ARCore OpenGL ES Moving Object using onScroll - android

I'm attempting to add in the moving of objects around with single finger scrolling. (See Google AR Stickers for example) I'm using native ARCore/OpenGL based originally off the ARCore examples. When you slide 1 finger, I want to move the object in 3D space along the X and Z axes.
I can easily create the movement using Translation, however, it performs the movement based on the original camera orientation. If you physically move the phone/camera a few lateral steps, the finger movements no longer match what a user would expect.
So I changed up my code and mapped the finger distanceX and distanceY that is swiped to affect X and Z coordinates depending on the angle of change from the original camera starting point to the current camera point.
The issue that I'm running into is determining the angle at which the camera has been moved. I've been looking at the value from the Camera View matrix:
camera.getViewMatrix(viewmtx, 0);
But the X, Y, and Z coordinates always say 0. I'm assuming this is because it's always making the camera the origin? Does anyone know of a way to calculate the angle of rotation of a camera from a 3D object using the ARCore/OpenGL ES libraries? The red angle in the illustration below (from top-down perspective) is what I'm trying to get. Sorry for the crude drawing:
Here's my code for your reference:
// Handle Gestures - Single touch for Translation and Placement
mGestureDetector = new GestureDetector(this, new GestureDetector.SimpleOnGestureListener()
{
#Override
public boolean onSingleTapUp(MotionEvent e)
{
onSingleTap(e);
return true;
}
#Override
public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY)
{
if (e2.getPointerCount() == 1 && ...)
{
double angle = findCameraAngleFromOrigin();
double speed = 0.005d;
if (angle / 90d < 1) //Quadrant 1
{
double transX = -(distanceY * (angle / 90d)) + (distanceX * ((90d - angle) / 90d));
double transY = (distanceY * ((90d - angle) / 90d)) + (distanceX * (angle / 90d));
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * -speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * -speed)));
}
else if (angle / 90d < 2) //Quadrant 2
{
angle -= 90d;
double transX = (distanceX * (angle / 90d)) + (distanceY * ((90d - angle) / 90d));
double transY = (-distanceX * ((90d - angle) / 90d)) + (distanceY * (angle / 90d));
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * speed)));
}
else if (angle / 90d < 3) //Quadrant 3
{
angle -= 180d;
double transX = (distanceY * (angle / 90d)) + (-distanceX * ((90d - angle) / 90d));
double transY = (-distanceY * ((90d - angle) / 90d)) + (-distanceX * (angle / 90d));
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * -speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * -speed)));
}
else //Quadrant 4
{
angle -= 270d;
double transX = (-distanceX * (angle / 90d)) + (-distanceY * ((90d - angle) / 90d));
double transY = (distanceX * ((90d - angle) / 90d)) + (-distanceY * (angle / 90d));
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * speed)));
}
return true;
}
return false;
}
}
EDIT: Update to code

I wasn't able to figure out how to find the distance from the camera points, but I was able to at least find the difference in the phone's rotation, which is closer. I accomplished it by the code below. I'm still not happy with the results, so I'll post updates later on when I find a more effective solution.
private double getDegree(double value1, double value2)
{
double firstAngle = value1 * 90;
double secondAngle = value2 * 90;
if (secondAngle >= 0 && firstAngle >= 0)
{
Log.d(TAG, "FIRST QUADRANT");
return firstAngle; // first quadrant
}
else if (secondAngle < 0 && firstAngle >= 0)
{
Log.d(TAG, "SECOND QUADRANT");
return 90 + (90 - firstAngle); //second quadrant
}
else if (secondAngle < 0 && firstAngle < 0)
{
Log.d(TAG, "THIRD QUADRANT");
return 180 - firstAngle; //third quadrant
}
else
{
Log.d(TAG, "FOURTH QUADRANT");
return 270 + (90 + firstAngle); //fourth quadrant
}
}
private double findCameraAngleFromOrigin()
{
double angle = getDegree(mCurrentCameraMatrix[2], mCurrentCameraMatrix[0]) - getDegree(mOriginCameraMatrix[2], mOriginCameraMatrix[0]);
if (angle < 0)
return angle + 360;
return angle;
}
#Override
public void onDrawFrame(GL10 gl)
{
...
//When creating a new object
Anchor anchor = hit.createAnchor();
mAnchors.add(anchor);
camera.getDisplayOrientedPose().toMatrix( mOriginCameraMatrix, 0);
//During each draw frame
camera.getDisplayOrientedPose().toMatrix( mCurrentCameraMatrix, 0);
int ac = 0;
for (Anchor anchor : mAnchors)
{
if (anchor.getTrackingState() != TrackingState.TRACKING)
{
continue;
}
// Get the current pose of an Anchor in world space. The Anchor pose is updated
// during calls to session.update() as ARCore refines its estimate of the world.
anchor.getPose().toMatrix(mAnchorMatrix, 0);
// Update and draw the model
if (mModelSet)
{
if (mScaleFactors.size() <= ac)
{
mScaleFactors.add(1.0f);
}
if (mRotationThetas.size() <= ac)
{
mRotationThetas.add(0.0f);
}
if (mTranslationX.size() <= ac)
{
mTranslationX.add(viewmtx[3]);
}
if (mTranslationZ.size() <= ac)
{
mTranslationZ.add(viewmtx[11]);
}
translateMatrix(mTranslationX.get(ac), 0, mTranslationZ.get(ac));
rotateYAxisMatrix(mRotationThetas.get(ac));
ObjectRenderer virtualObject = mVirtualObjects.get(mAnchorReferences.get(ac));
virtualObject.updateModelMatrix(mAnchorMatrix, mScaleFactors.get(ac));
virtualObject.draw(viewmtx, projmtx, lightIntensity);
}
ac++;
}
}
This is kind of hard to track, so I'll probably just post the entire class once I feel more comfortable with the implementation and code cleanup.

