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1 /*
2  * Copyright (C) 2008 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.example.android.compass;
18 
19 import java.nio.ByteBuffer;
20 import java.nio.ByteOrder;
21 import java.nio.FloatBuffer;
22 
23 import javax.microedition.khronos.egl.EGL10;
24 import javax.microedition.khronos.egl.EGLConfig;
25 import javax.microedition.khronos.opengles.GL10;
26 import static javax.microedition.khronos.opengles.GL10.*;
27 
28 import android.app.Activity;
29 import android.content.Context;
30 import android.hardware.Sensor;
31 import android.hardware.SensorEvent;
32 import android.hardware.SensorEventListener;
33 import android.hardware.SensorManager;
34 import android.opengl.GLSurfaceView;
35 import android.opengl.GLSurfaceView.Renderer;
36 import android.os.Bundle;
37 import android.util.Log;
38 
39 /**
40  * This class provides a basic demonstration of how to use the
41  * {@link android.hardware.SensorManager SensorManager} API to draw
42  * a 3D compass.
43  */
44 public class CompassActivity extends Activity implements Renderer, SensorEventListener {
45     private GLSurfaceView mGLSurfaceView;
46     private SensorManager mSensorManager;
47     private float[] mGData = new float[3];
48     private float[] mMData = new float[3];
49     private float[] mR = new float[16];
50     private float[] mI = new float[16];
51     private FloatBuffer mVertexBuffer;
52     private FloatBuffer mColorBuffer;
53     private ByteBuffer mIndexBuffer;
54     private float[] mOrientation = new float[3];
55     private int mCount;
56 
CompassActivity()57     public CompassActivity() {
58     }
59 
60     /** Called with the activity is first created. */
61     @Override
onCreate(Bundle savedInstanceState)62     public void onCreate(Bundle savedInstanceState) {
63         super.onCreate(savedInstanceState);
64 
65         mSensorManager = (SensorManager)getSystemService(Context.SENSOR_SERVICE);
66         mGLSurfaceView = new GLSurfaceView(this);
67         mGLSurfaceView.setRenderer(this);
68         setContentView(mGLSurfaceView);
69     }
70 
71     @Override
onResume()72     protected void onResume() {
73         // Ideally a game should implement onResume() and onPause()
74         // to take appropriate action when the activity looses focus
75         super.onResume();
76         mGLSurfaceView.onResume();
77         Sensor gsensor = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
78         Sensor msensor = mSensorManager.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD);
79         mSensorManager.registerListener(this, gsensor, SensorManager.SENSOR_DELAY_GAME);
80         mSensorManager.registerListener(this, msensor, SensorManager.SENSOR_DELAY_GAME);
81     }
82 
83     @Override
onPause()84     protected void onPause() {
85         // Ideally a game should implement onResume() and onPause()
86         // to take appropriate action when the activity looses focus
87         super.onPause();
88         mGLSurfaceView.onPause();
89         mSensorManager.unregisterListener(this);
90     }
91 
onDrawFrame(GL10 gl)92     public void onDrawFrame(GL10 gl) {
93         /*
94          * Usually, the first thing one might want to do is to clear
95          * the screen. The most efficient way of doing this is to use
96          * glClear().
97          */
98 
99         gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
100 
101         /*
102          * Now we're ready to draw some 3D objects
103          */
104 
105         gl.glMatrixMode(GL10.GL_MODELVIEW);
106         gl.glLoadIdentity();
107         gl.glTranslatef(0, 0, -2);
108 
109         /*
110          * All the magic happens here. The rotation matrix mR reported by
111          * SensorManager.getRotationMatrix() is a 4x4 row-major matrix.
112          * We need to use its inverse for rendering. The inverse is
113          * simply calculated by taking the matrix' transpose. However, since
114          * glMultMatrixf() expects a column-major matrix, we can use mR
115          * directly!
116          */
117         gl.glMultMatrixf(mR, 0);
118         // some test code which will be used/cleaned up before we ship this.
119         //gl.glMultMatrixf(mI, 0);
120 
121         gl.glVertexPointer(3, GL_FLOAT, 0, mVertexBuffer);
122         gl.glColorPointer(4, GL_FLOAT, 0, mColorBuffer);
123         gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, mIndexBuffer);
124     }
125 
onSurfaceChanged(GL10 gl, int width, int height)126     public void onSurfaceChanged(GL10 gl, int width, int height) {
127         gl.glViewport(0, 0, width, height);
128 
129         /*
130          * Set our projection matrix. This doesn't have to be done
131          * each time we draw, but usually a new projection needs to
132          * be set when the viewport is resized.
