Align a rotated Sprite with a DinamicBody libgdx - android

I've a sprite (rectangular) that rotates around its central point. I used:
setOriginCenter();
setRotation(angleDegrees);
That works fine.
I defined a DynamicBody (box2d) using a CircleShape.
In the update method of the sprite, I want to center the sprite (rotated sprite) with the center of the DynamicBody.
I tried several method but I can't get a solution:
This doesn't work
Rectangle rect = myRotatedSprite.getBoundingRectangle();
myRotatedSprite.setPosition(b2body.getPosition().x - rect.getWidth() / 2, b2body.getPosition().y - rect.getHeight() / 2);
This doesn't work
myRotatedSprite.setPosition(b2body.getPosition().x - myRotatedSprite.getWidth() / 2, b2body.getPosition().y - myRotatedSprite.getHeight() / 2);
This doesn't work
float rot = myRotatedSprite.getRotation();
myRotatedSprite.setRotation(0);
Rectangle rect = getBoundingRectangle();
myRotatedSprite.setPosition(b2body.getPosition().x - rect.width / 2,
b2body.getPosition().y - rect.height / 2);
myRotatedSprite.setRotation(rot);
myRotatedSprite.getBoundingRectangle();
What I am doing wrong ? It seems to me that getBoundingRectangle() is not correct when the sprite is rotated...
Here is my full code:
public class HeroBullet extends Weapon {
private static final String TAG = HeroBullet.class.getName();
private float stateTimer;
private Animation heroBulletAnimation;
private Vector2 tmp; // Temp GC friendly vector
public HeroBullet(PlayScreen screen, float x, float y, float width, float height, float circleShapeRadius, float angle, Animation animation) {
super(screen, x, y, circleShapeRadius > 0 ? circleShapeRadius : Constants.HEROBULLET_CIRCLESHAPE_RADIUS_METERS);
setOriginCenter();
width = width > 0 ? width : Constants.HEROBULLET_WIDTH_METERS;
height = height > 0 ? height : Constants.HEROBULLET_HEIGHT_METERS;
setBounds(getX(), getY(), width, height);
velocity = new Vector2(Constants.HEROBULLET_VELOCITY_X, Constants.HEROBULLET_VELOCITY_Y);
if (angle > 0) {
velocity.rotate(angle);
setRotation(angle);
}
if (animation != null) {
heroBulletAnimation = animation;
} else {
heroBulletAnimation = Assets.instance.heroBullet.heroBulletAnimation;
}
stateTimer = 0;
currentState = State.SHOT;
AudioManager.instance.play(Assets.instance.sounds.heroShoot, 0.2f, MathUtils.random(1.0f, 1.1f));
tmp = new Vector2();
}
#Override
protected void defineWeapon() {
BodyDef bdef = new BodyDef();
bdef.position.set(getX(), getY()); // In b2box the origin is at the center of the body
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
CircleShape shape = new CircleShape();
shape.setRadius(circleShapeRadius);
fdef.filter.categoryBits = Constants.HERO_WEAPON_BIT; // Depicts what this fixture is
fdef.filter.maskBits = Constants.BORDERS_BIT |
Constants.OBSTACLE_BIT |
Constants.POWERBOX_BIT |
Constants.FINAL_ENEMY_LEVEL_ONE_BIT |
Constants.ENEMY_BIT; // Depicts what this Fixture can collide with
fdef.shape = shape;
b2body.createFixture(fdef).setUserData(this);
}
#Override
public void update(float dt) {
switch (currentState) {
case SHOT:
stateShot(dt);
break;
case ONTARGET:
stateOnTarget();
break;
case FINISHED:
break;
default:
break;
}
super.checkBoundaries();
}
private void stateShot(float dt) {
b2body.setLinearVelocity(velocity);
/* ***********
Here I want to center the sprite (rotated sprite) with the center of the DynamicBody, but I don't know how
******** */
setRegion((TextureRegion) heroBulletAnimation.getKeyFrame(stateTimer, true));
stateTimer += dt;
}
private void stateOnTarget() {
world.destroyBody(b2body);
currentState = State.FINISHED;
}
#Override
public void renderDebug(ShapeRenderer shapeRenderer) {
shapeRenderer.rect(getBoundingRectangle().x, getBoundingRectangle().y, getBoundingRectangle().width, getBoundingRectangle().height);
}
#Override
public void onTarget() {
currentState = State.ONTARGET;
}
public void draw(Batch batch) {
if (currentState == State.SHOT) {
super.draw(batch);
}
}
}

Related

Control dji mavic enterprise via virtual sticks

I am trying to control drone with command sendVirtualStickFlightControlData.
