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authorMathias Agopian <mathias@google.com>2010-08-16 16:13:24 -0700
committerMathias Agopian <mathias@google.com>2010-08-16 16:13:24 -0700
commita37be42f9f4d0f54f8ff10524ee023177f0b7990 (patch)
tree3968057893fd1fa13f68025abddcccff71cdb390 /samples
parenta7c85d92351070605b93176c1f691f4f80321ad5 (diff)
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Reformat to Android style guidelines
Change-Id: Ib9d7e39464a246dbaae38e00fbb325f153f89f65
Diffstat (limited to 'samples')
-rw-r--r--samples/AccelerometerPlay/src/com/example/android/accelerometerplay/AccelerometerPlayActivity.java839
1 files changed, 408 insertions, 431 deletions
diff --git a/samples/AccelerometerPlay/src/com/example/android/accelerometerplay/AccelerometerPlayActivity.java b/samples/AccelerometerPlay/src/com/example/android/accelerometerplay/AccelerometerPlayActivity.java
index d9ba954fc..c9e840fd1 100644
--- a/samples/AccelerometerPlay/src/com/example/android/accelerometerplay/AccelerometerPlayActivity.java
+++ b/samples/AccelerometerPlay/src/com/example/android/accelerometerplay/AccelerometerPlayActivity.java
@@ -49,435 +49,412 @@ import android.view.WindowManager;
public class AccelerometerPlayActivity extends Activity {
- private SimulationView mSimulationView;
- private SensorManager mSensorManager;
- private PowerManager mPowerManager;
- private WindowManager mWindowManager;
- private Display mDisplay;
- private WakeLock mWakeLock;
-
- /** Called when the activity is first created. */
- @Override
- public void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
-
- // Get an instance of the SensorManager
- mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
-
- // Get an instance of the PowerManager
- mPowerManager = (PowerManager) getSystemService(POWER_SERVICE);
-
- // Get an instance of the WindowManager
- mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
- mDisplay = mWindowManager.getDefaultDisplay();
-
- // Create a bright wake lock
- mWakeLock = mPowerManager.newWakeLock(
- PowerManager.SCREEN_BRIGHT_WAKE_LOCK, getClass().getName());
-
- // instantiate our simulation view and set it as the activity's content
- mSimulationView = new SimulationView(this);
- setContentView(mSimulationView);
- }
-
- @Override
- protected void onResume() {
- super.onResume();
- /*
- * when the activity is resumed, we acquire a wake-lock so that the
- * screen stays on, since the user will likely not be fiddling with the
- * screen or buttons.
- */
- mWakeLock.acquire();
-
- // Start the simulation
- mSimulationView.startSimulation();
- }
-
- @Override
- protected void onPause() {
- super.onPause();
- /*
- * When the activity is paused, we make sure to stop the simulation,
- * release our sensor resources and wake locks
- */
-
- // Stop the simulation
- mSimulationView.stopSimulation();
-
- // and release our wake-lock
- mWakeLock.release();
- }
-
- class SimulationView extends View implements SensorEventListener {
- // diameter of the balls in meters
- private static final float sBallDiameter = 0.004f;
- private static final float sBallDiameter2 = sBallDiameter
- * sBallDiameter;
-
- // friction of the virtual table and air
- private static final float sFriction = 0.1f;
-
- private Sensor mAccelerometer;
- private long mLastT;
- private float mLastDeltaT;
-
- private float mXDpi;
- private float mYDpi;
- private float mMetersToPixelsX;
- private float mMetersToPixelsY;
- private Bitmap mBitmap;
- private Bitmap mWood;
- private float mXOrigin;
- private float mYOrigin;
- private float mSensorX;
- private float mSensorY;
- private long mSensorTimeStamp;
- private long mCpuTimeStamp;
- private float mHorizontalBound;
- private float mVerticalBound;
- private final ParticleSystem mParticleSystem = new ParticleSystem();
-
- /*
- * Each of our particle holds its previous and current position, its
- * acceleration. for added realism each particle has its own friction
- * coefficient.
