Android之3D物理引擎
Android下有很多优秀的3D物理引擎,如alien3d,gamine,jpct等,今天,我们介绍如何使用jpct(选这个引擎是因为它的官网上的Demo和ScreenShots很不错)
1.
在http://www.jpct.net/下载jpct,jpct全部都是用Java写的,有两个版本,一个是在桌面OS上运行的(如Windows,Linux等),另一个是在Android上运行的,我们把这两个都下载下来,我们都会用到。
以下是官网的一些截图,很不错:
2.
我下载的桌面版是jpctapi.zip,Android版是jpct-ae.zip
分别解压。
下面我们要正式开始了,我们今天要做三个实验,第一个是掌握如何编译jpct的Demo,第二个是如何使用jpct写一个HelloWorld,第三个是用jpct写一个在Android上跑的3D程序并下载到真机上运行。前两个实验都用桌面版的jpct,最后一个实验用Android版的jpct。下面我们正式开始:
实验一:
打开jpct的example,有四个example,以car为例:
分别运行如下命令:
unzip jpctapi.zip
cd jpct/examples/car
chmod 777 run_java.sh
./run_java.sh
就会弹出一个窗口,如下:
同时控制台输入如下内容:
Adding Lightsource: 0
Adding Lightsource: 1
Adding Lightsource: 2
Loading Texture...textures/other/numbers.jpg
Loading Texture...textures/rocks.jpg
Loading file models/terascene.3ds
File models/terascene.3ds loaded...146731 bytes
Processing new material Material!
Processing object from 3DS-file: t3_whole
Object 't3_whole_jPCT0' created using 7200 polygons and 3721 vertices.
Loading Texture...textures/spot.jpg
Created 1485 triangle-strips for t3_whole_jPCT0 in 1 pass(es)
Loading Texture...textures/spot.jpg
Loading Texture...textures/decal.jpg
Loading Texture...textures/radar.jpg
Loading Texture...textures/plant.jpg
Loading Texture...textures/plant2.jpg
Loading file models/plant.3ds
File models/plant.3ds loaded...1307 bytes
Processing new material Material!
Processing object from 3DS-file: skin
Object 'skin_jPCT129' created using 34 polygons and 29 vertices.
Loading Texture...textures/skidmark.jpg
Building octree for 7200 triangles!
Octree constructed with 517 nodes / 423 leafs.
Java version is: 1.6.0_26
-> support for BufferedImage
Version helper for 1.5+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Software renderer disposed
Software renderer (OpenGL mode) initialized
339-361 -> using splitted buffer access!
New WorldProcessor created using 1 thread(s) and granularity of 1!
Creating new world processor buffer for thread main
Software renderer disposed
这是一个小车3D游戏,按方向键,小车会在高低不平的山坡上移动,如下:
下面的截图是另一个example:fps的截图:
至此,我们学会了如何编译Demo,下面是一个小小的补充:如何在Eclipse中编译:
1.
在Eclipse中新建一个Java project,取名为Demo
2.
将car/src/下的java源文件全部copy到Demo/src里去,同时将car/models和car/textures也一同copy到Demo下,完成后的结果如下图:
3.
右击Demo,选择Properties,在Java Build Path的Libaries下,点击"Add External JARs...",把jpct.jar加入到Project中去,如下图:
4.
点击Run As Java Application就可以了,效果和之前的一样。
至此,第一个实验完成!
实验二:
我们要用Eclipse来写一个3D程序,主要的程序就是官网的HelloWorld,官网的Wiki有对它的详细说明:
http://www.jpct.net/wiki/index.php/Hello_World
1.
新建一个HelloWorld的Java Project,和第一步一样,把jpct.jar加入到Libraries中
2.