To move the drone left I use following code.
sendVirtualStickDataTask = new SendVirtualStickDataTask(0, -5, 0, 0);
sendVirtualStickDataTimer = new Timer();
sendVirtualStickDataTimer.schedule(sendVirtualStickDataTask, 100, 200);
private class SendVirtualStickDataTask extends TimerTask {
private float pitch;
private float roll;
private float yaw;
private float throttle;
private long startTime = System.currentTimeMillis();
public SendVirtualStickDataTask(float inputPitch, float inputRoll, float inputYaw, float inputThrottle) {
pitch = inputPitch;
roll = inputRoll;
yaw = inputYaw;
throttle = inputThrottle;
}
#Override
public void run() {
if (System.currentTimeMillis() - startTime > 300) {
mFlightController.sendVirtualStickFlightControlData(new FlightControlData(0, 0, 0, 0),
new CommonCallbacks.CompletionCallback() {
#Override
public void onResult(final DJIError djiError) {
}
});
cancel();
} else {
mFlightController
.sendVirtualStickFlightControlData(new FlightControlData(pitch,
roll,
yaw,
throttle),
new CommonCallbacks.CompletionCallback() {
#Override
public void onResult(final DJIError djiError) {
}
});
}
}
}
However, the drone moves to the left and then drops down sharply.
What is the reason for this drone behavior?
I have no clue why it is dropping sharply downwards, since you are not changing the throttle values. Make sure to enable virtual sticks before usage. It might have to do with you needing to set maximum values. This code works fine for me.
/* controllers virtual sticks command and triggers drone movement */
private void sendVirtualStickCommands(final float pX, final float pY, final float pZ, final float pYaw){
//maximum amounts
float verticalJoyControlMaxSpeed = 2;
float yawJoyControlMaxSpeed = 30;
float pitchJoyControlMaxSpeed = 10;
float rollJoyControlMaxSpeed = 10;
//set yaw, pitch, throttle, roll
float mYaw = (float)(yawJoyControlMaxSpeed * pYaw);
float mThrottle = (float)(verticalJoyControlMaxSpeed * pZ);
float mPitch = (float)(pitchJoyControlMaxSpeed * pX);
float mRoll = (float)(rollJoyControlMaxSpeed * pY);
if (mFlightController != null){
//if virtual sticks are enabled, send the command, otherwise turn them on
if (virtualSticksEnabled){
mFlightController.sendVirtualStickFlightControlData(
new FlightControlData(
mPitch, mRoll, mYaw, mThrottle
), new CommonCallbacks.CompletionCallback() {
#Override
public void onResult(DJIError djiError) {
if (djiError!=null){
setResultToToast(djiError.getDescription());
}
}
}
);
} else {
setResultToToast("flight controller virtual mode off");
//if not enabled, enable
mFlightController.setVirtualStickModeEnabled(true, new CommonCallbacks.CompletionCallback() {
#Override
public void onResult(DJIError djiError) {
if (djiError != null){
setResultToToast(djiError.getDescription());
}else
{
setResultToToast("Enable Virtual Stick Success");
virtualSticksEnabled = true;
sendVirtualStickCommands(pX, pY, pZ, pYaw);
}
}
});
}
} else{
setResultToToast("Flight Controller Null");
}
}
Then, to move in a direction:
sendVirtualStickCommands(0.1f, 0, 0, 0);//move right
sendVirtualStickCommands(-0.1f, 0, 0, 0);//move left
sendVirtualStickCommands(0, 0.1f, 0, 0);//move forward
sendVirtualStickCommands(0, -0.1f, 0, 0);//move backwards
sendVirtualStickCommands(0, 0, 0.1f, 0);//move upwards
sendVirtualStickCommands(0, 0, -0.1f, 0);//move downwards
try this
mFlightController.setRollPitchControlMode(RollPitchControlMode.VELOCITY);
mFlightController.setYawControlMode(YawControlMode.ANGULAR_VELOCITY);
mFlightController.setVerticalControlMode(VerticalControlMode.POSITION);
mFlightController.setRollPitchCoordinateSystem(FlightCoordinateSystem.BODY);
and set mThrottle >= 0.0f
in VerticalControlMode.POSITION, mThrottle is a flight height you want to set in meters above the ground.
For example mThrottle = 2.0f means to move the drone to 2 meters above the ground. Set the height you want and the drone will rise to it or "drops down" if mThrottle = 0f.

How to use custom created drawable images for Android watch Face

Its been a week I was trying to create a watch Face for Android wear. As a kick start I followed Google official documentation and found these Android official watch face app tutorial with source code
So my current issue is , In Google documentation they use canvas to create analogue watch faces . The watch hands are generated using paint
Here is the sample of code for creating dial hand
public class AnalogWatchFaceService extends CanvasWatchFaceService {
private static final String TAG = "AnalogWatchFaceService";
/**
* Update rate in milliseconds for interactive mode. We update once a second to advance the
* second hand.