- */
- class Particle {
- private float mPosX;
- private float mPosY;
- private float mAccelX;
- private float mAccelY;
- private float mLastPosX;
- private float mLastPosY;
- private float mOneMinusFriction;
-
- Particle() {
- // make each particle a bit different by randomizing its
- // coefficient of friction
- final float r = ((float) Math.random() - 0.5f) * 0.2f;
- mOneMinusFriction = 1.0f - sFriction + r;
- }
-
- public void computePhysics(float sx, float sy, float dT, float dTC) {
- // Force of gravity applied to our virtual object
- final float m = 1000.0f; // mass of our virtual object
- final float gx = -sx * m;
- final float gy = -sy * m;
-
- /*
- * ·F = mA <=> A = ·F / m
- *
- * We could simplify the code by completely eliminating "m" (the
- * mass) from all the equations, but it would hide the concepts
- * from this sample code.
- */
- final float invm = 1.0f / m;
- final float ax = gx * invm;
- final float ay = gy * invm;
-
- /*
- * Time-corrected Verlet integration
- *
- * The position Verlet integrator is defined as
- *
- * x(t+Æt) = x(t) + x(t) - x(t-Æt) + a(t)Ætö2
- *
- * However, the above equation doesn't handle variable Æt very
- * well, a time-corrected version is needed:
- *
- * x(t+Æt) = x(t) + (x(t) - x(t-Æt)) * (Æt/Æt_prev) + a(t)Ætö2
- *
- *
- * We also add a simple friction term (f) to the equation:
- *
- * x(t+Æt) = x(t) + (1-f) * (x(t) - x(t-Æt)) * (Æt/Æt_prev) +
- * a(t)Ætö2
- */
- final float dTdT = dT * dT;
- final float x = mPosX + mOneMinusFriction * dTC
- * (mPosX - mLastPosX) + mAccelX * dTdT;
- final float y = mPosY + mOneMinusFriction * dTC
- * (mPosY - mLastPosY) + mAccelY * dTdT;
- mLastPosX = mPosX;
- mLastPosY = mPosY;
- mPosX = x;
- mPosY = y;
- mAccelX = ax;
- mAccelY = ay;
- }
-
- /*
- * Resolving constraints and collisions with the Verlet integrator
- * can be very simple, we simply need to move a colliding or
- * constrained particle in such way that the constraint is
- * satisfied.
- */
- public void resolveCollisionWithBounds() {
- final float xmax = mHorizontalBound;
- final float ymax = mVerticalBound;
- final float x = mPosX;
- final float y = mPosY;
- if (x > xmax) {
- mPosX = xmax;
- } else if (x < -xmax) {
- mPosX = -xmax;
- }
- if (y > ymax) {
- mPosY = ymax;
- } else if (y < -ymax) {
- mPosY = -ymax;
- }
- }
- }
-
- /*
- * A particle system is just a collection of particles
- */
- class ParticleSystem {
- static final int NUM_PARTICLES = 15;
- private Particle mBalls[] = new Particle[NUM_PARTICLES];
-
- ParticleSystem() {
- /*
- * Initially our particles have no speed or acceleration
- */
- for (int i = 0; i < mBalls.length; i++) {
- mBalls[i] = new Particle();
- }
- }
-
- /*
- * Update the position of each particle in the system using the
- * Verlet integrator.
- */
- private void updatePositions(float sx, float sy, long timestamp) {
- final long t = timestamp;
- if (mLastT != 0) {
- final float dT = (float) (t - mLastT)
- * (1.0f / 1000000000.0f);
- if (mLastDeltaT != 0) {
- final float dTC = dT / mLastDeltaT;
- final int count = mBalls.length;
- for (int i = 0; i < count; i++) {
- Particle ball = mBalls[i];
- ball.computePhysics(sx, sy, dT, dTC);
- }
- }
- mLastDeltaT = dT;
- }
- mLastT = t;
- }
-
- /*
- * Performs one iteration of the simulation. First updating the
- * position of all the particles and resolving the constraints and
- * collisions.
- */
- public void update(float sx, float sy, long now) {
- // update the system's positions
- updatePositions(sx, sy, now);
-
- // We do no more than a limited number of iterations
- final int NUM_MAX_ITERATIONS = 10;
-
- /*
- * Resolve collisions, each particle is tested against every
- * other particle for collision. If a collision is detected the
- * particle is moved away using a virtual spring of infinite
- * stiffness.
