auto import from //depot/cupcake/@135843
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/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.compass;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import javax.microedition.khronos.egl.EGL10;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import static javax.microedition.khronos.opengles.GL10.*;
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import android.app.Activity;
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import android.content.Context;
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import android.hardware.Sensor;
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import android.hardware.SensorEvent;
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import android.hardware.SensorEventListener;
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import android.hardware.SensorManager;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLSurfaceView.Renderer;
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import android.os.Bundle;
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import android.util.Log;
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/**
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* This class provides a basic demonstration of how to use the
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* {@link android.hardware.SensorManager SensorManager} API to draw
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* a 3D compass.
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*/
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public class CompassActivity extends Activity implements Renderer, SensorEventListener {
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private GLSurfaceView mGLSurfaceView;
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private SensorManager mSensorManager;
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private float[] mGData = new float[3];
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private float[] mMData = new float[3];
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private float[] mR = new float[16];
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private float[] mI = new float[16];
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private FloatBuffer mVertexBuffer;
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private FloatBuffer mColorBuffer;
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private ByteBuffer mIndexBuffer;
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private float[] mOrientation = new float[3];
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private int mCount;
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public CompassActivity() {
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}
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/** Called with the activity is first created. */
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@Override
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public void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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mSensorManager = (SensorManager)getSystemService(Context.SENSOR_SERVICE);
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mGLSurfaceView = new GLSurfaceView(this);
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mGLSurfaceView.setRenderer(this);
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setContentView(mGLSurfaceView);
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}
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@Override
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protected void onResume() {
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// Ideally a game should implement onResume() and onPause()
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// to take appropriate action when the activity looses focus
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super.onResume();
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mGLSurfaceView.onResume();
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Sensor gsensor = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
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Sensor msensor = mSensorManager.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD);
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mSensorManager.registerListener(this, gsensor, SensorManager.SENSOR_DELAY_GAME);
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mSensorManager.registerListener(this, msensor, SensorManager.SENSOR_DELAY_GAME);
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}
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@Override
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protected void onPause() {
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// Ideally a game should implement onResume() and onPause()
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// to take appropriate action when the activity looses focus
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super.onPause();
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mGLSurfaceView.onPause();
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mSensorManager.unregisterListener(this);
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}
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public int[] getConfigSpec() {
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// We want a depth buffer, don't care about the
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// details of the color buffer.
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int[] configSpec = {
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EGL10.EGL_DEPTH_SIZE, 16,
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EGL10.EGL_NONE
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};
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return configSpec;
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}
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public void onDrawFrame(GL10 gl) {
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/*
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* Usually, the first thing one might want to do is to clear
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* the screen. The most efficient way of doing this is to use
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* glClear().
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*/
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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/*
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* Now we're ready to draw some 3D objects
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*/
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity();
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gl.glTranslatef(0, 0, -2);
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/*
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* All the magic happens here. The rotation matrix mR reported by
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* SensorManager.getRotationMatrix() is a 4x4 row-major matrix.
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* We need to use its inverse for rendering. The inverse is
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* simply calculated by taking the matrix' transpose. However, since
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* glMultMatrixf() expects a column-major matrix, we can use mR
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* directly!
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*/
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gl.glMultMatrixf(mR, 0);
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// some test code which will be used/cleaned up before we ship this.
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//gl.glMultMatrixf(mI, 0);
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gl.glVertexPointer(3, GL_FLOAT, 0, mVertexBuffer);
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gl.glColorPointer(4, GL_FLOAT, 0, mColorBuffer);
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gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, mIndexBuffer);
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}
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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gl.glViewport(0, 0, width, height);
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/*
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* Set our projection matrix. This doesn't have to be done
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* each time we draw, but usually a new projection needs to
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* be set when the viewport is resized.
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*/
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float ratio = (float) width / height;
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gl.glMatrixMode(GL10.GL_PROJECTION);
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gl.glLoadIdentity();
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gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
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}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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/*
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* By default, OpenGL enables features that improve quality
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* but reduce performance. One might want to tweak that
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* especially on software renderer.
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*/
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gl.glDisable(GL10.GL_DITHER);
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/*
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* Some one-time OpenGL initialization can be made here
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* probably based on features of this particular context
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*/
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gl.glClearColor(1,1,1,1);
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gl.glEnable(GL10.GL_CULL_FACE);
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gl.glShadeModel(GL10.GL_SMOOTH);
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gl.glEnable(GL10.GL_DEPTH_TEST);
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/*
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* create / load the our 3D models here
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*/
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
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float vertices[] = {
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0,0,0,
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1,0,0,
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0,1,0,
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0,0,1
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};
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float colors[] = {
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0,0,0,0,
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1,0,0,1,
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0,1,0,1,
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0,0,1,1
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};
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byte indices[] = { 0, 1, 0, 2, 0, 3 };
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// Buffers to be passed to gl*Pointer() functions
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// must be direct, i.e., they must be placed on the
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// native heap where the garbage collector cannot
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// move them.
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//
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// Buffers with multi-byte datatypes (e.g., short, int, float)
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// must have their byte order set to native order
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ByteBuffer vbb;
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vbb = ByteBuffer.allocateDirect(vertices.length*4);
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vbb.order(ByteOrder.nativeOrder());
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mVertexBuffer = vbb.asFloatBuffer();
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mVertexBuffer.put(vertices);
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mVertexBuffer.position(0);
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vbb = ByteBuffer.allocateDirect(colors.length*4);
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vbb.order(ByteOrder.nativeOrder());
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mColorBuffer = vbb.asFloatBuffer();
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mColorBuffer.put(colors);
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mColorBuffer.position(0);
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mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
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mIndexBuffer.put(indices);
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mIndexBuffer.position(0);
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}
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public void onAccuracyChanged(Sensor sensor, int accuracy) {
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}
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public void onSensorChanged(SensorEvent event) {
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int type = event.sensor.getType();
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float[] data;
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if (type == Sensor.TYPE_ACCELEROMETER) {
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data = mGData;
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} else if (type == Sensor.TYPE_MAGNETIC_FIELD) {
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data = mMData;
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} else {
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// we should not be here.
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return;
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}
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for (int i=0 ; i<3 ; i++)
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data[i] = event.values[i];
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SensorManager.getRotationMatrix(mR, mI, mGData, mMData);
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// some test code which will be used/cleaned up before we ship this.
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// SensorManager.remapCoordinateSystem(mR,
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// SensorManager.AXIS_X, SensorManager.AXIS_Z, mR);
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// SensorManager.remapCoordinateSystem(mR,
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// SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, mR);
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SensorManager.getOrientation(mR, mOrientation);
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float incl = SensorManager.getInclination(mI);
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if (mCount++ > 50) {
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final float rad2deg = (float)(180.0f/Math.PI);
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mCount = 0;
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Log.d("Compass", "yaw: " + (int)(mOrientation[0]*rad2deg) +
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" pitch: " + (int)(mOrientation[1]*rad2deg) +
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" roll: " + (int)(mOrientation[2]*rad2deg) +
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" incl: " + (int)(incl*rad2deg)
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);
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}
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}
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}
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