*/
private static final long INTERACTIVE_UPDATE_RATE_MS = TimeUnit.SECONDS.toMillis(1);
#Override
public Engine onCreateEngine() {
return new Engine();
}
private class Engine extends CanvasWatchFaceService.Engine {
static final int MSG_UPDATE_TIME = 0;
static final float TWO_PI = (float) Math.PI * 2f;
Paint mHourPaint;
Paint mMinutePaint;
Paint mSecondPaint;
Paint mTickPaint;
boolean mMute;
Calendar mCalendar;
/** Handler to update the time once a second in interactive mode. */
final Handler mUpdateTimeHandler = new Handler() {
#Override
public void handleMessage(Message message) {
switch (message.what) {
case MSG_UPDATE_TIME:
if (Log.isLoggable(TAG, Log.VERBOSE)) {
Log.v(TAG, "updating time");
}
invalidate();
if (shouldTimerBeRunning()) {
long timeMs = System.currentTimeMillis();
long delayMs = INTERACTIVE_UPDATE_RATE_MS
- (timeMs % INTERACTIVE_UPDATE_RATE_MS);
mUpdateTimeHandler.sendEmptyMessageDelayed(MSG_UPDATE_TIME, delayMs);
}
break;
}
}
};
final BroadcastReceiver mTimeZoneReceiver = new BroadcastReceiver() {
#Override
public void onReceive(Context context, Intent intent) {
mCalendar.setTimeZone(TimeZone.getDefault());
invalidate();
}
};
boolean mRegisteredTimeZoneReceiver = false;
/**
* Whether the display supports fewer bits for each color in ambient mode. When true, we
* disable anti-aliasing in ambient mode.
*/
boolean mLowBitAmbient;
Bitmap mBackgroundBitmap;
Bitmap mBackgroundScaledBitmap;
#Override
public void onCreate(SurfaceHolder holder) {
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onCreate");
}
super.onCreate(holder);
setWatchFaceStyle(new WatchFaceStyle.Builder(AnalogWatchFaceService.this)
.setCardPeekMode(WatchFaceStyle.PEEK_MODE_SHORT)
.setBackgroundVisibility(WatchFaceStyle.BACKGROUND_VISIBILITY_INTERRUPTIVE)
.setShowSystemUiTime(false)
.build());
Resources resources = AnalogWatchFaceService.this.getResources();
Drawable backgroundDrawable = resources.getDrawable(R.drawable.bg, null /* theme */);
mBackgroundBitmap = ((BitmapDrawable) backgroundDrawable).getBitmap();
mHourPaint = new Paint();
mHourPaint.setARGB(255, 200, 200, 200);
mHourPaint.setStrokeWidth(5.f);
mHourPaint.setAntiAlias(true);
mHourPaint.setStrokeCap(Paint.Cap.ROUND);
mMinutePaint = new Paint();
mMinutePaint.setARGB(255, 200, 200, 200);
mMinutePaint.setStrokeWidth(3.f);
mMinutePaint.setAntiAlias(true);
mMinutePaint.setStrokeCap(Paint.Cap.ROUND);
mSecondPaint = new Paint();
mSecondPaint.setARGB(255, 255, 0, 0);
mSecondPaint.setStrokeWidth(2.f);
mSecondPaint.setAntiAlias(true);
mSecondPaint.setStrokeCap(Paint.Cap.ROUND);
mTickPaint = new Paint();
mTickPaint.setARGB(100, 255, 255, 255);
mTickPaint.setStrokeWidth(2.f);
mTickPaint.setAntiAlias(true);
mCalendar = Calendar.getInstance();
}
#Override
public void onDestroy() {
mUpdateTimeHandler.removeMessages(MSG_UPDATE_TIME);
super.onDestroy();
}
#Override
public void onPropertiesChanged(Bundle properties) {
super.onPropertiesChanged(properties);
mLowBitAmbient = properties.getBoolean(PROPERTY_LOW_BIT_AMBIENT, false);
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onPropertiesChanged: low-bit ambient = " + mLowBitAmbient);
}
}
#Override
public void onTimeTick() {
super.onTimeTick();
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onTimeTick: ambient = " + isInAmbientMode());
}
invalidate();
}
#Override
public void onAmbientModeChanged(boolean inAmbientMode) {
super.onAmbientModeChanged(inAmbientMode);
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onAmbientModeChanged: " + inAmbientMode);
}
if (mLowBitAmbient) {
boolean antiAlias = !inAmbientMode;
mHourPaint.setAntiAlias(antiAlias);
mMinutePaint.setAntiAlias(antiAlias);
mSecondPaint.setAntiAlias(antiAlias);
mTickPaint.setAntiAlias(antiAlias);
}
invalidate();
// Whether the timer should be running depends on whether we're in ambient mode (as well
// as whether we're visible), so we may need to start or stop the timer.
updateTimer();
}
#Override
public void onInterruptionFilterChanged(int interruptionFilter) {
super.onInterruptionFilterChanged(interruptionFilter);
boolean inMuteMode = (interruptionFilter == WatchFaceService.INTERRUPTION_FILTER_NONE);
if (mMute != inMuteMode) {
mMute = inMuteMode;
mHourPaint.setAlpha(inMuteMode ? 100 : 255);
mMinutePaint.setAlpha(inMuteMode ? 100 : 255);
mSecondPaint.setAlpha(inMuteMode ? 80 : 255);
invalidate();
}
}
#Override
public void onSurfaceChanged(SurfaceHolder holder, int format, int width, int height) {
if (mBackgroundScaledBitmap == null
|| mBackgroundScaledBitmap.getWidth() != width
|| mBackgroundScaledBitmap.getHeight() != height) {
mBackgroundScaledBitmap = Bitmap.createScaledBitmap(mBackgroundBitmap,
width, height, true /* filter */);
}
super.onSurfaceChanged(holder, format, width, height);
}
#Override
public void onDraw(Canvas canvas, Rect bounds) {
mCalendar.setTimeInMillis(System.currentTimeMillis());
int width = bounds.width();
int height = bounds.height();
// Draw the background, scaled to fit.
