私はOPENGLの概念を使用してAndroidでいくつかの簡単なアニメーションを作成しました。私がすべきことは、正方形を時計と反時計の両方向に回転させることです。つまり、特定の時間、正方形はそれぞれ時計と反時計の方向に回転します。
my main activity
public class main extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
GLSurfaceView view = new GLSurfaceView(this);
view.setRenderer(new OpenGLRenderer());
setContentView(view);
}
}
OpenGLRenderer.java
public class OpenGLRenderer implements Renderer {
private Square square;
private float angle = 0;
public OpenGLRenderer() {
// Initialize our square.
square = new Square();
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background color to black ( rgba ).
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
// Enable Smooth Shading, default not really needed.
gl.glShadeModel(GL10.GL_SMOOTH);
// Depth buffer setup.
gl.glClearDepthf(1.0f);
// Enables depth testing.
gl.glEnable(GL10.GL_DEPTH_TEST);
// The type of depth testing to do.
gl.glDepthFunc(GL10.GL_LEQUAL);
// Really nice perspective calculations.
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onDrawFrame(GL10 gl) {
// Clears the screen and depth buffer.
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Replace the current matrix with the identity matrix
gl.glLoadIdentity();
// Translates 10 units into the screen.
gl.glTranslatef(0, 0, -10);
// SQUARE
// Save the current matrix.
gl.glPushMatrix();
// Rotate square counter-clockwise.
gl.glRotatef(angle, 0, 0, 1);
// Draw square .
square.draw(gl);
// Restore the last matrix.
gl.glPopMatrix();
square.draw(gl);
// Restore to the matrix as it was before B.
gl.glPopMatrix();
// Increse the angle.
angle++;
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
// Sets the current view port to the new size.
gl.glViewport(0, 0, width, height);
// Select the projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
// Reset the projection matrix
gl.glLoadIdentity();
// Calculate the aspect ratio of the window
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,
100.0f);
// Select the modelview matrix
gl.glMatrixMode(GL10.GL_MODELVIEW);
// Reset the modelview matrix
gl.glLoadIdentity();
}
}
Squar.java
public class Square {
// Our vertices.
private float vertices[] = {
-1.0f, 1.0f, 0.0f, // 0, Top Left
-1.0f, -1.0f, 0.0f, // 1, Bottom Left
1.0f, -1.0f, 0.0f, // 2, Bottom Right
1.0f, 1.0f, 0.0f, // 3, Top Right
};
// The order we like to connect them.
private short[] indices = { 0, 1, 2, 0, 2, 3 };
// Our vertex buffer.
private FloatBuffer vertexBuffer;
// Our index buffer.
private ShortBuffer indexBuffer;
public Square() {
// a float is 4 bytes, therefore we multiply the number if
// vertices with 4.
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
// short is 2 bytes, therefore we multiply the number if
// vertices with 2.
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();
indexBuffer.put(indices);
indexBuffer.position(0);
}
/**
* This function draws our square on screen.
* @param gl
*/
public void draw(GL10 gl) {
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
// Enabled the vertices buffer for writing and to be used during
// rendering.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
GL10.GL_UNSIGNED_SHORT, indexBuffer);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
}
そしてここで、両側で回転するための私のコード..今この部分でのみ問題が発生します
public class OpenGLRenderer implements Renderer {
private Square square;
private float angle = 0;
public OpenGLRenderer() {
square = new Square();
}
public void onSurfaceCreated(final GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glShadeModel(GL10.GL_SMOOTH_LINE_WIDTH_RANGE);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onDrawFrame(final GL10 gl) {
Thread t = new Thread(new Runnable() {
public void run(){
try{
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 4.9f,-9.3f);
//gl.glTranslatef(2.0f, 0.0f,0.0f);
gl.glPushMatrix();
gl.glRotatef(-angle, 0, 0, 1);
gl.glScalef(1.0f, 1.0f, 1.0f);
square.draw(gl);
gl.glPopMatrix();
angle++;
Thread.sleep(5000);
}
catch(InterruptedException e){
}
// To do
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 4.9f,-9.3f);
//gl.glTranslatef(2.0f, 0.0f,0.0f);
gl.glPushMatrix();
gl.glRotatef(angle, 0, 0, 1);
//gl.glScalef(1.0f, 1.0f, 1.0f);
square.draw(gl);
gl.glPopMatrix();
angle++;
}
});
t.start();
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
//glClearColor(5.0f, 6.0f, 0.0f, 5.5f); yellow
gl.glLoadIdentity();
//GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f);
GLU.gluPerspective(gl, 80.0f, (float) width / (float) height, 8.0f, 10.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
}