新建一个HelloWorld类,输入如下内容:
import javax.swing.JFrame;
import com.threed.jpct.FrameBuffer;
import com.threed.jpct.IRenderer;
import com.threed.jpct.Object3D;
import com.threed.jpct.Primitives;
import com.threed.jpct.Texture;
import com.threed.jpct.TextureManager;
import com.threed.jpct.World;
public class HelloWorld {
private World world;
private FrameBuffer buffer;
private Object3D box;
private JFrame frame;
public static void main(String[] args) throws Exception {
new HelloWorld().loop();
}
public HelloWorld() throws Exception {
frame=new JFrame("Hello world");
frame.setSize(800, 600);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.HIDE_ON_CLOSE);
world = new World();
world.setAmbientLight(0, 255, 0);
TextureManager.getInstance().addTexture("box", new Texture("box.jpg"));
box = Primitives.getBox(13f, 2f);
box.setTexture("box");
box.setEnvmapped(Object3D.ENVMAP_ENABLED);
box.build();
world.addObject(box);
world.getCamera().setPosition(50, -50, -5);
world.getCamera().lookAt(box.getTransformedCenter());
}
private void loop() throws Exception {
buffer = new FrameBuffer(800, 600, FrameBuffer.SAMPLINGMODE_NORMAL);
while (frame.isShowing()) {
box.rotateY(0.01f);
buffer.clear(java.awt.Color.BLUE);
world.renderScene(buffer);
world.draw(buffer);
buffer.update();
buffer.display(frame.getGraphics());
Thread.sleep(10);
}
buffer.disableRenderer(IRenderer.RENDERER_OPENGL);
buffer.dispose();
frame.dispose();
System.exit(0);
}
}
3.
将examples/helloworld/下的box.jpg拷贝到HelloWorld下,因为我们的程序里用到了它
4.
点击Run As Java Application就可以了,如下图:
这是一个在不停旋转的长方体。
其实,我们也可以直接运行Demo的Helloworld:
cd jpct/examples/helloworld
chmod 777 run_software.sh
./run_software.sh
注意,在helloworld下一共有三个不同平台的版本:OpenGL,awtgl和软件模拟的OpenGL,我们的例子用的就是软件模拟的OpenGL(我的机器无法运行OpenGL的版本,很奇怪!),你也可以试试其他版本的,效果是一样的
至此,第二个实验完成,我们用jpct写了一个HelloWorld
第三个实验
我们写一个Android下跑的3D程序:屏幕中央有一个正方体,用手拖动到不同的地方会朝那个地方旋转,这里这样参考了官网的Demo:http://www.jpct.net/wiki/index.php/Hello_World_for_Android
1.
新建一个Demo的Android Project,如下:
2.
将jpct-ae.jar加入到Project中(注意,不是jpct.jar)
3.
修改DemoActivity.java如下:
package com.test.demo;
import java.lang.reflect.Field;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;
import com.threed.jpct.Camera;
import com.threed.jpct.FrameBuffer;
import com.threed.jpct.Light;
import com.threed.jpct.Logger;
import com.threed.jpct.Object3D;
import com.threed.jpct.Primitives;
import com.threed.jpct.RGBColor;
import com.threed.jpct.SimpleVector;
import com.threed.jpct.Texture;
import com.threed.jpct.TextureManager;
import com.threed.jpct.World;
import com.threed.jpct.util.BitmapHelper;
import com.threed.jpct.util.MemoryHelper;
public class DemoActivity extends Activity {
// Used to handle pause and resume...