133          */
134 
135         float ratio = (float) width / height;
136         gl.glMatrixMode(GL10.GL_PROJECTION);
137         gl.glLoadIdentity();
138         gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
139     }
140 
onSurfaceCreated(GL10 gl, EGLConfig config)141     public void onSurfaceCreated(GL10 gl, EGLConfig config) {
142         /*
143          * By default, OpenGL enables features that improve quality
144          * but reduce performance. One might want to tweak that
145          * especially on software renderer.
146          */
147         gl.glDisable(GL10.GL_DITHER);
148 
149         /*
150          * Some one-time OpenGL initialization can be made here
151          * probably based on features of this particular context
152          */
153         gl.glClearColor(1,1,1,1);
154         gl.glEnable(GL10.GL_CULL_FACE);
155         gl.glShadeModel(GL10.GL_SMOOTH);
156         gl.glEnable(GL10.GL_DEPTH_TEST);
157 
158         /*
159          * create / load the our 3D models here
160          */
161 
162         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
163         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
164 
165         float vertices[] = {
166                 0,0,0,
167                 1,0,0,
168                 0,1,0,
169                 0,0,1
170         };
171         float colors[] = {
172                 0,0,0,0,
173                 1,0,0,1,
174                 0,1,0,1,
175                 0,0,1,1
176         };
177         byte indices[] = { 0, 1, 0, 2, 0, 3 };
178 
179         // Buffers to be passed to gl*Pointer() functions
180         // must be direct, i.e., they must be placed on the
181         // native heap where the garbage collector cannot
182         // move them.
183         //
184         // Buffers with multi-byte datatypes (e.g., short, int, float)
185         // must have their byte order set to native order
186 
187         ByteBuffer vbb;
188         vbb = ByteBuffer.allocateDirect(vertices.length*4);
189         vbb.order(ByteOrder.nativeOrder());
190         mVertexBuffer = vbb.asFloatBuffer();
191         mVertexBuffer.put(vertices);
192         mVertexBuffer.position(0);
193 
194         vbb = ByteBuffer.allocateDirect(colors.length*4);
195         vbb.order(ByteOrder.nativeOrder());
196         mColorBuffer = vbb.asFloatBuffer();
197         mColorBuffer.put(colors);
198         mColorBuffer.position(0);
199 
200         mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
201         mIndexBuffer.put(indices);
202         mIndexBuffer.position(0);
203     }
204 
onAccuracyChanged(Sensor sensor, int accuracy)205     public void onAccuracyChanged(Sensor sensor, int accuracy) {
206     }
207 
onSensorChanged(SensorEvent event)208     public void onSensorChanged(SensorEvent event) {
209         int type = event.sensor.getType();
210         float[] data;
211         if (type == Sensor.TYPE_ACCELEROMETER) {
212             data = mGData;
213         } else if (type == Sensor.TYPE_MAGNETIC_FIELD) {
214             data = mMData;
215         } else {
216             // we should not be here.
217             return;
218         }
219         for (int i=0 ; i<3 ; i++)
220             data[i] = event.values[i];
221 
222         SensorManager.getRotationMatrix(mR, mI, mGData, mMData);
223 // some test code which will be used/cleaned up before we ship this.
224 //        SensorManager.remapCoordinateSystem(mR,
225 //                SensorManager.AXIS_X, SensorManager.AXIS_Z, mR);
226 //        SensorManager.remapCoordinateSystem(mR,
227 //                SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, mR);
228         SensorManager.getOrientation(mR, mOrientation);
229         float incl = SensorManager.getInclination(mI);
230 
231         if (mCount++ > 50) {
232             final float rad2deg = (float)(180.0f/Math.PI);
233             mCount = 0;
234             Log.d("Compass", "yaw: " + (int)(mOrientation[0]*rad2deg) +
235                     "  pitch: " + (int)(mOrientation[1]*rad2deg) +
236                     "  roll: " + (int)(mOrientation[2]*rad2deg) +
237                     "  incl: " + (int)(incl*rad2deg)
238                     );
239         }
240     }
241 }
242