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android3D物体的碰撞——正方体的碰撞

 

3D物体的碰撞和2D类似,都是根据坐标来计算物体的距离,判断是否碰撞。下面举个简单的列子吧,我这个列子比较局限,简单,只是为了说明这个方法而已,大家可以参照方法进行改进,下面看看代码吧。

 

 


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<?xml version="1.0" encoding="utf-8"?> 

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" 

    android:orientation="vertical" 

    android:id="@+id/main_liner" 

    android:layout_width="fill_parent" 

    android:layout_height="fill_parent"> 

</LinearLayout> 

 

 

 

 

 

 

 

 

 

 

package yy.cal; 

 

import android.app.Activity; 

import android.os.Bundle; 

import android.widget.LinearLayout; 

 

public class GLSu易做图ceViewActivity extends Activity { 

    private MySu易做图ceView mSu易做图ceView;//声明MySu易做图ceView对象 

    public void onCreate(Bundle savedInstanceState) { 

        super.onCreate(savedInstanceState); 

        setContentView(R.layout.main);      

        mSu易做图ceView=new MySu易做图ceView(this);//创建MySu易做图ceView对象 

        mSu易做图ceView.requestFocus();//获取焦点 

        mSu易做图ceView.setFocusableInTouchMode(true);//设置为可触控 

        LinearLayout ll=(LinearLayout)this.findViewById(R.id.main_liner);//获得线性布局的引用 

        ll.addView(mSu易做图ceView); 

    } 

    @Override 

    protected void onPause() { 

        // TODO Auto-generated method stub 

        super.onPause(); 

        mSu易做图ceView.onPause(); 

    } 

    @Override 

    protected void onResume() { 

        // TODO Auto-generated method stub 

        super.onResume(); 

        mSu易做图ceView.onResume(); 

    }   

 

 

 

 

 

 

 

package yy.cal; 

 

import javax.microedition.khronos.egl.EGLConfig; 

import javax.microedition.khronos.opengles.GL10; 

 

import android.content.Context; 

import android.opengl.GLSu易做图ceView; 

import android.opengl.GLU; 

import android.view.KeyEvent; 

import android.view.MotionEvent; 

 

public class MySu易做图ceView extends GLSu易做图ceView{ 

    private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度缩放比例 

    private SceneRenderer mRenderer;//场景渲染器  

 

    private float mPreviousX;//上次的触控位置X坐标 

     

    public MySu易做图ceView(Context context) { 

        super(context); 

        mRenderer = new SceneRenderer();    //创建场景渲染器 

        setRenderer(mRenderer);             //设置渲染器      

        setRenderMode(GLSu易做图ceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染    

    } 

     

    //触摸事件回调方法 

    @Override  

    public boolean onTouchEvent(MotionEvent e) { 

        float x = e.getX(); 

        switch (e.getAction()) { 

        case MotionEvent.ACTION_MOVE: 

            float dx = x - mPreviousX;//计算触控笔X位移 

            mRenderer.angle += dx * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度 

            requestRender(); 

            

            //重绘画面 

        }    

        mPreviousX = x;//记录触控笔位置 

        return true; 

    } 

     

    public boolean onKeyDown(int keyCode,KeyEvent event){ 

        if(keyCode==KeyEvent.KEYCODE_DPAD_UP) 

        { 

            mRenderer.x +=0.5f; 

        } 

        if(keyCode==KeyEvent.KEYCODE_DPAD_DOWN){ 

            mRenderer.x -=0.5f; 

        } 

        if(keyCode==KeyEvent.KEYCODE_DPAD_LEFT){ 

             mRenderer.angle+=90; 

        } 

        if(keyCode==KeyEvent.KEYCODE_DPAD_RIGHT){ 

             mRenderer.angle+=90; 

        } 

        return super.onKeyDown(keyCode, event); 

    } 

     

 

    private class SceneRenderer implements GLSu易做图ceView.Renderer

补充:移动开发 , Android ,
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