private static DemoActivity master = null;
private GLSurfaceView mGLView;
private MyRenderer renderer = null;
private FrameBuffer fb = null;
private World world = null;
private RGBColor back = new RGBColor(50, 50, 100);
private float touchTurn = 0;
private float touchTurnUp = 0;
private float xpos = -1;
private float ypos = -1;
private Object3D cube = null;
private int fps = 0;
private Light sun = null;
protected void onCreate(Bundle savedInstanceState) {
Logger.log("onCreate");
if (master != null) {
copy(master);
}
super.onCreate(savedInstanceState);
mGLView = new GLSurfaceView(getApplication());
mGLView.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
// Ensure that we get a 16bit framebuffer. Otherwise, we'll fall
// back to Pixelflinger on some device (read: Samsung I7500)
int[] attributes = new int[] { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
EGLConfig[] configs = new EGLConfig[1];
int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];
}
});
renderer = new MyRenderer();
mGLView.setRenderer(renderer);
setContentView(mGLView);
}
@Override
protected void onPause() {
super.onPause();
mGLView.onPause();
}
@Override
protected void onResume() {
super.onResume();
mGLView.onResume();
}
@Override
protected void onStop() {
super.onStop();
}
private void copy(Object src) {
try {
Logger.log("Copying data from master Activity!");
Field[] fs = src.getClass().getDeclaredFields();
for (Field f : fs) {
f.setAccessible(true);
f.set(this, f.get(src));
}
} catch (Exception e) {
throw new RuntimeException(e);
}
}
public boolean onTouchEvent(MotionEvent me) {
if (me.getAction() == MotionEvent.ACTION_DOWN) {
xpos = me.getX();
ypos = me.getY();
return true;
}
if (me.getAction() == MotionEvent.ACTION_UP) {
xpos = -1;
ypos = -1;
touchTurn = 0;
touchTurnUp = 0;
return true;
}
if (me.getAction() == MotionEvent.ACTION_MOVE) {
float xd = me.getX() - xpos;
float yd = me.getY() - ypos;
xpos = me.getX();
ypos = me.getY();
touchTurn = xd / -100f;
touchTurnUp = yd / -100f;
return true;
}
try {
Thread.sleep(15);
} catch (Exception e) {
// No need for this...
}
return super.onTouchEvent(me);
}
protected boolean isFullscreenOpaque() {
return true;
}
class MyRenderer implements GLSurfaceView.Renderer {
private long time = System.currentTimeMillis();
public MyRenderer() {
}
public void onSurfaceChanged(GL10 gl, int w, int h) {
if (fb != null) {
fb.dispose();
}
fb = new FrameBuffer(gl, w, h);
if (master == null) {
world = new World();
world.setAmbientLight(20, 20, 20);
sun = new Light(world);
sun.setIntensity(250, 250, 250);
// Create a texture out of the icon...:-)
Texture texture = new Texture(BitmapHelper.rescale(BitmapHelper.convert(getResources().getDrawable(R.drawable.ic_launcher)), 64, 64));
TextureManager.getInstance().addTexture("texture", texture);
cube = Primitives.getCube(10);
cube.calcTextureWrapSpherical();
cube.setTexture("texture");
cube.strip();
cube.build();
world.addObject(cube);
Camera cam = world.getCamera();
cam.moveCamera(Camera.CAMERA_MOVEOUT, 50);
cam.lookAt(cube.getTransformedCenter());
SimpleVector sv = new SimpleVector();
sv.set(cube.getTransformedCenter());
sv.y -= 100;
sv.z -= 100;
sun.setPosition(sv);
MemoryHelper.compact();
if (master == null) {
Logger.log("Saving master Activity!");
master = DemoActivity.this;
}
}
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
public void onDrawFrame(GL10 gl) {
if (touchTurn != 0) {
cube.rotateY(touchTurn);
touchTurn = 0;
}
if (touchTurnUp != 0) {
cube.rotateX(touchTurnUp);
touchTurnUp = 0;
}
fb.clear(back);
world.renderScene(fb);
world.draw(fb);
fb.display();
if (System.currentTimeMillis() - time >= 1000) {
Logger.log(fps + "fps");
fps = 0;
time = System.currentTimeMillis();
}
fps++;
}
}
}
4.
点击Run As Android Application,打开模拟器,效果如下:
拖动中央的正方体,会朝不同的方向旋转
至此,第三个实验完成,快下载到手机里玩玩吧~~
这三个实验只是jpct的使用而已,更复杂的东西需要看官网的Wiki和相关文档。
完成!