canvas.drawBitmap(mBackgroundScaledBitmap, 0, 0, null);
// Find the center. Ignore the window insets so that, on round watches with a
// "chin", the watch face is centered on the entire screen, not just the usable
// portion.
float centerX = width / 2f;
float centerY = height / 2f;
// Draw the ticks.
float innerTickRadius = centerX - 10;
float outerTickRadius = centerX;
for (int tickIndex = 0; tickIndex < 12; tickIndex++) {
float tickRot = tickIndex * TWO_PI / 12;
float innerX = (float) Math.sin(tickRot) * innerTickRadius;
float innerY = (float) -Math.cos(tickRot) * innerTickRadius;
float outerX = (float) Math.sin(tickRot) * outerTickRadius;
float outerY = (float) -Math.cos(tickRot) * outerTickRadius;
canvas.drawLine(centerX + innerX, centerY + innerY,
centerX + outerX, centerY + outerY, mTickPaint);
}
float seconds =
mCalendar.get(Calendar.SECOND) + mCalendar.get(Calendar.MILLISECOND) / 1000f;
float secRot = seconds / 60f * TWO_PI;
float minutes = mCalendar.get(Calendar.MINUTE) + seconds / 60f;
float minRot = minutes / 60f * TWO_PI;
float hours = mCalendar.get(Calendar.HOUR) + minutes / 60f;
float hrRot = hours / 12f * TWO_PI;
float secLength = centerX - 20;
float minLength = centerX - 40;
float hrLength = centerX - 80;
if (!isInAmbientMode()) {
float secX = (float) Math.sin(secRot) * secLength;
float secY = (float) -Math.cos(secRot) * secLength;
canvas.drawLine(centerX, centerY, centerX + secX, centerY + secY, mSecondPaint);
}
float minX = (float) Math.sin(minRot) * minLength;
float minY = (float) -Math.cos(minRot) * minLength;
canvas.drawLine(centerX, centerY, centerX + minX, centerY + minY, mMinutePaint);
float hrX = (float) Math.sin(hrRot) * hrLength;
float hrY = (float) -Math.cos(hrRot) * hrLength;
canvas.drawLine(centerX, centerY, centerX + hrX, centerY + hrY, mHourPaint);
}
}
The entire code can be found inside the official sample app . Below you can find the screen shot of application which I made using Google official tutorial .
If anyone have any idea how to replace the clock hands with an drawable images ? . Any help would be appreciated .
Create a Bitmap of your drawable resource:
Bitmap hourHand = BitmapFactory.decodeResource(context.getResources(), R.drawable.hour_hand);
Do whatever transformations you need to your canvas and draw the bitmap:
canvas.save();
canvas.rotate(degrees, px, py);
canvas.translate(dx, dy);
canvas.drawBitmap(hourHand, centerX, centerY, null); // Or use a Paint if you need it
canvas.restore();
Use following method to rotate bitmap from canvas,
/**
* To rotate bitmap on canvas
*
* #param canvas : canvas on which you are drawing
* #param handBitmap : bitmap of hand
* #param centerPoint : center for rotation
* #param rotation : rotation angle in form of seconds
* #param offset : offset of bitmap from center point (If not needed then keep it 0)
*/
public void rotateBitmap(Canvas canvas, Bitmap handBitmap, PointF centerPoint, float rotation, float offset) {
canvas.save();
canvas.rotate(secondRotation - 90, centerPoint.x, centerPoint.y);
canvas.drawBitmap(handBitmap, centerPoint.x - offset, centerPoint.y - handBitmap.getHeight() / Constants.INTEGER_TWO, new Paint(Paint.FILTER_BITMAP_FLAG));
canvas.restore();
}
I am a little bit late with the answer, but maybe it can be helpful for others
canvas.save()
val antialias = Paint()
antialias.isAntiAlias = true
antialias.isFilterBitmap = true
antialias.isDither = true
canvas.rotate(secondsRotation - minutesRotation, centerX, centerY)
canvas.drawBitmap(
secondsHandBitmap,
centerX - 10,
centerY - 160,
antialias
)
canvas.restore()
Here is my public Git Repo you can check the source code

How to zoom properly in OpenGL ES 2

I've a 3d-model in OpenGL ES in Android. I've already implemented swipe-gestures for translating, rotating and zooming into the model. Everything but the zooming works fine. I'm not sure what I'm missing or what I have to change but I'm not able to zoom into my model.
The model is a building. What I'd like to do is to zoom into the different floors of the building. But no matter how I change my implementation, I'm not able to do this.
Either the building disappears when I zoom in or the zoom has a limitation so that I can't zoom into it further....
