GLES20.glGetAttribLocation(floorProgram, "a_Position"); floorNormalParam = GLES20.glGetAttribLocation(floorProgram, "a_Normal"); floorColorParam = GLES20.glGetAttribLocation(floorProgram, "a_Color"); GLES20.glEnableVertexAttribArray(floorPositionParam); GLES20.glEnableVertexAttribArray(floorNormalParam); GLES20.glEnableVertexAttribArray(floorColorParam); checkGLError("Floor program params"); Matrix.setIdentityM(modelFloor, 0); Matrix.translateM(modelFloor, 0, 0, -floorDepth, 0); // Floor appears below user. // Avoid any delays during start-up due to decoding of sound files. new Thread(new Runnable() { public void run() { // Start spatial audio playback of SOUND_FILE at the model postion. The returned //soundId handle is stored and allows for repositioning the sound object whenever // the cube position changes. cardboardAudioEngine.preloadSoundFile(SOUND_FILE); soundId = cardboardAudioEngine.createSoundObject(SOUND_FILE); cardboardAudioEngine.setSoundObjectPosition(soundId, modelPosition[0], modelPosition[1], modelPosition[2]); cardboardAudioEngine.playSound(soundId, true /* looped playback */); } }).start(); updateModelPosition(); checkGLError("onSurfaceCreated"); }
From source file:com.google.vrtoolkit.cardboard.samples.treasurehunt.MainActivity.java
/** * Updates the cube model position.//from w ww . j ava2 s. c o m */ private void updateModelPosition() { Matrix.setIdentityM(modelCube, 0); Matrix.translateM(modelCube, 0, modelPosition[0], modelPosition[1], modelPosition[2]); // Update the sound location to match it with the new cube position. if (soundId != CardboardAudioEngine.INVALID_ID) { cardboardAudioEngine.setSoundObjectPosition(soundId, modelPosition[0], modelPosition[1], modelPosition[2]); } checkGLError("updateCubePosition"); }
From source file:com.tumblr.cardboard.Tumblr3DActivity.java
/** * Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java * arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers. * * @param config The EGL configuration used when creating the surface. *///from w ww.java 2 s .c o m @Override public void onSurfaceCreated(EGLConfig config) { Log.i(TAG, "onSurfaceCreated"); GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well ByteBuffer bbVertices = ByteBuffer.allocateDirect(WorldLayoutData.RECT_COORDS.length * 4); bbVertices.order(ByteOrder.nativeOrder()); mRectVertices = bbVertices.asFloatBuffer(); mRectVertices.put(WorldLayoutData.RECT_COORDS); mRectVertices.position(0); ByteBuffer bbColors = ByteBuffer.allocateDirect(WorldLayoutData.RECT_COLORS.length * 4); bbColors.order(ByteOrder.nativeOrder()); mRectColors = bbColors.asFloatBuffer(); mRectColors.put(WorldLayoutData.RECT_COLORS); mRectColors.position(0); ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(WorldLayoutData.RECT_FOUND_COLORS.length * 4); bbFoundColors.order(ByteOrder.nativeOrder()); mRectFoundColors = bbFoundColors.asFloatBuffer(); mRectFoundColors.put(WorldLayoutData.RECT_FOUND_COLORS); mRectFoundColors.position(0); ByteBuffer bbNormals = ByteBuffer.allocateDirect(WorldLayoutData.RECT_NORMALS.length * 4); bbNormals.order(ByteOrder.nativeOrder()); mRectNormals = bbNormals.asFloatBuffer(); mRectNormals.put(WorldLayoutData.RECT_NORMALS); mRectNormals.position(0); ByteBuffer bbTextureCoordinates = ByteBuffer.allocateDirect(WorldLayoutData.RECT_TEX_COORDS.length * 4); bbTextureCoordinates.order(ByteOrder.nativeOrder()); mRectTexCoords = bbTextureCoordinates.asFloatBuffer(); mRectTexCoords.put(WorldLayoutData.RECT_TEX_COORDS); mRectTexCoords.position(0); // make a floor ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COORDS.length * 4); bbFloorVertices.order(ByteOrder.nativeOrder()); mFloorVertices = bbFloorVertices.asFloatBuffer(); mFloorVertices.put(WorldLayoutData.FLOOR_COORDS); mFloorVertices.position(0); ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_NORMALS.length * 4); bbFloorNormals.order(ByteOrder.nativeOrder()); mFloorNormals = bbFloorNormals.asFloatBuffer(); mFloorNormals.put(WorldLayoutData.FLOOR_NORMALS); mFloorNormals.position(0); ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COLORS.length * 4); bbFloorColors.order(ByteOrder.nativeOrder()); mFloorColors = bbFloorColors.asFloatBuffer(); mFloorColors.put(WorldLayoutData.FLOOR_COLORS); mFloorColors.position(0); int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex); int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.flat_fragment); mGlProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mGlProgram, vertexShader); GLES20.glAttachShader(mGlProgram, gridShader); GLES20.glLinkProgram(mGlProgram); GLES20.glEnable(GLES20.GL_DEPTH_TEST); Matrix.setIdentityM(mModelFloor, 0); Matrix.translateM(mModelFloor, 0, 0, -FLOOR_DEPTH, 0); // Floor appears below user checkGLError("onSurfaceCreated"); }
From source file:com.google.vrtoolkit.cardboard.samples.treasurehunt.MainActivity.java
private void updateMiniCubePosition(float x, float y, float z, float w) { //Matrix.setIdentityM(modelMiniCube, 0); //We normalize the distance as well //Matrix.translateM(modelMiniCube, 0, handPos[0]/(float)50.0, handPos[1]/(float)50.0, handPos[2]/(float)50.0); //This accounts for the reversing //Matrix.translateM(modelMiniCube, 0, -handPos[0]/(float)50.0, -handPos[2]/(float)50.0, -handPos[1]/(float)50.0); float[] temp_modelMiniCube = new float[16]; float[] temp_mRotate = new float[16]; Matrix.setIdentityM(temp_modelMiniCube, 0); Matrix.translateM(temp_modelMiniCube, 0, -handPos[0] / (float) 50.0, -handPos[2] / (float) 50.0, -handPos[1] / (float) 50.0); //Matrix.setIdentityM(temp_mRotate, 0); //Matrix.rotateM(temp_mRotate, 0, 45, 1, 0, 0); //This rotates the cube quaternionToMatrix(temp_mRotate, -x, -y, -z, w); Matrix.multiplyMM(modelMiniCube, 0, temp_mRotate, 0, temp_modelMiniCube, 0); Log.i("Armo", String.format("%f", -handPos[1] / (float) 50)); if (-handPos[1] / (float) 50 < -WALL_DIST + 1) { //offset because this is cube center, we want the wall position sendArmoRequest(true);//from w w w . j a v a2 s . c om Log.i("Armo", "Sending_lock"); } else { sendArmoRequest(false); Log.i("Armo", "Sending_unlock"); } }