docs: Add AccelerometerPlay sample to prebuilts
Change-Id: I8e4146cd00df889e60aa9f03f9a79231b02dfdd5
39
samples/browseable/AccelerometerPlay/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2010 The Android Open Source Project
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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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http://www.apache.org/licenses/LICENSE-2.0
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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
|
||||
limitations under the License.
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-->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="1"
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android:versionName="1.0" package="com.example.android.accelerometerplay">
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<application android:icon="@mipmap/ic_launcher" android:label="@string/app_name">
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<activity android:name=".AccelerometerPlayActivity"
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android:label="@string/app_name"
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android:screenOrientation="portrait"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen">
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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.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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<uses-sdk android:minSdkVersion="5"></uses-sdk>
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<uses-permission android:name="android.permission.VIBRATE"></uses-permission>
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<uses-permission android:name="android.permission.WAKE_LOCK"></uses-permission>
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</manifest>
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15
samples/browseable/AccelerometerPlay/_index.jd
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page.tags="AccelerometerPlay"
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sample.group=Sensors
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@jd:body
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<p>
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<p>This sample demonstrates how to use an accelerometer sensor as input for
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a physics-based view. The input from the accelerometer is used to simulate a
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virtual surface, and a number of free-moving objects placed on top of it.</p>
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<p>Any effects from the device's acceleration vector (including both gravity and
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temporary movement) will be translated to the on-screen particles.</p>
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</p>
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BIN
samples/browseable/AccelerometerPlay/res/drawable-hdpi/ball.png
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After Width: | Height: | Size: 13 KiB |
BIN
samples/browseable/AccelerometerPlay/res/drawable-hdpi/wood.jpg
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After Width: | Height: | Size: 191 KiB |
23
samples/browseable/AccelerometerPlay/res/layout/main.xml
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2010 The Android Open Source Project
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
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android:orientation="vertical"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent"
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android:background="@drawable/wood"
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>
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</FrameLayout>
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After Width: | Height: | Size: 3.1 KiB |
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After Width: | Height: | Size: 1.9 KiB |
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After Width: | Height: | Size: 4.0 KiB |
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After Width: | Height: | Size: 6.4 KiB |
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After Width: | Height: | Size: 9.1 KiB |
19
samples/browseable/AccelerometerPlay/res/values/strings.xml
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2010 The Android Open Source Project
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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<resources>
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<string name="app_name">AccelerometerPlay</string>
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</resources>
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/*
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* Copyright (C) 2010 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.accelerometerplay;
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import android.annotation.TargetApi;
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import android.app.Activity;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.BitmapFactory.Options;
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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.os.Build;
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import android.os.Bundle;
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import android.os.PowerManager;
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import android.os.PowerManager.WakeLock;
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import android.util.AttributeSet;
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import android.util.DisplayMetrics;
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import android.view.Display;
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import android.view.Surface;
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import android.view.View;
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import android.view.ViewGroup;
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import android.view.WindowManager;
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import android.widget.FrameLayout;
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/**
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* This is an example of using the accelerometer to integrate the device's
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* acceleration to a position using the Verlet method. This is illustrated with
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* a very simple particle system comprised of a few iron balls freely moving on
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* an inclined wooden table. The inclination of the virtual table is controlled
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* by the device's accelerometer.
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*
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* @see SensorManager
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* @see SensorEvent
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* @see Sensor
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*/
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public class AccelerometerPlayActivity extends Activity {
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private SimulationView mSimulationView;
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private SensorManager mSensorManager;
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private PowerManager mPowerManager;
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private WindowManager mWindowManager;
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private Display mDisplay;
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private WakeLock mWakeLock;
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/** Called when 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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// Get an instance of the SensorManager
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mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
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// Get an instance of the PowerManager
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mPowerManager = (PowerManager) getSystemService(POWER_SERVICE);
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// Get an instance of the WindowManager
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mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
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mDisplay = mWindowManager.getDefaultDisplay();
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// Create a bright wake lock
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mWakeLock = mPowerManager.newWakeLock(PowerManager.SCREEN_BRIGHT_WAKE_LOCK, getClass()
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.getName());
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// instantiate our simulation view and set it as the activity's content
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mSimulationView = new SimulationView(this);
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mSimulationView.setBackgroundResource(R.drawable.wood);
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setContentView(mSimulationView);
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}
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@Override
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protected void onResume() {
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super.onResume();
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/*
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* when the activity is resumed, we acquire a wake-lock so that the
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* screen stays on, since the user will likely not be fiddling with the
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* screen or buttons.