First of all I decreased the field of view by modifying the Matrix:
frustumM(matrix, 0, -ratio/zoom, ratio/zoom, -1/zoom, 1/zoom, nearPlane, farPlane).
Someone told me, that this is not the correct approach and I should modify the eyeZ value like:
eyeZ = -1.0/zoom
The first approach is working, but I'd like to know what my mistake with the second approach is, because it has the issues I mentioned in the beginning.
My renderer-class is the following:
public class MyGLRenderer implements GLSurfaceView.Renderer {
private float[] mModelMatrix = new float[16];
private final float[] mMVMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private float nearPlaneDistance = 1f;
private float farPlaneDistance = 200f;
private float modelRatio = 1.0f;
private int offset = 0;
private float eyeX = 0;
private float eyeY = 0;
private float eyeZ = -1;
private float centerX = 0f;
private float centerY = 0f;
private float centerZ = 0f;
private float upX = 0f;
private float upY = 1.0f;
private float upZ = 0.0f;
private float mZoomLevel = 1f;
private float defaultRotationX = 100.0f; //building otherwise on the wrong side
private float defaultRotationZ = 180.0f; //building otherwise on the wrong side
private float rotationX = defaultRotationX;
private float rotationY = 0.0f;
private float rotationZ = defaultRotationZ;
private float translateX = 0.0f;
private float translateY = 0.0f;
private float translateZ = 0.0f;
private float scaleFactor = 20.0f; //no matter what scale factor -> it's not possible to zoom into the building...
private float ratio;
private float width;
private float height;
private List<IDrawableObject> drawableObjects;
public Model3D model3d;
public MyGLRenderer(Model3D model3d) {
this.model3d = model3d;
getModelScale();
}
private void getModelScale() {
float highestValue = (model3d.width > model3d.height) ? model3d.width
: model3d.height;
modelRatio = 2f / highestValue;
}
#Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GLES20.glDisable(GLES20.GL_CULL_FACE);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
drawableObjects = ... ; //to much detail, basically getting triangles
}
#Override
public void onDrawFrame(GL10 unused) {
float[] mMVPMatrix = new float[16];
// Draw background color
Matrix.setIdentityM(mModelMatrix, 0);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// model is in origin-solution too big
Matrix.scaleM(mModelMatrix, 0, modelRatio * scaleFactor, modelRatio
* scaleFactor, modelRatio * scaleFactor);
Matrix.translateM(mModelMatrix, 0, translateX, translateY, translateZ);
rotateModel(mModelMatrix, rotationX, rotationY, rotationZ, true);
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, offset, eyeX, eyeY, eyeZ / mZoomLevel,
centerX, centerY, centerZ, upX, upY, upZ);
// combine the model with the view matrix
Matrix.multiplyMM(mMVMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, 1, -1,
nearPlaneDistance, farPlaneDistance);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVMatrix, 0);
for (IDrawableObject d : drawableObjects) {
d.draw(mMVPMatrix);
}
}
private void rotateModel(float[] mModelMatrix, Float x, Float y, Float z,
boolean rotateAroundCenter) {
// translation for rotating the model around its center
if (rotateAroundCenter) {
Matrix.translateM(mModelMatrix, 0, (model3d.width / 2f), 0,
(model3d.height / 2f));
}
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, -(model3d.width / 2f), 0,
-(model3d.height / 2f));
}
}
#Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
// Adjust the viewport based on geometry changes,
// such as screen rotation
GLES20.glViewport(0, 0, width, height);
this.width = width;
this.height = height;
ratio = (float) width / height;
}
public static int loadShader(int type, String shaderCode) {
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public int getFPS() {
return lastMFPS;
}
public static void checkGlError(String glOperation) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, glOperation + ": glError " + error);
throw new RuntimeException(glOperation + ": glError " + error);
}
}
public void setZoom(float zoom) {
this.mZoomLevel = zoom;
}
public void setDistance(float distance) {
eyeZ = distance;
}
public float getDistance() {
return eyeZ;
}
public float getRotationX() {
return rotationX;
}
public void setRotationX(float rotationX) {
this.rotationX = defaultRotationX + rotationX;
}
public float getRotationY() {
return rotationY;
}
public void setRotationY(float rotationY) {
this.rotationY = rotationY;
}
public float getRotationZ() {
return rotationZ;
}
public void setRotationZ(float rotationZ) {
this.rotationZ = defaultRotationZ + rotationZ;
}
public float getFarPlane() {
return farPlaneDistance;
}
public float getNearPlane() {
return nearPlaneDistance;
}
public void addTranslation(float mPosX, float mPosY) {
this.translateX = mPosX;
this.translateY = mPosY;
}
public void downPressed() {
translateX -= 10;
}
public void upPressed() {
translateX += 10;
}
public void actionMoved(float mPosX, float mPosY) {
float translationX = (mPosX / width);
float translationY = -(mPosY / height);
addTranslation(translationX, translationY);
}
public float getmZoomLevel() {
return mZoomLevel;
}
public void setmZoomLevel(float mZoomLevel) {
this.mZoomLevel = mZoomLevel;
}
public float getWidth() {
return width;
}
public float getHeight() {
return height;
}
public void setTranslation(Float x, Float y, Float z) {
if (x != null) {
this.translateX = -x;
}
if (y != null) {
this.translateY = y;
}
if (z != null) {
this.translateZ = -z;
}
}
public void setRotation(Float x, Float y, Float z) {
if (x != null) {
this.rotationX = defaultRotationX + x;
}
if (y != null) {
this.rotationY = y;
}
if (z != null) {
this.rotationZ = defaultRotationZ + z;
}
}
public void setScale(float scale) {
this.mZoomLevel = scale;
}
public float getDefaultRotationX() {
return defaultRotationX;
}
}
Do you see any mistake I'm currently doing? You can also have a look into the github repository: https://github.com/Dalanie/OpenGL-ES/tree/master/buildingGL
First you must define what you mean by "zoom". In the scenario of a perspective projection, there are a few possibilities:
You change the field of view. This is analogous to the zoom of cameras, where zooming results in changing the focal width.