public class HelloArActivity extends AppCompatActivity implements GLSurfaceView.Renderer {
private static final String TAG = HelloArActivity.class.getSimpleName();
// Rendering. The Renderers are created here, and initialized when the GL surface is created.
private GLSurfaceView surfaceView;
private boolean installRequested;
private Session session;
private GestureDetector gestureDetector;
private Snackbar messageSnackbar;
private DisplayRotationHelper displayRotationHelper;
private final BackgroundRenderer backgroundRenderer = new BackgroundRenderer();
private final ObjectRenderer virtualObject = new ObjectRenderer();
private final ObjectRenderer virtualObjectShadow = new ObjectRenderer();
private final PlaneRenderer planeRenderer = new PlaneRenderer();
private final PointCloudRenderer pointCloud = new PointCloudRenderer();
private int mCurrent = -1;
private final List<ObjectRenderer> mVirtualObjects = new ArrayList<ObjectRenderer>();
// Temporary matrix allocated here to reduce number of allocations for each frame.
private final float[] anchorMatrix = new float[16];
//Rotation, Moving, & Scaling
private final List<Float> mRotationThetas = new ArrayList<Float>();
private GestureDetector mGestureDetector;
private ScaleGestureDetector mScaleDetector;
private RotationGestureDetector mRotationDetector;
private final List<Float> mScaleFactors = new ArrayList<Float>();
private final List<Float> mTranslationX = new ArrayList<Float>();
private final List<Float> mTranslationZ = new ArrayList<Float>();
private final float[] mOriginCameraMatrix = new float[16];
private final float[] mCurrentCameraMatrix = new float[16];
private boolean mModelSet = false;
// Tap handling and UI.
private final ArrayBlockingQueue<MotionEvent> mQueuedSingleTaps = new ArrayBlockingQueue<>(16);
private final ArrayList<Anchor> mAnchors = new ArrayList<>();
// Tap handling and UI.
private final ArrayBlockingQueue<MotionEvent> queuedSingleTaps = new ArrayBlockingQueue<>(16);
private final List<Integer> mAnchorReferences = new ArrayList<Integer>();
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
surfaceView = findViewById(R.id.surfaceview);
displayRotationHelper = new DisplayRotationHelper(/*context=*/ this);
//Handle Gestures - Multitouch for Scaling and Rotation
mScaleDetector = new ScaleGestureDetector(this, new ScaleGestureDetector.SimpleOnScaleGestureListener() {
#Override
public boolean onScale(ScaleGestureDetector detector) {
if (mScaleFactors.size() > 0) {
mScaleFactors.set(mScaleFactors.size() - 1, Math.max(0.1f, Math.min(detector.getScaleFactor() * mScaleFactors.get(mScaleFactors.size() - 1), 5.0f)));
return true;
}
return false;
}
});
mRotationDetector = new RotationGestureDetector(this, new RotationGestureDetector.OnRotationGestureListener() {
#Override
public void OnRotation(RotationGestureDetector rotationDetector) {
if (mRotationThetas.size() > 0) {
mRotationThetas.set(mRotationThetas.size() - 1, (mRotationThetas.get(mRotationThetas.size() - 1) + (rotationDetector.getAngle() * -0.001f)));
}
}
});
// Set up tap listener.
gestureDetector =
new GestureDetector(
this,
new GestureDetector.SimpleOnGestureListener() {
#Override
public boolean onSingleTapUp(MotionEvent e) {
onSingleTap(e);
return true;
}
#Override
public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
if (e2.getPointerCount() == 1 && mTranslationX.size() > 0 && mTranslationZ.size() > 0) {
double angle = findCameraAngleFromOrigin();
double speed = 0.001d;
if (angle / 90d < 1) //Quadrant 1
{
double transX = -(distanceY * (angle / 90d)) + (distanceX * ((90d - angle) / 90d));
double transY = (distanceY * ((90d - angle) / 90d)) + (distanceX * (angle / 90d));
// showSnackbarMessage("ANGLE: " + angle + ", distanceX: " + distanceX + ", distanceY: " + distanceY, false);
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * -speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * -speed)));
} else if (angle / 90d < 2) //Quadrant 2
{
angle -= 90d;
double transX = (distanceX * (angle / 90d)) + (distanceY * ((90d - angle) / 90d));
double transY = (-distanceX * ((90d - angle) / 90d)) + (distanceY * (angle / 90d));
// showSnackbarMessage("ANGLE: " + angle + ", distanceX: " + distanceX + ", distanceY: " + distanceY, false);
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * speed)));
} else if (angle / 90d < 3) //Quadrant 3
{
angle -= 180d;
double transX = (distanceY * (angle / 90d)) + (-distanceX * ((90d - angle) / 90d));
double transY = (-distanceY * ((90d - angle) / 90d)) + (-distanceX * (angle / 90d));
// showSnackbarMessage("ANGLE: " + angle + ", distanceX: " + distanceX + ", distanceY: " + distanceY, false);
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * -speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * -speed)));
} else //Quadrant 4
{
angle -= 270d;
double transX = (-distanceX * (angle / 90d)) + (-distanceY * ((90d - angle) / 90d));
double transY = (distanceX * ((90d - angle) / 90d)) + (-distanceY * (angle / 90d));
// showSnackbarMessage("ANGLE: " + angle + ", distanceX: " + distanceX + ", distanceY: " + distanceY, false);
mTranslationX.set(mTranslationX.size() - 1, (float) (mTranslationX.get(mTranslationX.size() - 1) + (transX * speed)));
mTranslationZ.set(mTranslationZ.size() - 1, (float) (mTranslationZ.get(mTranslationZ.size() - 1) + (transY * speed)));
}
return true;
}
return false;
}
#Override
public boolean onDown(MotionEvent e) {
return true;
}
});
surfaceView.setOnTouchListener(
new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
boolean retVal = mScaleDetector.onTouchEvent(event);
if (retVal)
mRotationDetector.onTouchEvent(event);
retVal = gestureDetector.onTouchEvent(event) || retVal;
return retVal || gestureDetector.onTouchEvent(event);
//return gestureDetector.onTouchEvent(event);
}
});
// Set up renderer.
surfaceView.setPreserveEGLContextOnPause(true);
surfaceView.setEGLContextClientVersion(2);
surfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); // Alpha used for plane blending.
surfaceView.setRenderer(this);
surfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
installRequested = false;
}
private double findCameraAngleFromOrigin() {
double angle = getDegree(mCurrentCameraMatrix[2], mCurrentCameraMatrix[0]) -
getDegree(mOriginCameraMatrix[2], mOriginCameraMatrix[0]);
if (angle < 0)
return angle + 360;
return angle;
}
private double getDegree(double value1, double value2) {
double firstAngle = value1 * 90;
double secondAngle = value2 * 90;
if (secondAngle >= 0 && firstAngle >= 0) {
return firstAngle; // first quadrant
} else if (secondAngle < 0 && firstAngle >= 0) {
return 90 + (90 - firstAngle); //second quadrant
} else if (secondAngle < 0 && firstAngle < 0) {
return 180 - firstAngle; //third quadrant
} else {
return 270 + (90 + firstAngle); //fourth quadrant
}
}
#Override
protected void onResume() {
super.onResume();
if (session == null) {
Exception exception = null;
String message = null;
try {
switch (ArCoreApk.getInstance().requestInstall(this, !installRequested)) {
case INSTALL_REQUESTED:
installRequested = true;
return;
case INSTALLED:
break;
}
// ARCore requires camera permissions to operate. If we did not yet obtain runtime
// permission on Android M and above, now is a good time to ask the user for it.
if (!CameraPermissionHelper.hasCameraPermission(this)) {
CameraPermissionHelper.requestCameraPermission(this);
return;
}
session = new Session(/* context= */ this);
} catch (UnavailableArcoreNotInstalledException
| UnavailableUserDeclinedInstallationException e) {
message = "Please install ARCore";
exception = e;
} catch (UnavailableApkTooOldException e) {
message = "Please update ARCore";
exception = e;
} catch (UnavailableSdkTooOldException e) {
message = "Please update this app";
exception = e;
} catch (Exception e) {
message = "This device does not support AR";
exception = e;
}
if (message != null) {
showSnackbarMessage(message, true);
Log.e(TAG, "Exception creating session", exception);
return;
}
// Create default config and check if supported.
Config config = new Config(session);
if (!session.isSupported(config)) {