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*/
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mWakeLock.acquire();
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// Start the simulation
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mSimulationView.startSimulation();
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}
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@Override
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protected void onPause() {
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super.onPause();
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/*
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* When the activity is paused, we make sure to stop the simulation,
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* release our sensor resources and wake locks
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*/
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// Stop the simulation
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mSimulationView.stopSimulation();
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// and release our wake-lock
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mWakeLock.release();
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}
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class SimulationView extends FrameLayout implements SensorEventListener {
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// diameter of the balls in meters
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private static final float sBallDiameter = 0.004f;
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private static final float sBallDiameter2 = sBallDiameter * sBallDiameter;
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private final int mDstWidth;
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private final int mDstHeight;
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private Sensor mAccelerometer;
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private long mLastT;
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private float mXDpi;
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private float mYDpi;
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private float mMetersToPixelsX;
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private float mMetersToPixelsY;
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private float mXOrigin;
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private float mYOrigin;
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private float mSensorX;
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private float mSensorY;
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private float mHorizontalBound;
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private float mVerticalBound;
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private final ParticleSystem mParticleSystem;
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/*
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* Each of our particle holds its previous and current position, its
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* acceleration. for added realism each particle has its own friction
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* coefficient.
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*/
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class Particle extends View {
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private float mPosX = (float) Math.random();
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private float mPosY = (float) Math.random();
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private float mVelX;
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private float mVelY;
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public Particle(Context context) {
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super(context);
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}
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public Particle(Context context, AttributeSet attrs) {
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super(context, attrs);
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}
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public Particle(Context context, AttributeSet attrs, int defStyleAttr) {
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super(context, attrs, defStyleAttr);
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}
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@TargetApi(Build.VERSION_CODES.LOLLIPOP)
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public Particle(Context context, AttributeSet attrs, int defStyleAttr,
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int defStyleRes) {
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super(context, attrs, defStyleAttr, defStyleRes);
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}
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public void computePhysics(float sx, float sy, float dT) {
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final float ax = -sx/5;
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final float ay = -sy/5;
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mPosX += mVelX * dT + ax * dT * dT / 2;
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mPosY += mVelY * dT + ay * dT * dT / 2;
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mVelX += ax * dT;
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mVelY += ay * dT;
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}
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/*
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* Resolving constraints and collisions with the Verlet integrator
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* can be very simple, we simply need to move a colliding or
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* constrained particle in such way that the constraint is
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* satisfied.
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*/
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public void resolveCollisionWithBounds() {
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final float xmax = mHorizontalBound;
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final float ymax = mVerticalBound;
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final float x = mPosX;
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final float y = mPosY;
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if (x > xmax) {
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mPosX = xmax;
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mVelX = 0;
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} else if (x < -xmax) {
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mPosX = -xmax;
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mVelX = 0;
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}
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if (y > ymax) {
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mPosY = ymax;
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mVelY = 0;
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} else if (y < -ymax) {
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mPosY = -ymax;
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mVelY = 0;
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}
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}
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}
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/*
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* A particle system is just a collection of particles
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*/
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class ParticleSystem {
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static final int NUM_PARTICLES = 5;
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private Particle mBalls[] = new Particle[NUM_PARTICLES];
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ParticleSystem() {
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/*
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* Initially our particles have no speed or acceleration
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*/
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for (int i = 0; i < mBalls.length; i++) {
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mBalls[i] = new Particle(getContext());
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mBalls[i].setBackgroundResource(R.drawable.ball);
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mBalls[i].setLayerType(LAYER_TYPE_HARDWARE, null);
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addView(mBalls[i], new ViewGroup.LayoutParams(mDstWidth, mDstHeight));
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}
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}
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/*
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* Update the position of each particle in the system using the
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* Verlet integrator.