You just scale the model before the projection.
You change the distance of the model (nearer to the camera to zoom in, farer away to zoom out)
The variant 1 is what you did by changing the frustum. In my opinion, that is the most intuitive effect. At least to someone who is used to cameras. ALso note that this has the same effect as upscaling some sub-rectangle of the 2d projected image to fill the whole screen.
Changing eyeZ is approach 3. But now you must be carefol to not move the object out of the viewing volume (which seems to be the issue you are describing). Ideally you would modify the frustum here, too. But to keep the field of view, while moving the near/far planes so that the object always stays inbetween. Note that this requires changing all 6 values of the frustum, what stays the same should be the ratios left/near, right/near, top/near and bottom/near to keep the FOV/aspect you had before.

open GL ES1.0 Trails

I am new to open GL, I just want to move a circle randomly in the screen , when the user touches the circle , I need to know the hit and miss.
this is what I'm able to achieve through the online classes.
render class:
public class HelloOpenGLES10Renderer implements Renderer {
private int points = 250;
private float vertices[] = { 0.0f, 0.0f, 0.0f };
private FloatBuffer vertBuff;
public float x = 0.0f, y = 0.0f;
public boolean color = false;
boolean first = true;
#Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(x, y, 0);
gl.glColor4f(1.0f, 1.0f, 1.0f, 0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points);
}
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
Log.i("TAG", "change" + width + ":" + height);
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
GLU.gluLookAt(gl, 0f, 0f, -5f, 0.0f, 0.0f, 0f, 0.0f, 1.0f, 0.0f);
}
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.i("TAG", "CREATE");
gl.glClearColor(0.1f, 0.1f, 0.0f, 1.0f);
initShapes();
}
private void initShapes() {
vertices = new float[(points + 1) * 3];
for (int i = 3; i < (points + 1) * 3; i += 3) {
double rad = (i * 360 / points * 3) * (3.14 / 180);
vertices[i] = (float) Math.cos(rad) * 0.10f;
vertices[i + 1] = (float) Math.sin(rad) * 0.10f;
vertices[i + 2] = 0;
}
ByteBuffer bBuff = ByteBuffer.allocateDirect(vertices.length * 4);
bBuff.order(ByteOrder.nativeOrder());
vertBuff = bBuff.asFloatBuffer();
vertBuff.put(vertices);
vertBuff.position(0);
}
}
Activity:
package com.example.opengltrail;
import java.util.Random;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.util.FloatMath;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
public class MainActivity extends Activity implements OnTouchListener {
private GLSurfaceView mGLView;
float oldx = 0, oldy = 0;
private HelloOpenGLES10Renderer m;
ProgressDialogThread p;
ProgressDialogThread123 t;
boolean stop = true;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLView = new GLSurfaceView(this);
m = new HelloOpenGLES10Renderer();
mGLView.setRenderer(m);
mGLView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
setContentView(mGLView);
mGLView.setOnTouchListener(this);
p = new ProgressDialogThread();
}
#Override
protected void onPause() {
super.onPause();
mGLView.onPause();
p.stop();
stop = false;
}
#Override
protected void onResume() {
super.onResume();
mGLView.onResume();
t = new ProgressDialogThread123();
t.start();
p.start();
}
/**
* gets u the random number btw 0.0 to 1.0
*/
public float getmearandom() {
Random rng = new Random();
float next = rng.nextFloat();
Integer i = rng.nextInt();
if (i % 2 == 0)
next = next * (-1);
return next;
}
class ProgressDialogThread123 extends Thread {
#Override
public void run() {
// TODO Auto-generated method stub
super.run();
for (; stop;) {
p.run();
}
}
}
class ProgressDialogThread extends Thread {
#Override
public void run() {
super.run();
if (stop) {
try {
Thread.sleep(2000);
} catch (InterruptedException e) {
e.printStackTrace();
}
m.x = getmearandom();
m.y = getmearandom();
Log.i("m.x=" + m.x + ":", "m.y=" + m.y);
mGLView.requestRender();
}
}
}
#Override
public boolean onTouch(View v, MotionEvent event) {
float x = event.getX();
float y = event.getY();
float x1 = ((x * 2) / 480);
float y1 = ((y * 2) / 724);
x1 = -1 + x1;
y1 = -1 + y1;
if (y < 362) {
if (y1 > 0)
y1 = -y1;
} else if (y > 362) {
if (y1 < 0)
y1 = -y1;
} else {
y1 = 0;
}
if (x > 240) {
if (x1 < 0)
x1 = -x1;
} else if (x < 240) {
if (x1 > 0)
x1 = -x1;
} else {
x1 = 0;
}
Log.i("x1=" + x1, "y1=" + y1);
float d = (((m.x - x1) * (m.x - x1)) + ((m.y - y1) * (m.y - y1)));