showSnackbarMessage("This device does not support AR", true);
}
session.configure(config);
}
showLoadingMessage();
// Note that order matters - see the note in onPause(), the reverse applies here.
session.resume();
surfaceView.onResume();
displayRotationHelper.onResume();
}
#Override
public void onPause() {
super.onPause();
if (session != null) {
// Note that the order matters - GLSurfaceView is paused first so that it does not try
// to query the session. If Session is paused before GLSurfaceView, GLSurfaceView may
// still call session.update() and get a SessionPausedException.
displayRotationHelper.onPause();
surfaceView.onPause();
session.pause();
}
}
#Override
public void onRequestPermissionsResult(int requestCode, String[] permissions, int[] results) {
if (!CameraPermissionHelper.hasCameraPermission(this)) {
Toast.makeText(this, "Camera permission is needed to run this application", Toast.LENGTH_LONG)
.show();
if (!CameraPermissionHelper.shouldShowRequestPermissionRationale(this)) {
// Permission denied with checking "Do not ask again".
CameraPermissionHelper.launchPermissionSettings(this);
}
finish();
}
}
#Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
if (hasFocus) {
// Standard Android full-screen functionality.
getWindow()
.getDecorView()
.setSystemUiVisibility(
View.SYSTEM_UI_FLAG_LAYOUT_STABLE
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_FULLSCREEN
| View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
}
private void onSingleTap(MotionEvent e) {
// Queue tap if there is space. Tap is lost if queue is full.
queuedSingleTaps.offer(e);
}
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
// Create the texture and pass it to ARCore session to be filled during update().
backgroundRenderer.createOnGlThread(/*context=*/ this);
// Prepare the other rendering objects.
try {
virtualObject.createOnGlThread(/*context=*/ this, "andy.obj", "andy.png");
virtualObject.setMaterialProperties(0.0f, 3.5f, 1.0f, 6.0f);
virtualObjectShadow.createOnGlThread(/*context=*/ this, "andy_shadow.obj", "andy_shadow.png");
virtualObjectShadow.setBlendMode(BlendMode.Shadow);
virtualObjectShadow.setMaterialProperties(1.0f, 0.0f, 0.0f, 1.0f);
} catch (IOException e) {
Log.e(TAG, "Failed to read obj file");
}
try {
planeRenderer.createOnGlThread(/*context=*/ this, "trigrid.png");
} catch (IOException e) {
Log.e(TAG, "Failed to read plane texture");
}
pointCloud.createOnGlThread(/*context=*/ this);
}
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
displayRotationHelper.onSurfaceChanged(width, height);
GLES20.glViewport(0, 0, width, height);
mVirtualObjects.add(virtualObject);
}
#Override
public void onDrawFrame(GL10 gl) {
// Clear screen to notify driver it should not load any pixels from previous frame.
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
if (session == null) {
return;
}
// Notify ARCore session that the view size changed so that the perspective matrix and
// the video background can be properly adjusted.
displayRotationHelper.updateSessionIfNeeded(session);
try {
session.setCameraTextureName(backgroundRenderer.getTextureId());
// Obtain the current frame from ARSession. When the configuration is set to
// UpdateMode.BLOCKING (it is by default), this will throttle the rendering to the
// camera framerate.
Frame frame = session.update();
Camera camera = frame.getCamera();
// Handle taps. Handling only one tap per frame, as taps are usually low frequency
// compared to frame rate.
MotionEvent tap = queuedSingleTaps.poll();
if (tap != null && camera.getTrackingState() == TrackingState.TRACKING) {
for (HitResult hit : frame.hitTest(tap)) {
// Check if any plane was hit, and if it was hit inside the plane polygon
Trackable trackable = hit.getTrackable();
// Creates an anchor if a plane or an oriented point was hit.
if ((trackable instanceof Plane && ((Plane) trackable).isPoseInPolygon(hit.getHitPose()))
|| (trackable instanceof Point
&& ((Point) trackable).getOrientationMode()
== OrientationMode.ESTIMATED_SURFACE_NORMAL)) {
// Hits are sorted by depth. Consider only closest hit on a plane or oriented point.
// Cap the number of objects created. This avoids overloading both the
// rendering system and ARCore.
if (mAnchors.size() >= 20)
{
//Alert the user that the maximum has been reached, must call from
//Handler as this is a UI action being done on a worker thread.
new Handler(Looper.getMainLooper())
{
#Override
public void handleMessage(Message message)
{
Toast.makeText(HelloArActivity.this,
"You've reached the maximum!", Toast.LENGTH_LONG).show();
}
};
// Alternatively, you can start detaching, however, a revision to the
// mAnchorReferences and mScalingFactors should be made!
// mAnchors.get(0).detach();
// mAnchors.remove(0);
}
else
{
// Adding an Anchor tells ARCore that it should track this position in
// space. This anchor is created on the Plane to place the 3d model
// in the correct position relative both to the world and to the plane.
mScaleFactors.add(1.0f);
Anchor anchor = hit.createAnchor();
mAnchors.add(anchor);
mAnchorReferences.add(mCurrent);
camera.getDisplayOrientedPose().toMatrix(mOriginCameraMatrix, 0);
}
break;
}
}
}
// Draw background.
backgroundRenderer.draw(frame);
// If not tracking, don't draw 3d objects.
if (camera.getTrackingState() == TrackingState.PAUSED) {
return;
}
// Get projection matrix.
float[] projmtx = new float[16];
camera.getProjectionMatrix(projmtx, 0, 0.1f, 100.0f);
// Get camera matrix and draw.
float[] viewmtx = new float[16];
camera.getViewMatrix(viewmtx, 0);
// Compute lighting from average intensity of the image.
final float lightIntensity = frame.getLightEstimate().getPixelIntensity();
// Visualize tracked points.
PointCloud pointCloud = frame.acquirePointCloud();
this.pointCloud.update(pointCloud);
this.pointCloud.draw(viewmtx, projmtx);
// Application is responsible for releasing the point cloud resources after
// using it.
pointCloud.release();
// Check if we detected at least one plane. If so, hide the loading message.
if (messageSnackbar != null) {
for (Plane plane : session.getAllTrackables(Plane.class)) {
if (plane.getType() == com.google.ar.core.Plane.Type.HORIZONTAL_UPWARD_FACING
&& plane.getTrackingState() == TrackingState.TRACKING) {
hideLoadingMessage();
break;
}
}
}
camera.getDisplayOrientedPose().toMatrix(mCurrentCameraMatrix, 0);
// Visualize planes.
planeRenderer.drawPlanes(
session.getAllTrackables(Plane.class), camera.getDisplayOrientedPose(), projmtx);
// Visualize anchors created by touch.
int ac = 0;
for (Anchor anchor : mAnchors) {
if (anchor.getTrackingState() != TrackingState.TRACKING) {
continue;
}
// Get the current pose of an Anchor in world space. The Anchor pose is updated
// during calls to session.update() as ARCore refines its estimate of the world.
anchor.getPose().toMatrix(anchorMatrix, 0);
if (mScaleFactors.size() <= ac) {
mScaleFactors.add(1.0f);
}
if (mRotationThetas.size() <= ac) {
mRotationThetas.add(0.0f);
}
if (mTranslationX.size() <= ac) {
mTranslationX.add(viewmtx[3]);
}
if (mTranslationZ.size() <= ac) {
mTranslationZ.add(viewmtx[11]);
}
translateMatrix(mTranslationX.get(ac), 0, mTranslationZ.get(ac));
rotateYAxisMatrix(mRotationThetas.get(ac));
// Update and draw the model and its shadow.
ObjectRenderer vitualObject = mVirtualObjects.get(mAnchorReferences.get(ac));
vitualObject.updateModelMatrix(anchorMatrix, mScaleFactors.get(ac));
vitualObject.draw(viewmtx, projmtx, lightIntensity);
}
} catch (Throwable t) {
// Avoid crashing the application due to unhandled exceptions.
Log.e(TAG, "Exception on the OpenGL thread", t);
}
}
private void rotateYAxisMatrix(float rotationTheta) {
if (rotationTheta != 0.0f) {
anchorMatrix[0] = (float) Math.cos(rotationTheta);
anchorMatrix[2] = (float) Math.sin(rotationTheta);
anchorMatrix[5] = 1;
anchorMatrix[8] = -(float) Math.sin(rotationTheta);
anchorMatrix[10] = (float) Math.cos(rotationTheta);
anchorMatrix[15] = 1;
}
}
private void translateMatrix(float xDistance, float yDistance, float zDistance) {
Matrix.translateM(anchorMatrix, 0, xDistance, yDistance, zDistance);
}