- */
- boolean more = true;
- final int count = mBalls.length;
- for (int k = 0; k < NUM_MAX_ITERATIONS && more; k++) {
- more = false;
- for (int i = 0; i < count; i++) {
- Particle curr = mBalls[i];
- for (int j = i + 1; j < count; j++) {
- Particle ball = mBalls[j];
- float dx = ball.mPosX - curr.mPosX;
- float dy = ball.mPosY - curr.mPosY;
- float dd = dx * dx + dy * dy;
- // Check for collisions
- if (dd <= sBallDiameter2) {
- /*
- * add a little bit of entropy, after nothing is
- * perfect in the universe.
- */
- dx += ((float) Math.random() - 0.5f) * 0.0001f;
- dy += ((float) Math.random() - 0.5f) * 0.0001f;
- dd = dx * dx + dy * dy;
- // simulate the spring
- final float d = (float) Math.sqrt(dd);
- final float c = (0.5f * (sBallDiameter - d))
- / d;
- curr.mPosX -= dx * c;
- curr.mPosY -= dy * c;
- ball.mPosX += dx * c;
- ball.mPosY += dy * c;
- more = true;
- }
- }
- /*
- * Finally make sure the particle doesn't intersects
- * with the walls.
- */
- curr.resolveCollisionWithBounds();
- }
- }
- }
-
- public int getParticleCount() {
- return mBalls.length;
- }
-
- public float getPosX(int i) {
- return mBalls[i].mPosX;
- }
-
- public float getPosY(int i) {
- return mBalls[i].mPosY;
- }
- }
-
- public void startSimulation() {
- /*
- * 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_UI);
- }
-
- public void stopSimulation() {
- mSensorManager.unregisterListener(this);
- }
-
- public SimulationView(Context context) {
- super(context);
- mAccelerometer = mSensorManager
- .getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
-
- 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
- Bitmap ball = BitmapFactory.decodeResource(getResources(),
- R.drawable.ball);
- final int dstWidth = (int) (sBallDiameter * mMetersToPixelsX + 0.5f);
- final int dstHeight = (int) (sBallDiameter * mMetersToPixelsY + 0.5f);
- mBitmap = Bitmap
- .createScaledBitmap(ball, dstWidth, dstHeight, true);
-
- Options opts = new Options();
- opts.inDither = true;
- opts.inPreferredConfig = Bitmap.Config.RGB_565;
- mWood = BitmapFactory.decodeResource(getResources(),
- R.drawable.wood, opts);
- }
-
- @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 - mBitmap.getWidth()) * 0.5f;
- mYOrigin = (h - mBitmap.getHeight()) * 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;
- }
-
- mSensorTimeStamp = event.timestamp;
- mCpuTimeStamp = System.nanoTime();
- }
-
- @Override
- protected void onDraw(Canvas canvas) {
-
- /*
- * draw the background
- */
-
- canvas.drawBitmap(mWood, 0, 0, null);
-
- /*
- * compute the new position of our object, based on accelerometer
- * data and present time.
- */
-
- final ParticleSystem particleSystem = mParticleSystem;
- final long now = mSensorTimeStamp
- + (System.nanoTime() - mCpuTimeStamp);
- 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 Bitmap bitmap = mBitmap;
- 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;
- canvas.drawBitmap(bitmap, x, y, null);
- }
-
- // and make sure to redraw asap
- invalidate();
- }
-
- @Override
- public void onAccuracyChanged(Sensor sensor, int accuracy) {
- }
- }
+ private SimulationView mSimulationView;
+ private SensorManager mSensorManager;
+ private PowerManager mPowerManager;
+ private WindowManager mWindowManager;
+ private Display mDisplay;
+ private WakeLock mWakeLock;
+
+ /** Called when the activity is first created. */
+ @Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+
+ // Get an instance of the SensorManager
+ mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
+
+ // Get an instance of the PowerManager
+ mPowerManager = (PowerManager) getSystemService(POWER_SERVICE);
+
+ // Get an instance of the WindowManager
+ mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
+ mDisplay = mWindowManager.getDefaultDisplay();
+
+ // Create a bright wake lock
+ mWakeLock = mPowerManager.newWakeLock(PowerManager.SCREEN_BRIGHT_WAKE_LOCK, getClass()
+ .getName());
+
+ // instantiate our simulation view and set it as the activity's content
+ mSimulationView = new SimulationView(this);
+ setContentView(mSimulationView);
+ }
+
+ @Override
+ protected void onResume() {
+ super.onResume();
+ /*
+ * when the activity is resumed, we acquire a wake-lock so that the
+ * screen stays on, since the user will likely not be fiddling with the
+ * screen or buttons.