float dd = FloatMath.sqrt(d);
if (dd <= 0.10f) {
m.color = true;
// mGLView.requestRender();
Log.i("Tag", "Circle");
}
// m.x += 0.10f;
return true;
}
}
Please anyone help me !! thanks in advance
If you are only drawing in 2d I suggest you loose "frustum" and "lookAt" and replace them with "ortho" with coordinates: ortho(viewOrigin.x, viewOrigin.x + viewSize.width, viewOrigin.y + viewSize.height, viewOrigin.y, -1.0f, 1.0f). This will make your GL coordinate system same as your view coordinates. As for circle vertices rather create them with radius of 1.0f. Now to draw the circle, before the draw call you just have to "push" matrix, translate to screen coordinates (X, Y, .0f), scale to radius R in pixels (R, R, 1.0f) and "pop" the matrix after the call.. Now to check on touch if the circle was hit:
`bool didHit = ((touch.x-cicrcleCenter.x)*(touch.x-cicrcleCenter.x) +
(touch.y-cicrcleCenter.y)*(touch.y-cicrcleCenter.y))
< R*R`;
Note that "viewOrigin" in "ortho" depends on where you are catching touches: If you are catching them in the same view it will probably be at (0,0) no matter where the view is. Those coordinates should correspond to coordinates you receive in your touch event when pressing at upper left and bottom right corners of your view.
If you really need to draw in 3d and you will have to use frustum, you will need to get inverse of your projection matrix to create 3d rays from your touches and then check for hits the same way you would for bullets if you like.

How to set-up automatic collision with just an update() function?

I've just started with Android programming using eclipse and recently came across this problem. I have a bunch of sprites assigned to an arraylist. Now, I want to make it so that collision is detected automatically between sprites but the template I'm currently using can only detect collision between the surface's borders and the moving sprites. Each sprite's position and speed is generated randomly.
How can I change the update() function in my Sprite() class to detect collision between the moving sprites themselves and at the same changing/bouncing to the opposite direction?
Here's my Sprite class template:
package com.gameproject.cai_test;
import java.util.Random;
public Sprite(GameView gameView, Bitmap bmp) {
this.width = bmp.getWidth() / BMP_COLUMNS;
this.height = bmp.getHeight() / BMP_ROWS;
this.gameView = gameView;
this.bmp = bmp;
Random rnd = new Random();
x = rnd.nextInt(gameView.getWidth() - width);
y = rnd.nextInt(gameView.getHeight() - height);
xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;
ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;
}
private void update() {
if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) {
xSpeed = -xSpeed;
}
x = x + xSpeed;
if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) {
ySpeed = -ySpeed;
}
y = y + ySpeed;
currentFrame = ++currentFrame % BMP_COLUMNS;
}
public void onDraw(Canvas canvas) {
update();
int srcX = currentFrame * width;
int srcY = getAnimationRow() * height;
Rect src = new Rect(srcX, srcY, srcX + width, srcY + height);
Rect dst = new Rect(x, y, x + width, y + height);
canvas.drawBitmap(bmp, src, dst, null);
}
private int getAnimationRow() {
double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2);
int direction = (int) Math.round(dirDouble) % BMP_ROWS;
return DIRECTION_TO_ANIMATION_MAP[direction];
}
//gameplay operations
//only values from 0 to 9 will be picked; each assigned its own sprite in the list
public int randomValue(){
Random rnd = new Random();
RandomValue = rnd.nextInt(10);
return RandomValue;
}
//sequence operation from addition, subtraction, multiplication, and division
public int produceSum(){
int addOne = 0;
int addTwo = 0;
Sum = addOne + addTwo;
return Sum;
}
public int produceDiff(){
int deductOne = 0;
int deductTwo = 0;
Difference = deductOne - deductTwo;
return Difference;
}
public int produceProduct(){
int multiOne = 0;
int multiTwo = 0;
Product = multiOne * multiTwo;
return Product;
}
public int produceQuotient(){
int divideOne = 0;
int divideTwo = 0;
Quotient = divideOne / divideTwo;
return Quotient;
}
//each time this returns true, the game is reset with new operation
//compares the value of the bubble picked to the random number being compared through operations
public boolean compareBubbleValue(int randomBubble, int bubbleValue){
if (randomBubble == bubbleValue){
return true;
}
return false;
}
}
As you can see, the update() method only checks the collision between the moving sprites and the borders.