Related

Clamp RotateAround is not working on Camera in Unity3D

My code is not working, I am trying to clamp the camera, but it's not working. It's snapping to 45 instantly. How can I clamp the camera?
Here is my Code.
using UnityEngine;
using System.Collections;
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{
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private float minY = -10.0f;
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float rotationY = 0.0f;
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}
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if (Input.GetMouseButtonDown (0)) {
mouseOrigin = Input.mousePosition;
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transform.RotateAround (transform.position, transform.right, -pos.y * sensitivity);
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}
Here's an example of limiting the Y axis rotation, you can adapt it for X too. You didn't state what the limit should be based on so here it's based on the rotation of another object (public Transform target), this could be your player or whatever.
public float sensitivity = 16.0f;
public Transform target;
void Update()
{
if (Input.GetMouseButton(0))
{
//Debug.Log(Quaternion.Angle(transform.rotation, target.rotation));
float angle = Quaternion.Angle(transform.rotation, target.rotation);
if(angle < 45 || angle > 315)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
transform.RotateAround(pos, Vector3.up, Time.deltaTime * sensitivity);
}
}
}
If instead you want to limit based on world space just check the rotation of the camera:
public float sensitivity = 16.0f;
//public Transform target;
void Update()
{
if (Input.GetMouseButton(0))
{
float angle = transform.eulerAngles.y;
Debug.Log(angle);
if (angle < 45 || angle > 315)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
transform.RotateAround(pos, Vector3.up, Time.deltaTime * sensitivity);
}
}
}
Note in both cases the use of Time.deltaTime to ensure the rotation appears to happen at the same speed regardless of the players frame-rate.
If you want to reverse the rotation invert the axis argument of RotateAround:
transform.RotateAround(pos, -Vector3.up, Time.deltaTime * sensitivity);
I fixed it. Here is Complete code.
using UnityEngine;
using System.Collections;
public class MoveCamera : MonoBehaviour
{
public float sensitivity = 4.0f;
private Vector3 mouseOrigin;
private bool isRotating;
public GameObject cam;
void Start()
{
}
protected float ClampAngle(float angle, float min, float max) {
angle = NormalizeAngle(angle);
if (angle > 180) {
angle -= 360;
} else if (angle < -180) {
angle += 360;
}
min = NormalizeAngle(min);
if (min > 180) {
min -= 360;
} else if (min < -180) {
min += 360;
}
max = NormalizeAngle(max);
if (max > 180) {
max -= 360;
} else if (max < -180) {
max += 360;
}
return Mathf.Clamp(angle, min, max);
}
protected float NormalizeAngle(float angle) {
while (angle > 360)
angle -= 360;
while (angle < 0)
angle += 360;
return angle;
}
void Update ()
{
if (Input.GetMouseButtonDown (0)) {
mouseOrigin = Input.mousePosition;
isRotating = true;
}
if (!Input.GetMouseButton (0))
isRotating = false;
if (isRotating) {
cam.transform.localEulerAngles = new Vector3(0, ClampAngle(cam.transform.localEulerAngles.y, -45, 45), 0);
Vector3 pos = Camera.main.ScreenToViewportPoint (Input.mousePosition - mouseOrigin);
transform.RotateAround (transform.position, transform.right, -pos.y * sensitivity);
transform.RotateAround (transform.position, Vector3.up, pos.x * sensitivity);
}
}
}

Issue with CustomView

I am creating an application. If the custom View goes off the screen, a method is called. Here is my code for the custom View.
public class CustomView extends View {
private boolean bubbleOver;
private static final int BITMAP_SIZE = 64;
private static final int REFRESH_RATE = 40;
private final Paint mPainter = new Paint();
private ScheduledFuture<?> mMoverFuture;
private int mScaledBitmapWidth;
private Bitmap mScaledBitmap;
// location, speed and direction of the bubble
private float mXPos, mYPos, mDx, mDy, mRadius, mRadiusSquared;
private long mRotate, mDRotate;
CustomView (Context context, float x, float y) {
super (context);
// Create a new random number generator to randomize size, rotation, speed and direction
Random r = new Random ();
// Creates the bubble bitmap for this BubbleView
createScaledBitmap (r);
// Radius of the Bitmap
mRadius = mScaledBitmapWidth / 2;
mRadiusSquared = mRadius * mRadius;
// Adjust position to center the bubble under user's finger
mXPos = x - mRadius;
mYPos = y - mRadius;
// Set the BubbleView's speed and direction
setSpeedAndDirection(r);
// Set the BubbleView's rotation
setRotation(r);
mPainter.setAntiAlias(true);
}
private void setRotation(Random r) {
if (speedMode == RANDOM) {
// TODO - set rotation in range [1..3]
mDRotate = r.nextInt (3) + 1;
} else {
mDRotate = 0;
}
}
private void setSpeedAndDirection(Random r) {
// Used by test cases
switch (speedMode) {
case SINGLE:
mDx = 20;
mDy = 20;
break;
case STILL:
// No speed
mDx = 0;
mDy = 0;
break;
default:
// Limit movement speed in the x and y direction to [-3..3] pixels per movement.
mDx = r.nextFloat() * 6.0f - 3.0f;
mDy = r.nextFloat() * 6.0f - 3.0f;
}
}
private void createScaledBitmap (Random r) {
if (speedMode != RANDOM) {
mScaledBitmapWidth = BITMAP_SIZE * 3;
} else {
mScaledBitmapWidth = (r.nextInt(3) + 1) * BITMAP_SIZE;
}
mScaledBitmap = Bitmap.createScaledBitmap(mBitmap, mScaledBitmapWidth, mScaledBitmapWidth, true);
}
// Start moving the BubbleView & updating the display
private void start () {
// Creates a WorkerThread
ScheduledExecutorService executor = Executors.newScheduledThreadPool(1);
// Execute the run() in Worker Thread every REFRESH_RATE milliseconds. Save reference to this job in mMoverFuture
mMoverFuture = executor.scheduleWithFixedDelay(new Runnable() {
#Override
public void run() {
if (moveWhileOnScreen()) {
stop (false);
} else {
BubbleView.this.postInvalidate();
}
}
}, 0, REFRESH_RATE, TimeUnit.MILLISECONDS);
}
// Returns true if the BubbleView intersects position (x,y)
private synchronized boolean intersects(float x, float y) {
// TODO - Return true if the BubbleView intersects position (x,y)
if ((mXPos <= x) && (x <= mXPos + mScaledBitmapWidth) && (mYPos <= y) && (y <= mYPos + mScaledBitmapWidth)) {
return true;
}
return false;
}
// Cancel the Bubble's movement. Remove Bubble from mFrame.
// Play pop sound if the BubbleView was popped
private void stop (final boolean wasPopped) {
if (null != mMoverFuture && !mMoverFuture.isDone()) {
mMoverFuture.cancel(true);
}
// This work will be performed on the UI Thread
mFrame.post(new Runnable() {
#Override
public void run() {
mFrame.removeView(BubbleView.this);
if (wasPopped) {
mSoundPool.play(mSoundID, mStreamVolume, mStreamVolume, 1, 0, 1f);
}
}
});
}
// Change the Bubble's speed and direction
private synchronized void deflect(float velocityX, float velocityY) {
mDx = velocityX / REFRESH_RATE;
mDy = velocityY / REFRESH_RATE;
}
// Draw the Bubble at its current location
#Override
protected synchronized void onDraw(Canvas canvas) {
canvas.save();
mRotate += mDRotate;
canvas.rotate(mRotate, mXPos + (mScaledBitmapWidth / 2), mYPos + (mScaledBitmapWidth / 2));
canvas.drawBitmap(mScaledBitmap, mXPos, mYPos, mPainter);
canvas.restore();
}
// Returns true if the BubbleView is still on the screen after the move operation
private synchronized boolean moveWhileOnScreen() {
mXPos += mDx;
mYPos += mDy;
return isOutOfView();
}
// Return true if the BubbleView is off the screen after the move operation
private boolean isOutOfView() {
if ((mXPos + mDisplayWidth < 0) || (mYPos + mDisplayHeight < 0) || (mXPos> mDisplayWidth) || (mYPos > mDisplayHeight)) {
loseGame();
return true;
}
return false;
}
}
When the View goes off the screen, loseGame() is not called. Only if another CustomView is created, loseGame() is called.
You have wrong sum to check, try with mScaledBitmapWidth not the mDisplayWidth.
if ((mXPos + mScaledBitmapWidth < 0)
|| (mYPos + mScaledBitmapWidth < 0)
|| (mXPos> mDisplayWidth)
|| (mYPos > mDisplayHeight)
{
loseGame();
return true;
}

