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