Merge "Add an API demo showcasing the new rotation vector sensor" into gingerbread
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Android (Google) Code Review
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cec3f598e6
@@ -671,6 +671,13 @@
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</intent-filter>
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</activity>
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<activity android:name=".os.RotationVectorDemo" android:label="OS/Rotation Vector" android:screenOrientation="nosensor">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.SAMPLE_CODE" />
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</intent-filter>
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</activity>
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<activity android:name=".os.SmsMessagingDemo" android:label="OS/SMS Messaging">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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@@ -0,0 +1,216 @@
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/*
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* Copyright (C) 2007 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.apis.os;
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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.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.app.Activity;
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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.os.Bundle;
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/**
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* Wrapper activity demonstrating the use of the new
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* {@link SensorEvent#values rotation vector sensor}
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* ({@link Sensor#TYPE_ROTATION_VECTOR TYPE_ROTATION_VECTOR}).
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*
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* @see Sensor
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* @see SensorEvent
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* @see SensorManager
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*
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*/
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public class RotationVectorDemo extends Activity {
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private GLSurfaceView mGLSurfaceView;
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private SensorManager mSensorManager;
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private MyRenderer mRenderer;
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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// Get an instance of the SensorManager
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mSensorManager = (SensorManager)getSystemService(SENSOR_SERVICE);
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// Create our Preview view and set it as the content of our
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// Activity
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mRenderer = new MyRenderer();
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mGLSurfaceView = new GLSurfaceView(this);
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mGLSurfaceView.setRenderer(mRenderer);
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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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mRenderer.start();
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mGLSurfaceView.onResume();
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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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mRenderer.stop();
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mGLSurfaceView.onPause();
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}
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class MyRenderer implements GLSurfaceView.Renderer, SensorEventListener {
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private Cube mCube;
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private Sensor mRotationVectorSensor;
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private final float[] mRotationMatrix = new float[16];
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public MyRenderer() {
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// find the rotation-vector sensor
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mRotationVectorSensor = mSensorManager.getDefaultSensor(
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Sensor.TYPE_ROTATION_VECTOR);
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mCube = new Cube();
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// initialize the rotation matrix to identity
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mRotationMatrix[ 0] = 1;
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mRotationMatrix[ 4] = 1;
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mRotationMatrix[ 8] = 1;
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mRotationMatrix[12] = 1;
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}
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public void start() {
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// enable our sensor when the activity is resumed, ask for
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// 10 ms updates.
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mSensorManager.registerListener(this, mRotationVectorSensor, 10000);
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}
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public void stop() {
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// make sure to turn our sensor off when the activity is paused
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mSensorManager.unregisterListener(this);
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}
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public void onSensorChanged(SensorEvent event) {
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// we received a sensor event. it is a good practice to check
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// that we received the proper event
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if (event.sensor.getType() == Sensor.TYPE_ROTATION_VECTOR) {
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// convert the rotation-vector to a 4x4 matrix. the matrix
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// is interpreted by Open GL as the inverse of the
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// rotation-vector, which is what we want.
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SensorManager.getRotationMatrixFromVector(
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mRotationMatrix , event.values);
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}
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}
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public void onDrawFrame(GL10 gl) {
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// clear screen
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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// set-up modelview matrix
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity();
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gl.glTranslatef(0, 0, -3.0f);
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gl.glMultMatrixf(mRotationMatrix, 0);
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// draw our object
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
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mCube.draw(gl);
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}
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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// set view-port
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gl.glViewport(0, 0, width, height);
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// set projection matrix
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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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// dither is enabled by default, we don't need it
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gl.glDisable(GL10.GL_DITHER);
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// clear screen in white
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gl.glClearColor(1,1,1,1);
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}
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class Cube {
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// initialize our cube
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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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public Cube() {
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final float vertices[] = {
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-1, -1, -1, 1, -1, -1,
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1, 1, -1, -1, 1, -1,
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-1, -1, 1, 1, -1, 1,
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1, 1, 1, -1, 1, 1,
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};
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final float colors[] = {
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0, 0, 0, 1, 1, 0, 0, 1,
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1, 1, 0, 1, 0, 1, 0, 1,
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0, 0, 1, 1, 1, 0, 1, 1,
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1, 1, 1, 1, 0, 1, 1, 1,
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};
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final byte indices[] = {
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0, 4, 5, 0, 5, 1,
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1, 5, 6, 1, 6, 2,
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2, 6, 7, 2, 7, 3,
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3, 7, 4, 3, 4, 0,
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4, 7, 6, 4, 6, 5,
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3, 0, 1, 3, 1, 2
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};
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ByteBuffer 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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ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
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cbb.order(ByteOrder.nativeOrder());
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mColorBuffer = cbb.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 draw(GL10 gl) {
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gl.glEnable(GL10.GL_CULL_FACE);
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gl.glFrontFace(GL10.GL_CW);
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gl.glShadeModel(GL10.GL_SMOOTH);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
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gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
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gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
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}
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}
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public void onAccuracyChanged(Sensor sensor, int accuracy) {
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}
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}
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}
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