Android animation equivalent for iOS "calculationMode"

I'm trying to animate some drawables in Android, I've set a path using PathEvaluator that animates along some curves along a full path.
When I set a duration (e.g. 6 seconds) it splits the duration to the number of curves I've set regardless of their length which causes the animation to be to slow on some segments and too fast on others.
On iOS this can be fixed using
animation.calculationMode = kCAAnimationCubicPaced;
animation.timingFunction = ...;
Which lets iOS to smooth your entire path into mid-points and span the duration according to each segment length.
Is there any way to get the same result in Android?
(besides breaking the path into discrete segments and assigning each segment its own duration manually which is really ugly and unmaintainable).
I don't think that anything can be done with ObjectAnimator because there seems to be no function that can be called to assert the relative duration of a certain fragment of the animation.
I did develop something similar to what you need a while back, but it works slightly differently - it inherits from Animation.
I've modified everything to work with your curving needs, and with the PathPoint class.
Here's an overview:
I supply the list of points to the animation in the constructor.
I calculate the length between all the points using a simple distance calculator. I then sum it all up to get the overall length of the path, and store the segment lengths in a map for future use (this is to improve efficiency during runtime).
When animating, I use the current interpolation time to figure out which 2 points I'm animating between, considering the ratio of time & the ratio of distance traveled.
I calculate the time it should take to animate between these 2 points according to the relative distance between them, compared to the overall distance.
I then interpolate separately between these 2 points using the calculation in the PathAnimator class.
Here's the code:
CurveAnimation.java:
public class CurveAnimation extends Animation
{
private static final float BEZIER_LENGTH_ACCURACY = 0.001f; // Must be divisible by one. Make smaller to improve accuracy, but will increase runtime at start of animation.
private List<PathPoint> mPathPoints;
private float mOverallLength;
private Map<PathPoint, Double> mSegmentLengths = new HashMap<PathPoint, Double>(); // map between the end point and the length of the path to it.
public CurveAnimation(List<PathPoint> pathPoints)
{
mPathPoints = pathPoints;
if (mPathPoints == null || mPathPoints.size() < 2)
{
Log.e("CurveAnimation", "There must be at least 2 points on the path. There will be an exception soon!");
}
calculateOverallLength();
}
#Override
protected void applyTransformation(float interpolatedTime, Transformation t)
{
PathPoint[] startEndPart = getStartEndForTime(interpolatedTime);
PathPoint startPoint = startEndPart[0];
PathPoint endPoint = startEndPart[1];
float startTime = getStartTimeOfPoint(startPoint);
float endTime = getStartTimeOfPoint(endPoint);
float progress = (interpolatedTime - startTime) / (endTime - startTime);
float x, y;
float[] xy;
if (endPoint.mOperation == PathPoint.CURVE)
{
xy = getBezierXY(startPoint, endPoint, progress);
x = xy[0];
y = xy[1];
}
else if (endPoint.mOperation == PathPoint.LINE)
{
x = startPoint.mX + progress * (endPoint.mX - startPoint.mX);
y = startPoint.mY + progress * (endPoint.mY - startPoint.mY);
}
else
{
x = endPoint.mX;
y = endPoint.mY;
}
t.getMatrix().setTranslate(x, y);
super.applyTransformation(interpolatedTime, t);
}
private PathPoint[] getStartEndForTime(float time)
{
double length = 0;
if (time == 1)
{
return new PathPoint[] { mPathPoints.get(mPathPoints.size() - 2), mPathPoints.get(mPathPoints.size() - 1) };
}
PathPoint[] result = new PathPoint[2];
for (int i = 0; i < mPathPoints.size() - 1; i++)
{
length += calculateLengthFromIndex(i);
if (length / mOverallLength >= time)
{
result[0] = mPathPoints.get(i);
result[1] = mPathPoints.get(i + 1);
break;
}
}
return result;
}
private float getStartTimeOfPoint(PathPoint point)
{
float result = 0;
int index = 0;
while (mPathPoints.get(index) != point && index < mPathPoints.size() - 1)
{
result += (calculateLengthFromIndex(index) / mOverallLength);
index++;
}
return result;
}
private void calculateOverallLength()
{
mOverallLength = 0;
mSegmentLengths.clear();
double segmentLength;
for (int i = 0; i < mPathPoints.size() - 1; i++)
{
segmentLength = calculateLengthFromIndex(i);
mSegmentLengths.put(mPathPoints.get(i + 1), segmentLength);
mOverallLength += segmentLength;
}
}
private double calculateLengthFromIndex(int index)
{
PathPoint start = mPathPoints.get(index);
PathPoint end = mPathPoints.get(index + 1);
return calculateLength(start, end);
}
private double calculateLength(PathPoint start, PathPoint end)
{
if (mSegmentLengths.containsKey(end))
{
return mSegmentLengths.get(end);
}
else if (end.mOperation == PathPoint.LINE)
{
return calculateLength(start.mX, end.mX, start.mY, end.mY);
}
else if (end.mOperation == PathPoint.CURVE)
{
return calculateBezeirLength(start, end);
}
else
{
return 0;
}
}
private double calculateLength(float x0, float x1, float y0, float y1)
{
return Math.sqrt(((x0 - x1) * (x0 - x1)) + ((y0 - y1) * (y0 - y1)));
}
private double calculateBezeirLength(PathPoint start, PathPoint end)
{
double result = 0;
float x, y, x0, y0;
float[] xy;
x0 = start.mX;
y0 = start.mY;
for (float progress = BEZIER_LENGTH_ACCURACY; progress <= 1; progress += BEZIER_LENGTH_ACCURACY)
{
xy = getBezierXY(start, end, progress);
x = xy[0];
y = xy[1];
result += calculateLength(x, x0, y, y0);
x0 = x;
y0 = y;
}
return result;
}
private float[] getBezierXY(PathPoint start, PathPoint end, float progress)
{
float[] result = new float[2];
float oneMinusT, x, y;
oneMinusT = 1 - progress;
x = oneMinusT * oneMinusT * oneMinusT * start.mX +
3 * oneMinusT * oneMinusT * progress * end.mControl0X +
3 * oneMinusT * progress * progress * end.mControl1X +
progress * progress * progress * end.mX;
y = oneMinusT * oneMinusT * oneMinusT * start.mY +
3 * oneMinusT * oneMinusT * progress * end.mControl0Y +
3 * oneMinusT * progress * progress * end.mControl1Y +
progress * progress * progress * end.mY;
result[0] = x;
result[1] = y;
return result;
}
}
Here's a sample that shows how to activate the animation:
private void animate()
{
AnimatorPath path = new AnimatorPath();
path.moveTo(0, 0);
path.lineTo(0, 300);
path.curveTo(100, 0, 300, 900, 400, 500);
CurveAnimation animation = new CurveAnimation(path.mPoints);
animation.setDuration(5000);
animation.setInterpolator(new LinearInterpolator());
btn.startAnimation(animation);
}
Now, keep in mind that I'm currently calculating the length of the curve according to an approximation. This will obviously cause some mild inaccuracies in the speed. If you feel it's not accurate enough, feel free to modify the code. Also, if you want to increase the length accuracy of the curve, try decreasing the value of BEZIER_LENGTH_ACCURACY. It must be dividable by 1, so accepted values can be 0.001, 0.000025, etc.
While you might notice some mild fluctuations in speed when using curves, I'm sure it's much better than simply dividing the time equally between all paths.
I hope this helps :)
I tried using Gil's answer, but it didn't fit how I was animating.
Gil wrote an Animation class which is used to animate Views.
I was using ObjectAnimator.ofObject() to animate custom classes using ValueProperties which can't be used with custom Animation.
So this is what I did:
I extend PathEvaluator and override its evaluate method.
I use Gil's logic to calculate path total length, and segmented lengths
Since PathEvaluator.evaluate is called for each PathPoint with t values
0..1, I needed to normalize the interpolated time given to me, so it'll be incremental and won't zero out for each segment.
I ignore the start/end PathPoints given to me so the current position can be
before start or after end along the path depending on the segment's duration.
I pass the current progress calculated to my super
(PathEvaluator) to calc the actual position.
This is the code:
public class NormalizedEvaluator extends PathEvaluator {
private static final float BEZIER_LENGTH_ACCURACY = 0.001f;
private List<PathPoint> mPathPoints;
private float mOverallLength;
private Map<PathPoint, Double> mSegmentLengths = new HashMap<PathPoint, Double>();
public NormalizedEvaluator(List<PathPoint> pathPoints) {
mPathPoints = pathPoints;
if (mPathPoints == null || mPathPoints.size() < 2) {
Log.e("CurveAnimation",
"There must be at least 2 points on the path. There will be an exception soon!");
}
calculateOverallLength();
}
#Override
public PathPoint evaluate(float interpolatedTime, PathPoint ignoredStartPoint,
PathPoint ignoredEndPoint) {
float index = getStartIndexOfPoint(ignoredStartPoint);
float normalizedInterpolatedTime = (interpolatedTime + index) / (mPathPoints.size() - 1);
PathPoint[] startEndPart = getStartEndForTime(normalizedInterpolatedTime);
PathPoint startPoint = startEndPart[0];
PathPoint endPoint = startEndPart[1];
float startTime = getStartTimeOfPoint(startPoint);
float endTime = getStartTimeOfPoint(endPoint);
float progress = (normalizedInterpolatedTime - startTime) / (endTime - startTime);
return super.evaluate(progress, startPoint, endPoint);
}
private PathPoint[] getStartEndForTime(float time) {
double length = 0;
if (time == 1) {
return new PathPoint[] { mPathPoints.get(mPathPoints.size() - 2),
mPathPoints.get(mPathPoints.size() - 1) };
}
PathPoint[] result = new PathPoint[2];
for (int i = 0; i < mPathPoints.size() - 1; i++) {
length += calculateLengthFromIndex(i);
if (length / mOverallLength >= time) {
result[0] = mPathPoints.get(i);
result[1] = mPathPoints.get(i + 1);
break;
}
}
return result;
}
private float getStartIndexOfPoint(PathPoint point) {
for (int ii = 0; ii < mPathPoints.size(); ii++) {
PathPoint current = mPathPoints.get(ii);
if (current == point) {
return ii;
}
}
return -1;
}
private float getStartTimeOfPoint(PathPoint point) {
float result = 0;
int index = 0;
while (mPathPoints.get(index) != point && index < mPathPoints.size() - 1) {
result += (calculateLengthFromIndex(index) / mOverallLength);
index++;
}
return result;
}
private void calculateOverallLength() {
mOverallLength = 0;
mSegmentLengths.clear();
double segmentLength;
for (int i = 0; i < mPathPoints.size() - 1; i++) {
segmentLength = calculateLengthFromIndex(i);
mSegmentLengths.put(mPathPoints.get(i + 1), segmentLength);
mOverallLength += segmentLength;
}
}
private double calculateLengthFromIndex(int index) {
PathPoint start = mPathPoints.get(index);
PathPoint end = mPathPoints.get(index + 1);
return calculateLength(start, end);
}
private double calculateLength(PathPoint start, PathPoint end) {
if (mSegmentLengths.containsKey(end)) {
return mSegmentLengths.get(end);
} else if (end.mOperation == PathPoint.LINE) {
return calculateLength(start.mX, end.mX, start.mY, end.mY);
} else if (end.mOperation == PathPoint.CURVE) {
return calculateBezeirLength(start, end);
} else {
return 0;
}
}
private double calculateLength(float x0, float x1, float y0, float y1) {
return Math.sqrt(((x0 - x1) * (x0 - x1)) + ((y0 - y1) * (y0 - y1)));
}
private double calculateBezeirLength(PathPoint start, PathPoint end) {
double result = 0;
float x, y, x0, y0;
float[] xy;
x0 = start.mX;
y0 = start.mY;
for (float progress = BEZIER_LENGTH_ACCURACY; progress <= 1; progress += BEZIER_LENGTH_ACCURACY) {
xy = getBezierXY(start, end, progress);
x = xy[0];
y = xy[1];
result += calculateLength(x, x0, y, y0);
x0 = x;
y0 = y;
}
return result;
}
private float[] getBezierXY(PathPoint start, PathPoint end, float progress) {
float[] result = new float[2];
float oneMinusT, x, y;
oneMinusT = 1 - progress;
x = oneMinusT * oneMinusT * oneMinusT * start.mX + 3 * oneMinusT * oneMinusT * progress
* end.mControl0X + 3 * oneMinusT * progress * progress * end.mControl1X + progress
* progress * progress * end.mX;
y = oneMinusT * oneMinusT * oneMinusT * start.mY + 3 * oneMinusT * oneMinusT * progress
* end.mControl0Y + 3 * oneMinusT * progress * progress * end.mControl1Y + progress
* progress * progress * end.mY;
result[0] = x;
result[1] = y;
return result;
}
}
This is the usage:
NormalizedEvaluator evaluator = new NormalizedEvaluator((List<PathPoint>) path.getPoints());
ObjectAnimator anim = ObjectAnimator.ofObject(object, "position", evaluator, path.getPoints().toArray());
UPDATE: I just realized that I might have reinvented the wheel, please look at Specifying Keyframes.
It is shocking to see that nothing is available of this kind. Anyways if you don't want to calculate path length at run time then I was able to add functionality of assigning weights to paths. Idea is to assign a weight to your path and run the animation if it feels OK then well and good otherwise just decrease or increase weight assigned to each Path.
Following code is modified code from official Android sample that you pointed in your question:
// Set up the path we're animating along
AnimatorPath path = new AnimatorPath();
path.moveTo(0, 0).setWeight(0);
path.lineTo(0, 300).setWeight(30);// assign arbitrary weight
path.curveTo(100, 0, 300, 900, 400, 500).setWeight(70);// assign arbitrary weight
final PathPoint[] points = path.getPoints().toArray(new PathPoint[] {});
mFirstKeyframe = points[0];
final int numFrames = points.length;
final PathEvaluator pathEvaluator = new PathEvaluator();
final ValueAnimator anim = ValueAnimator.ofInt(0, 1);// dummy values
anim.setDuration(1000);
anim.setInterpolator(new LinearInterpolator());
anim.addUpdateListener(new AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
float fraction = animation.getAnimatedFraction();
// Special-case optimization for the common case of only two
// keyframes
if (numFrames == 2) {
PathPoint nextPoint = pathEvaluator.evaluate(fraction,
points[0], points[1]);
setButtonLoc(nextPoint);
} else {
PathPoint prevKeyframe = mFirstKeyframe;
for (int i = 1; i < numFrames; ++i) {
PathPoint nextKeyframe = points[i];
if (fraction < nextKeyframe.getFraction()) {
final float prevFraction = prevKeyframe
.getFraction();
float intervalFraction = (fraction - prevFraction)
/ (nextKeyframe.getFraction() - prevFraction);
PathPoint nextPoint = pathEvaluator.evaluate(
intervalFraction, prevKeyframe,
nextKeyframe);
setButtonLoc(nextPoint);
break;
}
prevKeyframe = nextKeyframe;
}
}
}
});
And that's it !!!.
Of course I modified other classes as well but nothing big was added. E.g. in PathPoint I added this:
float mWeight;
float mFraction;
public void setWeight(float weight) {
mWeight = weight;
}
public float getWeight() {
return mWeight;
}
public void setFraction(float fraction) {
mFraction = fraction;
}
public float getFraction() {
return mFraction;
}
In AnimatorPath I modified getPoints() method like this:
public Collection<PathPoint> getPoints() {
// calculate fractions
float totalWeight = 0.0F;
for (PathPoint p : mPoints) {
totalWeight += p.getWeight();
}
float lastWeight = 0F;
for (PathPoint p : mPoints) {
p.setFraction(lastWeight = lastWeight + p.getWeight() / totalWeight);
}
return mPoints;
}
And thats pretty much it. Oh and for better readability I added Builder Pattern in AnimatorPath, so all 3 methods were changed like this:
public PathPoint moveTo(float x, float y) {// same for lineTo and curveTo method
PathPoint p = PathPoint.moveTo(x, y);
mPoints.add(p);
return p;
}
NOTE: To handle Interpolators that can give fraction less then 0 or greater than 1 (e.g. AnticipateOvershootInterpolator) look at com.nineoldandroids.animation.KeyframeSet.getValue(float fraction) method and implement the logic in onAnimationUpdate(ValueAnimator animation).

How to move image on curve on touch event in android?