Okey, so lets name your array of sprites spriteArray and loop through it twice
public Rect getBounds(){ //put this in your sprite and enemy-class.
return new Rect(x, y, x+width, y+height);
}
Public void checkCollision(){
for (int i = 0; i<spriteArray.size(); i++){
Rect mySprite = spriteArray.get(i).getBounds(); //create rect for every sprite in array
for (int j = 0; j<spriteArray.size(); i++){
Rect myOtherSprite = spriteArray.get(i).getBounds();
if(mySprite.intersect(myOtherSprite)){ //check if they touch
//Todo code here
}
}
}
}
then you just put this method in your update-method.
Here's the coding for the GameView class (pardon the mess, it's a jumble of codes and comments):
package com.gameproject.cai_test;
public class GameView extends SurfaceView {
private Bitmap bmp;
private Bitmap background;
private Bitmap backgroundImage;
private Bitmap pop;
private SurfaceHolder holder;
private GameLoopThread gameLoopThread;
private List<Sprite> sprites = new ArrayList<Sprite>();
private List<TempSprite> temps = new ArrayList<TempSprite>();
private int[] bubbleValue = {0,1,2,3,4,5,6,7,8,9,10};
private long lastClick;
private SpriteObject timer;
private SpriteObject morebanner;
private SpriteObject formulaBox;
private SpriteObject levelbanner1;
private SurfaceHolder surfaceHolder;
public GameView(Context context) {
super(context);
gameLoopThread = new GameLoopThread(this);
timer = new SpriteObject (BitmapFactory.decodeResource(getResources(), R.drawable.hourglass), 1200, 100);
morebanner = new SpriteObject(BitmapFactory.decodeResource(getResources(), R.drawable.morebanner), 650, 300);
formulaBox = new SpriteObject(BitmapFactory.decodeResource(getResources(), R.drawable.formulabox), 650, 600);
background = BitmapFactory.decodeResource(getResources(), R.drawable.background);
backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.background);
pop = BitmapFactory.decodeResource(getResources(), R.drawable.pop);
final Toast toast1 = Toast.makeText(context, "LEVEL 1 start", Toast.LENGTH_LONG);
holder = getHolder();
holder.addCallback(new Callback() {
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
//setSurfaceSize(getWidth(), getHeight());
toast1.setGravity(Gravity.CENTER_VERTICAL, 0, 0);
toast1.show();
createSprites();
gameLoopThread.setRunning(true);
gameLoopThread.start();
//banner();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
}
private void createSprites() {
sprites.add(createSprite(R.drawable.bubble1));
sprites.add(createSprite(R.drawable.bubble2));
sprites.add(createSprite(R.drawable.bubble3));
sprites.add(createSprite(R.drawable.bubble4));
sprites.add(createSprite(R.drawable.bubble5));
sprites.add(createSprite(R.drawable.bubble6));
sprites.add(createSprite(R.drawable.bubble7));
sprites.add(createSprite(R.drawable.bubble8));
sprites.add(createSprite(R.drawable.bubble9));
sprites.add(createSprite(R.drawable.bubble10));
for (int i = 0; i <= 10; i++){
bubbleValue[i] = sprites.indexOf(i);
}
}
private Sprite createSprite(int resource) {
Bitmap bmp = BitmapFactory.decodeResource(getResources(), resource);
return new Sprite(this, bmp);
}
public void setSurfaceSize(int width, int height)
{
synchronized (surfaceHolder)
{
int canvasWidth = width;
int canvasHeight = height;
backgroundImage = Bitmap.createScaledBitmap(backgroundImage, width, height, true);
}
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
//levelbanner1.draw(canvas);//causes error when applied;for reference only
for (int i = temps.size() - 1; i >= 0; i--) {
temps.get(i).onDraw(canvas);
}
for (Sprite sprite : sprites) {
timer.draw(canvas);
//formulaBox.draw(canvas);
sprite.onDraw(canvas);
}
if (sprites.size() == 0){
morebanner.draw(canvas);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (System.currentTimeMillis() - lastClick > 300) {
lastClick = System.currentTimeMillis();
float x = event.getX();
float y = event.getY();
synchronized (getHolder()) {
for (int i = sprites.size() - 1; i >= 0; i--) {
Sprite sprite = sprites.get(i);
if (sprite.isCollition(x, y)) {
sprites.remove(sprite);
temps.add(new TempSprite(temps, this, x, y, pop));
break;
}
}
}
}
return true;
}
public void update(){
//for possible check of collision bet. sprites
//
}
}
I've tried assigning a Rect for the sprites here and checking collision on the bottom update() function but result gets awry and produces a runtime error. Probably would be better if its automated in the Sprite class update() function, just as it does for border collision.
If you want to have nice and proper collisions between your sprites, maybe looking at a physics engine like http://www.jbox2d.org/ would help.
It will handle a lot of the complex specific cases for you (tunnelling, time of impact, broadphase for early discard...)

Categories

Resources