+ */
+ mWakeLock.acquire();
+
+ // Start the simulation
+ mSimulationView.startSimulation();
+ }
+
+ @Override
+ protected void onPause() {
+ super.onPause();
+ /*
+ * When the activity is paused, we make sure to stop the simulation,
+ * release our sensor resources and wake locks
+ */
+
+ // Stop the simulation
+ mSimulationView.stopSimulation();
+
+ // and release our wake-lock
+ mWakeLock.release();
+ }
+
+ class SimulationView extends View implements SensorEventListener {
+ // diameter of the balls in meters
+ private static final float sBallDiameter = 0.004f;
+ private static final float sBallDiameter2 = sBallDiameter * sBallDiameter;
+
+ // friction of the virtual table and air
+ private static final float sFriction = 0.1f;
+
+ private Sensor mAccelerometer;
+ private long mLastT;
+ private float mLastDeltaT;
+
+ private float mXDpi;
+ private float mYDpi;
+ private float mMetersToPixelsX;
+ private float mMetersToPixelsY;
+ private Bitmap mBitmap;
+ private Bitmap mWood;
+ private float mXOrigin;
+ private float mYOrigin;
+ private float mSensorX;
+ private float mSensorY;
+ private long mSensorTimeStamp;
+ private long mCpuTimeStamp;
+ private float mHorizontalBound;
+ private float mVerticalBound;
+ private final ParticleSystem mParticleSystem = new ParticleSystem();
+
+ /*
+ * Each of our particle holds its previous and current position, its
+ * acceleration. for added realism each particle has its own friction
+ * coefficient.
+ */
+ class Particle {
+ private float mPosX;
+ private float mPosY;
+ private float mAccelX;
+ private float mAccelY;
+ private float mLastPosX;
+ private float mLastPosY;
+ private float mOneMinusFriction;
+
+ Particle() {
+ // make each particle a bit different by randomizing its
+ // coefficient of friction
+ final float r = ((float) Math.random() - 0.5f) * 0.2f;
+ mOneMinusFriction = 1.0f - sFriction + r;
+ }
+
+ public void computePhysics(float sx, float sy, float dT, float dTC) {
+ // Force of gravity applied to our virtual object
+ final float m = 1000.0f; // mass of our virtual object
+ final float gx = -sx * m;
+ final float gy = -sy * m;
+
+ /*
+ * ·F = mA <=> A = ·F / m We could simplify the code by
+ * completely eliminating "m" (the mass) from all the equations,
+ * but it would hide the concepts from this sample code.
+ */
+ final float invm = 1.0f / m;
+ final float ax = gx * invm;
+ final float ay = gy * invm;
+
+ /*
+ * Time-corrected Verlet integration The position Verlet
+ * integrator is defined as x(t+Æt) = x(t) + x(t) - x(t-Æt) +
+ * a(t)Ætö2 However, the above equation doesn't handle variable
+ * Æt very well, a time-corrected version is needed: x(t+Æt) =
+ * x(t) + (x(t) - x(t-Æt)) * (Æt/Æt_prev) + a(t)Ætö2 We also add
+ * a simple friction term (f) to the equation: x(t+Æt) = x(t) +
+ * (1-f) * (x(t) - x(t-Æt)) * (Æt/Æt_prev) + a(t)Ætö2
+ */
+ final float dTdT = dT * dT;
+ final float x = mPosX + mOneMinusFriction * dTC * (mPosX - mLastPosX) + mAccelX
+ * dTdT;
+ final float y = mPosY + mOneMinusFriction * dTC * (mPosY - mLastPosY) + mAccelY
+ * dTdT;
+ mLastPosX = mPosX;
+ mLastPosY = mPosY;
+ mPosX = x;
+ mPosY = y;
+ mAccelX = ax;
+ mAccelY = ay;
+ }
+
+ /*
+ * Resolving constraints and collisions with the Verlet integrator
+ * can be very simple, we simply need to move a colliding or
+ * constrained particle in such way that the constraint is
+ * satisfied.