I have drawn a Cubic Curve on canvas using
myPath.cubicTo(10, 10, w, h/2, 10, h-10);
I have four ImageView on that screen and I want to move that ImageViews on the drawn curve when I drag that image with touch.
I have referred the links :
Move Image on Curve Path
Move object on Curve
Move imageview on curve
What I get is, Animation to move the Image on Curve with the duration defined by t.
But I want to move that ImageView on touch in direction of that curve area only.
Following is my Screen :
So, I want all the (x,y) co-ordinates of the curve to move ImageView on that curve only.
Else I want an equation to draw a curve so that I can interpolate x value for the touched y value.
I have goggled a lot but didn't succeed.
Any advice or guidance will help me a lot.
Approach
I would suggest a different approach than using bezier as you would need to reproduce the math for it in order to get the positions.
By using simple trigonometry you can achieve the same visual result but in addition have full control of the positions.
Trigonometry
For example:
THIS ONLINE DEMO produces this result (simplified version for sake of demo):
Define an array with the circles and angle positions instead of y and x positions. You can filter angles later if they (e.g. only show angles between -90 and 90 degrees).
Using angles will make sure they stay ordered when moved.
var balls = [-90, -45, 0, 45]; // example "positions"
To replace the Bezier curve you can do this instead:
/// some setup variables
var xCenter = -80, /// X center of circle
yCenter = canvas.height * 0.5, /// Y center of circle
radius = 220, /// radius of circle
x, y; /// to calculate line position
/// draw half circle
ctx.arc(xCenter, yCenter, radius, 0, 2 * Math.PI);
ctx.stroke();
Now we can use an Y value from mouse move/touch etc. to move around the circles:
/// for demo, mousemove - adopt as needed for touch
canvas.onmousemove = function(e) {
/// get Y position which is used as delta to angle
var rect = demo.getBoundingClientRect();
dlt = e.clientY - rect.top;
/// render the circles in new positions
render();
}
The rendering iterates through the balls array and render them in their angle + delta:
for(var i = 0, angle; i < balls.length; i++) {
angle = balls[i];
pos = getPosfromAngle(angle);
/// draw circles etc. here
}
The magic function is this:
function getPosfromAngle(a) {
/// get angle from circle and add delta
var angle = Math.atan2(delta - yCenter, radius) + a * Math.PI / 180;
return [xCenter + radius * Math.cos(angle),
yCenter + radius * Math.sin(angle)];
}
radius is used as a pseudo position. You can replace this with an actual X position but is frankly not needed.
In this demo, to keep it simple, I have only attached mouse move. Move the mouse over the canvas to see the effect.
As this is demo code it's not structured optimal (separate render of background and the circles etc.).
Feel free to adopt and modify to suit your needs.
This code I have used to achieve this functionality and it works perfect as per your requirement...
public class YourActivity extends Activity {
private class ButtonInfo {
public Button btnObj;
public PointF OrigPos;
public double origAngle;
public double currentAngle;
public double minAngle;
public double maxAngle;
boolean isOnClick = false;
}
private int height;
private double radius;
private PointF centerPoint;
private final int NUM_BUTTONS = 4;
private final int FIRST_INDEX = 0;
private final int SECOND_INDEX = 1;
private final int THIRD_INDEX = 2;
private final int FORTH_INDEX = 3;
private final String FIRST_TAG = "FiRST_BUTTON";
private final String SECOND_TAG = "SECOND_BUTTON";
private final String THIRD_TAG = "THIRD_BUTTON";
private final String FORTH_TAG = "FORTH_BUTTON";
private boolean animInProgress = false;
private int currentButton = -1;
private ButtonInfo[] buttonInfoArray = new ButtonInfo[NUM_BUTTONS];
private int curveImageResource = -1;
private RelativeLayout parentContainer;
private int slop;
private boolean initFlag = false;
private int touchDownY = -1;
private int touchDownX = -1;
private int animCount;
private Context context;
#SuppressWarnings("deprecation")
#SuppressLint("NewApi")
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
overridePendingTransition(R.anim.fadeinleft, R.anim.fadeoutleft);
// hide action bar in view
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
Thread.setDefaultUncaughtExceptionHandler(
new MyDefaultExceptionHandler(this, getLocalClassName()));
setContentView(R.layout.your_layout);
context = this;
final ImageView curve_image = (ImageView) findViewById(R.id.imageView1);
parentContainer = (RelativeLayout) findViewById(R.id.llView);
// Set buttons on their location
for (int i = 0; i < NUM_BUTTONS; i++) {
buttonInfoArray[i] = new ButtonInfo();
}
Button img1 = (Button) findViewById(R.id.button_option1);
Button img2 = (Button) findViewById(R.id.button_option2);
Button img3 = (Button) findViewById(R.id.button_option3);
Button img4 = (Button) findViewById(R.id.button_option4);
//1st button
buttonInfoArray[FIRST_INDEX].btnObj = (Button) this
.findViewById(R.id.setting_button_option);
buttonInfoArray[FIRST_INDEX].btnObj.setTag(FIRST_TAG);
// 2nd button
buttonInfoArray[SECOND_INDEX].btnObj = (Button) this
.findViewById(R.id.scanning_button_option);
buttonInfoArray[SECOND_INDEX].btnObj.setTag(SECOND_TAG);
// 3rd button
buttonInfoArray[THIRD_INDEX].btnObj = (Button) this
.findViewById(R.id.manual_button_option);
buttonInfoArray[THIRD_INDEX].btnObj.setTag(THIRD_TAG);
// 4th button
buttonInfoArray[FORTH_INDEX].btnObj = (Button) this
.findViewById(R.id.logout_button_option);
buttonInfoArray[FORTH_INDEX].btnObj.setTag(FORTH_TAG);
for (ButtonInfo currentButtonInfo : buttonInfoArray) {
currentButtonInfo.btnObj.setClickable(false);
}
for (ButtonInfo currentButtonInfo : buttonInfoArray) {
currentButtonInfo.btnObj.bringToFront();
}
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
ViewTreeObserver vtoLayout = parentContainer.getViewTreeObserver();
vtoLayout.addOnGlobalLayoutListener(new OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
if (initFlag == true)
return;
centerPoint = new PointF(0, (parentContainer.getHeight()) / 2);
curve_image.setImageResource(curveImageResource);
ViewTreeObserver vtoCurveImage = curve_image
.getViewTreeObserver();
vtoCurveImage
.addOnGlobalLayoutListener(new OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
if (initFlag == true)
return;
ViewConfiguration vc = ViewConfiguration.get(parentContainer
.getContext());
slop = vc.getScaledTouchSlop();
parentContainer.setOnTouchListener(tlobj);
height = curve_image.getMeasuredHeight();
curve_image.getMeasuredWidth();
radius = (height / 2);
double angleDiff = Math.PI / (NUM_BUTTONS + 1);
double initialAngle = (Math.PI / 2 - angleDiff);
for (ButtonInfo currentButtonInfo : buttonInfoArray) {
currentButtonInfo.origAngle = initialAngle;
initialAngle -= angleDiff;
}
double tempCurrentAngle;
double maxAngle = (-1 * Math.PI / 2);
tempCurrentAngle = maxAngle;
for (int i = NUM_BUTTONS - 1; i >= 0; i--) {
buttonInfoArray[i].maxAngle = tempCurrentAngle;
int buttonHeight = buttonInfoArray[i].btnObj
.getHeight();
if (buttonHeight < 30) {
buttonHeight = 80;
}
tempCurrentAngle = findNextMaxAngle(
tempCurrentAngle,
(buttonHeight + 5));
}
double minAngle = (Math.PI / 2);
tempCurrentAngle = minAngle;
for (int i = 0; i < NUM_BUTTONS; i++) {
buttonInfoArray[i].minAngle = tempCurrentAngle;
int buttonHeight = buttonInfoArray[i].btnObj
.getHeight();
if (buttonHeight < 30) {
buttonHeight = 80;
}
tempCurrentAngle = findNextMinAngle(
tempCurrentAngle, (buttonHeight + 5));
}
for (ButtonInfo currentButtonInfo : buttonInfoArray) {
PointF newPos = getPointByAngle(currentButtonInfo.origAngle);
currentButtonInfo.OrigPos = newPos;
currentButtonInfo.currentAngle = currentButtonInfo.origAngle;
setTranslationX(
currentButtonInfo.btnObj,
(int) currentButtonInfo.OrigPos.x - 50);
setTranslationY(
currentButtonInfo.btnObj,
(int) currentButtonInfo.OrigPos.y - 50);
currentButtonInfo.btnObj.requestLayout();
}
initFlag = true;
}
});
}
});
}
/**
* Find next max angle
* #param inputAngle
* #param yDist
* #return
*/
private double findNextMaxAngle(double inputAngle, int yDist) {
float initYPos = (float) (centerPoint.y - (Math.sin(inputAngle) * radius));
float finalYPos = initYPos - yDist;
float finalXPos = getXPos(finalYPos);
double newAngle = getNewAngle(new PointF(finalXPos, finalYPos));
return newAngle;
}
/**
* Find next min angle
* #param inputAngle
* #param yDist
* #return
*/
private double findNextMinAngle(double inputAngle, int yDist) {
float initYPos = (int) (centerPoint.y - (Math.sin(inputAngle) * radius));
float finalYPos = initYPos + yDist;
float finalXPos = getXPos(finalYPos);