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*/
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private void updatePositions(float sx, float sy, long timestamp) {
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final long t = timestamp;
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if (mLastT != 0) {
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final float dT = (float) (t - mLastT) / 1000.f /** (1.0f / 1000000000.0f)*/;
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final int count = mBalls.length;
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for (int i = 0; i < count; i++) {
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Particle ball = mBalls[i];
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ball.computePhysics(sx, sy, dT);
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}
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}
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mLastT = t;
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}
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/*
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* Performs one iteration of the simulation. First updating the
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* position of all the particles and resolving the constraints and
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* collisions.
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*/
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public void update(float sx, float sy, long now) {
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// update the system's positions
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updatePositions(sx, sy, now);
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// We do no more than a limited number of iterations
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final int NUM_MAX_ITERATIONS = 10;
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/*
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* Resolve collisions, each particle is tested against every
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* other particle for collision. If a collision is detected the
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* particle is moved away using a virtual spring of infinite
|
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* stiffness.
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*/
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boolean more = true;
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final int count = mBalls.length;
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for (int k = 0; k < NUM_MAX_ITERATIONS && more; k++) {
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more = false;
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for (int i = 0; i < count; i++) {
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Particle curr = mBalls[i];
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for (int j = i + 1; j < count; j++) {
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Particle ball = mBalls[j];
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float dx = ball.mPosX - curr.mPosX;
|
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float dy = ball.mPosY - curr.mPosY;
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float dd = dx * dx + dy * dy;
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// Check for collisions
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if (dd <= sBallDiameter2) {
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/*
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* add a little bit of entropy, after nothing is
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* perfect in the universe.
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*/
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dx += ((float) Math.random() - 0.5f) * 0.0001f;
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dy += ((float) Math.random() - 0.5f) * 0.0001f;
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dd = dx * dx + dy * dy;
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// simulate the spring
|
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final float d = (float) Math.sqrt(dd);
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final float c = (0.5f * (sBallDiameter - d)) / d;
|
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final float effectX = dx * c;
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final float effectY = dy * c;
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curr.mPosX -= effectX;
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curr.mPosY -= effectY;
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ball.mPosX += effectX;
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ball.mPosY += effectY;
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more = true;
|
||||
}
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}
|
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curr.resolveCollisionWithBounds();
|
||||
}
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||||
}
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}
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|
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public int getParticleCount() {
|
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return mBalls.length;
|
||||
}
|
||||
|
||||
public float getPosX(int i) {
|
||||
return mBalls[i].mPosX;
|
||||
}
|
||||
|
||||
public float getPosY(int i) {
|
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return mBalls[i].mPosY;
|
||||
}
|
||||
}
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||||
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||||
public void startSimulation() {
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/*
|
||||
* It is not necessary to get accelerometer events at a very high
|
||||
* rate, by using a slower rate (SENSOR_DELAY_UI), we get an
|
||||
* automatic low-pass filter, which "extracts" the gravity component
|
||||
* of the acceleration. As an added benefit, we use less power and
|
||||
* CPU resources.
