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: 0Adding Lightsource: 1Adding Lightsource: 2Loading Texture...textures/other/numbers.jpgLoading Texture...textures/rocks.jpgLoading file models/terascene.3dsFile models/terascene.3ds loaded...146731 bytesProcessing new material Material!Processing object from 3DS-file: t3_wholeObject 't3_whole_jPCT0' created using 7200 polygons and 3721 vertices.Loading Texture...textures/spot.jpgCreated 1485 triangle-strips for t3_whole_jPCT0 in 1 pass(es)Loading Texture...textures/spot.jpgLoading Texture...textures/decal.jpgLoading Texture...textures/radar.jpgLoading Texture...textures/plant.jpgLoading Texture...textures/plant2.jpgLoading file models/plant.3dsFile models/plant.3ds loaded...1307 bytesProcessing new material Material!Processing object from 3DS-file: skinObject 'skin_jPCT129' created using 34 polygons and 29 vertices.Loading Texture...textures/skidmark.jpgBuilding octree for 7200 triangles!Octree constructed with 517 nodes / 423 leafs.Java version is: 1.6.0_26-> support for BufferedImageVersion helper for 1.5+ initialized!-> using BufferedImageSoftware renderer (OpenGL mode) initializedSoftware renderer disposedSoftware renderer (OpenGL mode) initialized339-361 -> using splitted buffer access!New WorldProcessor created using 1 thread(s) and granularity of 1!Creating new world processor buffer for thread mainSoftware 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);}@Overrideprotected void onPause() {super.onPause();mGLView.onPause();}@Overrideprotected void onResume() {super.onResume();mGLView.onResume();}@Overrideprotected 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!

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