double newAngle = getNewAngle(new PointF(finalXPos, finalYPos));
return newAngle;
}
/**
* Apply reset transformation when user release touch
* #param buttonInfoObj
*/
public void applyResetAnimation(final ButtonInfo buttonInfoObj) {
ValueAnimator animator = ValueAnimator.ofFloat(0, 1); // values from 0
// to 1
animator.setDuration(1000); // 5 seconds duration from 0 to 1
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
float value = ((Float) (animation.getAnimatedValue()))
.floatValue();
// Set translation of your view here. Position can be calculated
// out of value. This code should move the view in a half
// circle.
double effectiveAngle = buttonInfoObj.origAngle
+ ((buttonInfoObj.currentAngle - buttonInfoObj.origAngle) * (1.0 - value));
PointF newPos = getPointByAngle(effectiveAngle);
setTranslationX(buttonInfoObj.btnObj, newPos.x - 50);
setTranslationY(buttonInfoObj.btnObj, newPos.y - 50);
}
});
animator.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
animCount++;
if (animCount == NUM_BUTTONS) {
animCount = 0;
currentButton = -1;
animInProgress = false;
for (ButtonInfo currentButtonInfo : buttonInfoArray) {
setTranslationX(currentButtonInfo.btnObj,
currentButtonInfo.OrigPos.x - 50);
setTranslationY(currentButtonInfo.btnObj,
currentButtonInfo.OrigPos.y - 50);
currentButtonInfo.isOnClick = false;
currentButtonInfo.currentAngle = currentButtonInfo.origAngle;
currentButtonInfo.btnObj.setPressed(false);
currentButtonInfo.btnObj.requestLayout();
}
}
}
});
animator.start();
}
/**
* On Touch start animation
*/
private OnTouchListener tlobj = new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent motionEvent) {
switch (MotionEventCompat.getActionMasked(motionEvent)) {
case MotionEvent.ACTION_MOVE:
if (currentButton < 0) {
return false;
}
if (animInProgress == true) {
return true;
}
float delta_y = motionEvent.getRawY() - touchDownY;
float delta_x = motionEvent.getRawX() - touchDownX;
updateButtonPos(new PointF((int) delta_x, (int) delta_y));
if (Math.abs(delta_x) > slop || Math.abs(delta_y) > slop) {
buttonInfoArray[currentButton].isOnClick = false;
parentContainer.requestDisallowInterceptTouchEvent(true);
}
return true;
case MotionEvent.ACTION_UP:
animCount = 0;
if (currentButton < 0) {
return false;
}
if(animInProgress == true) {
return true;
}
animInProgress = true;
for (ButtonInfo currentButtonInfo : buttonInfoArray) {
applyResetAnimation(currentButtonInfo);
if (currentButtonInfo.isOnClick) {
// TODO onClick code
String currentTag = (String) currentButtonInfo.btnObj.getTag();
if(currentTag.equalsIgnoreCase(FIRST_TAG)) {
//handle first button click
} else if(currentTag.equalsIgnoreCase(SECOND_TAG)) {
//handle second button click
} else if(currentTag.equalsIgnoreCase(THIRD_TAG)) {
//handle third button click
} else if(currentTag.equalsIgnoreCase(FORTH_TAG)) {
//handle forth button click
}
}
}
return true;
case MotionEvent.ACTION_DOWN:
if (currentButton >= 0) {
return false;
}
if (animInProgress == true) {
return true;
}
animCount = 0;
int buttonIndex = 0;
for (buttonIndex = 0; buttonIndex < NUM_BUTTONS; buttonIndex++) {
final ButtonInfo currentButtonInfo = buttonInfoArray[buttonIndex];
if (isRectHit(currentButtonInfo.btnObj, motionEvent,
currentButtonInfo.OrigPos)) {
currentButton = buttonIndex;
touchDownX = (int) motionEvent.getRawX();
touchDownY = (int) motionEvent.getRawY();
currentButtonInfo.isOnClick = true;
currentButtonInfo.btnObj.setPressed(true);
break;
}
}
if (buttonIndex == NUM_BUTTONS) {
currentButton = -1;
}
break;
default:
break;
}
return false;
}
};
/**
* Get X POS
* #param yPos
* #return
*/
public float getXPos(float yPos) {
float xPos = (float) (centerPoint.x
+ Math.sqrt((radius * radius)
- ((yPos - centerPoint.y) * (yPos - centerPoint.y))));
return xPos;
}
/**
* Get YPos based on X
* #param xPos
* #param isPositive
* #return
*/
public float getYPos(float xPos, boolean isPositive) {
if (isPositive)
return (float) (centerPoint.y - Math.sqrt((radius * radius)
- ((xPos - centerPoint.x) * (xPos - centerPoint.x))));
else
return (float) (centerPoint.y + Math.sqrt((radius * radius)
- ((xPos - centerPoint.x) * (xPos - centerPoint.x))));
}
/**
* Get New angle from define point
* #param newPoint
* #return
*/
private double getNewAngle(PointF newPoint) {
double deltaY = newPoint.y - centerPoint.y;
double deltaX = newPoint.x - centerPoint.x;
double newPointAngle = Math.atan(-1.0 * deltaY / deltaX);
return newPointAngle;
}
/**
* get Point By Angle
* #param angle
* #return
*/
private PointF getPointByAngle(double angle) {
PointF newPos;
double newX = centerPoint.x + Math.cos(angle) * radius;
double newY = (centerPoint.y) - (Math.sin(angle) * radius);
newPos = new PointF((int) newX, (int) newY);
return newPos;
}
/**
* Set new location for passed button
* #param currentButtonIndex
* #param effectiveDelta
* #param percentageCompleted
* #return
*/
private double updateControl(int currentButtonIndex, PointF effectiveDelta,
double percentageCompleted) {
PointF newPos = new PointF();
StringBuilder s1 = new StringBuilder();
double maxAngleForCurrentButton = buttonInfoArray[currentButtonIndex].maxAngle;
double minAngleForCurrentButton = buttonInfoArray[currentButtonIndex].minAngle;
double targetAngleForCurrentButton;
if (effectiveDelta.y > 0) {
targetAngleForCurrentButton = maxAngleForCurrentButton;
} else {
targetAngleForCurrentButton = minAngleForCurrentButton;
}
if (percentageCompleted == -1) {
boolean isYDisplacement = effectiveDelta.y > effectiveDelta.x ? true
: false;
isYDisplacement = true;
if (isYDisplacement) {
float newY = buttonInfoArray[currentButtonIndex].OrigPos.y
+ effectiveDelta.y;
if (newY > (centerPoint.y) + (int) radius) {
newY = (centerPoint.y) + (int) radius;
} else if (newY < (centerPoint.y) - (int) radius) {
newY = (centerPoint.y) - (int) radius;
}
float newX = getXPos(newY);
newPos = new PointF(newX, newY);
s1.append("isYDisplacement true : ");
}
} else {
double effectiveAngle = buttonInfoArray[currentButtonIndex].origAngle
+ ((targetAngleForCurrentButton - buttonInfoArray[currentButtonIndex].origAngle) * percentageCompleted);
newPos = getPointByAngle(effectiveAngle);
s1.append("percentage completed : " + percentageCompleted + " : "
+ effectiveAngle);
}
double newAngle = getNewAngle(newPos);
// For angle, reverse condition, because in 1st quarter, it is +ve, in
// 4th quarter, it is -ve.
if (newAngle < maxAngleForCurrentButton) {
newAngle = maxAngleForCurrentButton;
newPos = getPointByAngle(newAngle);
s1.append("max angle : " + newAngle);
}
if (newAngle > minAngleForCurrentButton) {
newAngle = minAngleForCurrentButton;
newPos = getPointByAngle(newAngle);
s1.append("min angle : " + newAngle);
}
setTranslationX(buttonInfoArray[currentButtonIndex].btnObj,
newPos.x - 50);
setTranslationY(buttonInfoArray[currentButtonIndex].btnObj,
newPos.y - 50);
return newAngle;
}
/**
* Set button Position
* #param deltaPoint
*/
public void updateButtonPos(PointF deltaPoint) {
for (int buttonIndex = 0; buttonIndex < NUM_BUTTONS; buttonIndex++) {
if (currentButton == buttonIndex) {
buttonInfoArray[buttonIndex].currentAngle = updateControl(
buttonIndex, deltaPoint, -1);
double targetAngleForCurrentButton;
if (deltaPoint.y > 0) {
targetAngleForCurrentButton = buttonInfoArray[buttonIndex].maxAngle;
} else {
targetAngleForCurrentButton = buttonInfoArray[buttonIndex].minAngle;
}
double percentageCompleted = (1.0 * (buttonInfoArray[buttonIndex].currentAngle - buttonInfoArray[buttonIndex].origAngle))
/ (targetAngleForCurrentButton - buttonInfoArray[buttonIndex].origAngle);
for (int innerButtonIndex = 0; innerButtonIndex < NUM_BUTTONS; innerButtonIndex++) {
if (innerButtonIndex == buttonIndex)
continue;
buttonInfoArray[innerButtonIndex].currentAngle = updateControl(
innerButtonIndex, deltaPoint, percentageCompleted);
}
break;
}
}
}
/**
* Find whether touch in button's rectanlge or not
* #param v
* #param rect
*/
private static void getHitRect(View v, Rect rect) {
rect.left = (int) com.nineoldandroids.view.ViewHelper.getX(v);
rect.top = (int) com.nineoldandroids.view.ViewHelper.getY(v);
rect.right = rect.left + v.getWidth();
rect.bottom = rect.top + v.getHeight();
}
private boolean isRectHit(View viewObj, MotionEvent motionEvent,
PointF viewOrigPos) {
Rect outRect = new Rect();
int x = (int) motionEvent.getX();
int y = (int) motionEvent.getY();
getHitRect(viewObj, outRect);
if (outRect.contains(x, y)) {
return true;
} else {
return false;
}
}
/**
* On Finish update transition
*/
#Override
public void finish() {
super.finish();
overridePendingTransition(R.anim.activityfinishin, R.anim.activityfinishout);
}
/**
* On Native Back Pressed
*/
#Override
public void onBackPressed() {
super.onBackPressed();
finish();
}
}