|
||||
*/
|
||||
mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_GAME);
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||||
}
|
||||
|
||||
public void stopSimulation() {
|
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mSensorManager.unregisterListener(this);
|
||||
}
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||||
|
||||
public SimulationView(Context context) {
|
||||
super(context);
|
||||
mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
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||||
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||||
DisplayMetrics metrics = new DisplayMetrics();
|
||||
getWindowManager().getDefaultDisplay().getMetrics(metrics);
|
||||
mXDpi = metrics.xdpi;
|
||||
mYDpi = metrics.ydpi;
|
||||
mMetersToPixelsX = mXDpi / 0.0254f;
|
||||
mMetersToPixelsY = mYDpi / 0.0254f;
|
||||
|
||||
// rescale the ball so it's about 0.5 cm on screen
|
||||
mDstWidth = (int) (sBallDiameter * mMetersToPixelsX + 0.5f);
|
||||
mDstHeight = (int) (sBallDiameter * mMetersToPixelsY + 0.5f);
|
||||
mParticleSystem = new ParticleSystem();
|
||||
|
||||
Options opts = new Options();
|
||||
opts.inDither = true;
|
||||
opts.inPreferredConfig = Bitmap.Config.RGB_565;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
|
||||
// compute the origin of the screen relative to the origin of
|
||||
// the bitmap
|
||||
mXOrigin = (w - mDstWidth) * 0.5f;
|
||||
mYOrigin = (h - mDstHeight) * 0.5f;
|
||||
mHorizontalBound = ((w / mMetersToPixelsX - sBallDiameter) * 0.5f);
|
||||
mVerticalBound = ((h / mMetersToPixelsY - sBallDiameter) * 0.5f);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onSensorChanged(SensorEvent event) {
|
||||
if (event.sensor.getType() != Sensor.TYPE_ACCELEROMETER)
|
||||
return;
|
||||
/*
|
||||
* record the accelerometer data, the event's timestamp as well as
|
||||
* the current time. The latter is needed so we can calculate the
|
||||
* "present" time during rendering. In this application, we need to
|
||||
* take into account how the screen is rotated with respect to the
|
||||
* sensors (which always return data in a coordinate space aligned
|
||||
* to with the screen in its native orientation).
|
||||
*/
|
||||
|
||||
switch (mDisplay.getRotation()) {
|
||||
case Surface.ROTATION_0:
|
||||
mSensorX = event.values[0];
|
||||
mSensorY = event.values[1];
|
||||
break;
|
||||
case Surface.ROTATION_90:
|
||||
mSensorX = -event.values[1];
|
||||
mSensorY = event.values[0];
|
||||
break;
|
||||
case Surface.ROTATION_180:
|
||||
mSensorX = -event.values[0];
|
||||
mSensorY = -event.values[1];
|
||||
break;
|
||||
case Surface.ROTATION_270:
|
||||
mSensorX = event.values[1];
|
||||
mSensorY = -event.values[0];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onDraw(Canvas canvas) {
|
||||
/*
|
||||
* Compute the new position of our object, based on accelerometer
|
||||
* data and present time.
|
||||
*/
|
||||
final ParticleSystem particleSystem = mParticleSystem;
|
||||
final long now = System.currentTimeMillis();
|
||||
final float sx = mSensorX;
|
||||
final float sy = mSensorY;
|
||||
|
||||
particleSystem.update(sx, sy, now);
|
||||
|
||||
final float xc = mXOrigin;
|
||||
final float yc = mYOrigin;
|
||||
final float xs = mMetersToPixelsX;
|
||||
final float ys = mMetersToPixelsY;
|
||||
final int count = particleSystem.getParticleCount();
|
||||
for (int i = 0; i < count; i++) {
|
||||
/*
|
||||
* We transform the canvas so that the coordinate system matches
|
||||
* the sensors coordinate system with the origin in the center
|
||||
* of the screen and the unit is the meter.
|
||||
*/
|
||||
final float x = xc + particleSystem.getPosX(i) * xs;
|
||||
final float y = yc - particleSystem.getPosY(i) * ys;
|
||||
particleSystem.mBalls[i].setTranslationX(x);
|
||||
particleSystem.mBalls[i].setTranslationY(y);
|
||||
}
|
||||
|
||||
// and make sure to redraw asap
|
||||
invalidate();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onAccuracyChanged(Sensor sensor, int accuracy) {
|
||||
}
|
||||
}
|
||||
}
|
||||