Touch Listener on a Bitmap Android (Overlay to make parts of bitmap clickable)

Am using bitmap, as rotating dial which consists of sections. Means user can able to rotate bitmap. Now i want to define a singleTap on ImageView for navigating to different sections.
We can do by motionevent x and y, but positions of sections will change dynamically. So, this is not possible.
Is there any other way to do this ?
public class TutorialActivity extends Activity {
private static Bitmap imageOriginal, imageScaled;
private static Matrix matrix;
private ImageView dialer;
private int dialerHeight, dialerWidth;
private GestureDetector detector;
// needed for detecting the inversed rotations
private boolean[] quadrantTouched;
private boolean allowRotating;
View viewNew;
Button aboutus,profile,colleagues,picasa,facebook,twitter,youtube,referral;
int one_piecewidth,one_pieceheight;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(R.layout.main);
// initialize the matrix only once
if (matrix == null) {
matrix = new Matrix();
} else {
// not needed, you can also post the matrix immediately to restore the old state
matrix.reset();
}
detector = new GestureDetector(this, new MyGestureDetector());
// there is no 0th quadrant, to keep it simple the first value gets ignored
quadrantTouched = new boolean[] { false, false, false, false, false };
allowRotating = true;
//viewNew=LayoutInflater.from(TutorialActivity.this).inflate(R.layout.new_view,null,false);
// load the image only once
if(imageOriginal==null){
//imageOriginal=loadBitmapFromView(viewNew);
imageOriginal=BitmapFactory.decodeResource(getResources(), R.drawable.circular_menu);
}
imageScaled=imageOriginal;
one_piecewidth=((int) imageOriginal.getWidth()/4);
one_pieceheight=((int) imageOriginal.getHeight()/4);
dialer = (ImageView) findViewById(R.id.imageView_ring);
dialer.setImageBitmap(imageOriginal);
dialer.setOnTouchListener(new MyOnTouchListener());
dialer.getViewTreeObserver().addOnGlobalLayoutListener(new OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
// method called more than once, but the values only need to be initialized one time
if (dialerHeight == 0 || dialerWidth == 0) {
dialerHeight = dialer.getHeight();
dialerWidth = dialer.getWidth();
// resize
Matrix resize = new Matrix();
resize.postScale((float)Math.min(dialerWidth, dialerHeight) / (float)imageOriginal.getWidth(), (float)Math.min(dialerWidth, dialerHeight) / (float)imageOriginal.getHeight());
imageScaled = Bitmap.createBitmap(imageOriginal, 0, 0, imageOriginal.getWidth(), imageOriginal.getHeight(), resize, false);
// translate to the image view's center
float translateX = dialerWidth / 2 - imageScaled.getWidth() / 2;
float translateY = dialerHeight / 2 - imageScaled.getHeight() / 2;
matrix.postTranslate(translateX, translateY);
dialer.setImageBitmap(imageScaled);
dialer.setImageMatrix(matrix);
}
}
});
}
/**
* Rotate the dialer.
*
* #param degrees The degrees, the dialer should get rotated.
*/
private void rotateDialer(float degrees) {
matrix.postRotate(degrees, dialerWidth / 2, dialerHeight / 2);
dialer.setImageMatrix(matrix);
//viewNew.po
}
/**
* #return The angle of the unit circle with the image view's center
*/
private double getAngle(double xTouch, double yTouch) {
double x = xTouch - (dialerWidth / 2d);
double y = dialerHeight - yTouch - (dialerHeight / 2d);
switch (getQuadrant(x, y)) {
case 1:
return Math.asin(y / Math.hypot(x, y)) * 180 / Math.PI;
case 2:
case 3:
return 180 - (Math.asin(y / Math.hypot(x, y)) * 180 / Math.PI);
case 4:
return 360 + Math.asin(y / Math.hypot(x, y)) * 180 / Math.PI;
default:
// ignore, does not happen
return 0;
}
}
/**
* #return The selected quadrant.
*/
private static int getQuadrant(double x, double y) {
if (x >= 0) {
return y >= 0 ? 1 : 4;
} else {
return y >= 0 ? 2 : 3;
}
}
/**
* Simple implementation of an {#link OnTouchListener} for registering the dialer's touch events.
*/
private class MyOnTouchListener implements OnTouchListener {
private double startAngle;
#Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
// reset the touched quadrants
for (int i = 0; i < quadrantTouched.length; i++) {
quadrantTouched[i] = false;
}
allowRotating = false;
startAngle = getAngle(event.getX(), event.getY());
Drawable drawable = dialer.getDrawable();
Rect imageBounds = drawable.getBounds();
//original height and width of the bitmap
int intrinsicHeight = drawable.getIntrinsicHeight();
int intrinsicWidth = drawable.getIntrinsicWidth();
//height and width of the visible (scaled) image
int scaledHeight = imageBounds.height();
int scaledWidth = imageBounds.width();
//Find the ratio of the original image to the scaled image
//Should normally be equal unless a disproportionate scaling
//(e.g. fitXY) is used.
float heightRatio = intrinsicHeight / scaledHeight;
float widthRatio = intrinsicWidth / scaledWidth;
//do whatever magic to get your touch point
//MotionEvent event;
//get the distance from the left and top of the image bounds
int scaledImageOffsetX = (int) (event.getX() - imageBounds.left);
int scaledImageOffsetY = (int) (event.getY() - imageBounds.top);
//scale these distances according to the ratio of your scaling
//For example, if the original image is 1.5x the size of the scaled
//image, and your offset is (10, 20), your original image offset
//values should be (15, 30).
int originalImageOffsetX = (int) (scaledImageOffsetX * widthRatio);
int originalImageOffsetY = (int) (scaledImageOffsetY * heightRatio);
break;
case MotionEvent.ACTION_MOVE:
double currentAngle = getAngle(event.getX(), event.getY());
if((float) (startAngle - currentAngle)>1.0)
rotateDialer((float) (startAngle - currentAngle));
startAngle = currentAngle;
break;
case MotionEvent.ACTION_UP:
allowRotating = true;
break;
}
// set the touched quadrant to true
quadrantTouched[getQuadrant(event.getX() - (dialerWidth / 2), dialerHeight - event.getY() - (dialerHeight / 2))] = true;
detector.onTouchEvent(event);
return true;
}
}
/**
* Simple implementation of a {#link SimpleOnGestureListener} for detecting a fling event.
*/
private class MyGestureDetector extends SimpleOnGestureListener {
#Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) {
// get the quadrant of the start and the end of the fling
int q1 = getQuadrant(e1.getX() - (dialerWidth / 2), dialerHeight - e1.getY() - (dialerHeight / 2));
int q2 = getQuadrant(e2.getX() - (dialerWidth / 2), dialerHeight - e2.getY() - (dialerHeight / 2));
System.out.println("q1 and q2"+q1+".."+q2);
// the inversed rotations
if ((q1 == 2 && q2 == 2 && Math.abs(velocityX) < Math.abs(velocityY))
|| (q1 == 3 && q2 == 3)
|| (q1 == 1 && q2 == 3)
|| (q1 == 4 && q2 == 4 && Math.abs(velocityX) > Math.abs(velocityY))
|| ((q1 == 2 && q2 == 3) || (q1 == 3 && q2 == 2))
|| ((q1 == 3 && q2 == 4) || (q1 == 4 && q2 == 3))
|| (q1 == 2 && q2 == 4 && quadrantTouched[3])
|| (q1 == 4 && q2 == 2 && quadrantTouched[3])) {
dialer.post(new FlingRunnable(-1 * (velocityX + velocityY)));
} else {
// the normal rotation
dialer.post(new FlingRunnable(velocityX + velocityY));
}
return true;
}
#Override
public boolean onSingleTapUp(MotionEvent e){
int pixel = imageScaled.getPixel((int)(e.getX()),(int)(e.getY()));
System.out.println("pixel"+pixel+"...");
return true;
}
}
/**
* A {#link Runnable} for animating the the dialer's fling.
*/
private class FlingRunnable implements Runnable {
private float velocity;
public FlingRunnable(float velocity) {
this.velocity = velocity;
}
#Override
public void run() {
if (Math.abs(velocity) > 5 && allowRotating) {
rotateDialer(velocity / 75);
velocity /= 1.0666F;
// post this instance again
dialer.post(this);
}
}
}
public static Bitmap loadBitmapFromView(View v) {
System.out.println("vvv"+v+"....");
System.out.println("vvvparams"+v.getMeasuredHeight()+"....");
// System.out.println("vvvparamswidth"+v.getLayoutParams().height+"....");
Bitmap b = Bitmap.createBitmap( 300, 300, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
v.layout(0, 0, 300, 300);
v.draw(c);
return b;
}
public Bitmap addView(View v) {
v.setDrawingCacheEnabled(true);
// this is the important code :)
// Without it the view will have a dimension of 0,0 and the bitmap will be null
System.out.println("mesaure spec"+MeasureSpec.makeMeasureSpec(0, MeasureSpec.UNSPECIFIED));
v.measure(MeasureSpec.makeMeasureSpec(0, MeasureSpec.UNSPECIFIED),
MeasureSpec.makeMeasureSpec(0, MeasureSpec.UNSPECIFIED));
v.layout(0, 0, v.getMeasuredWidth(), v.getMeasuredHeight());
v.buildDrawingCache(true);
Bitmap b = Bitmap.createBitmap(v.getDrawingCache());
v.setDrawingCacheEnabled(false);
return b;// clear drawing cache
}
public void onResume(){
super.onResume();
}
}
Add this code on touch event:
{
case MotionEvent.ACTION_DOWN:
start = e.getEventTime();
break;
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_UP:
stop = e.getEventTime();
break;
}
//delay or use thread
if (stop - start > 1500) {
//your code
}
return true;

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