+ */
+ public void resolveCollisionWithBounds() {
+ final float xmax = mHorizontalBound;
+ final float ymax = mVerticalBound;
+ final float x = mPosX;
+ final float y = mPosY;
+ if (x > xmax) {
+ mPosX = xmax;
+ } else if (x < -xmax) {
+ mPosX = -xmax;
+ }
+ if (y > ymax) {
+ mPosY = ymax;
+ } else if (y < -ymax) {
+ mPosY = -ymax;
+ }
+ }
+ }
+
+ /*
+ * A particle system is just a collection of particles
+ */
+ class ParticleSystem {
+ static final int NUM_PARTICLES = 15;
+ private Particle mBalls[] = new Particle[NUM_PARTICLES];
+
+ ParticleSystem() {
+ /*
+ * Initially our particles have no speed or acceleration
+ */
+ for (int i = 0; i < mBalls.length; i++) {
+ mBalls[i] = new Particle();
+ }
+ }
+
+ /*
+ * Update the position of each particle in the system using the
+ * Verlet integrator.
+ */
+ private void updatePositions(float sx, float sy, long timestamp) {
+ final long t = timestamp;
+ if (mLastT != 0) {
+ final float dT = (float) (t - mLastT) * (1.0f / 1000000000.0f);
+ if (mLastDeltaT != 0) {
+ final float dTC = dT / mLastDeltaT;
+ final int count = mBalls.length;
+ for (int i = 0; i < count; i++) {
+ Particle ball = mBalls[i];
+ ball.computePhysics(sx, sy, dT, dTC);
+ }
+ }
+ mLastDeltaT = dT;
+ }
+ mLastT = t;
+ }
+
+ /*
+ * Performs one iteration of the simulation. First updating the
+ * position of all the particles and resolving the constraints and
+ * collisions.
+ */
+ public void update(float sx, float sy, long now) {
+ // update the system's positions
+ updatePositions(sx, sy, now);
+
+ // We do no more than a limited number of iterations
+ final int NUM_MAX_ITERATIONS = 10;
+
+ /*
+ * Resolve collisions, each particle is tested against every
+ * other particle for collision. If a collision is detected the
+ * particle is moved away using a virtual spring of infinite
+ * stiffness.
+ */
+ boolean more = true;
+ final int count = mBalls.length;
+ for (int k = 0; k < NUM_MAX_ITERATIONS && more; k++) {
+ more = false;
+ for (int i = 0; i < count; i++) {
+ Particle curr = mBalls[i];
+ for (int j = i + 1; j < count; j++) {
+ Particle ball = mBalls[j];
+ float dx = ball.mPosX - curr.mPosX;
+ float dy = ball.mPosY - curr.mPosY;
+ float dd = dx * dx + dy * dy;
+ // Check for collisions
+ if (dd <= sBallDiameter2) {
+ /*
+ * add a little bit of entropy, after nothing is
+ * perfect in the universe.
+ */
+ dx += ((float) Math.random() - 0.5f) * 0.0001f;
+ dy += ((float) Math.random() - 0.5f) * 0.0001f;
+ dd = dx * dx + dy * dy;
+ // simulate the spring
+ final float d = (float) Math.sqrt(dd);
+ final float c = (0.5f * (sBallDiameter - d)) / d;
+ curr.mPosX -= dx * c;
+ curr.mPosY -= dy * c;
+ ball.mPosX += dx * c;
+ ball.mPosY += dy * c;
+ more = true;
+ }
+ }
+ /*
+ * Finally make sure the particle doesn't intersects
+ * with the walls.
+ */
+ curr.resolveCollisionWithBounds();
+ }
+ }
+ }
+
+ public int getParticleCount() {
+ return mBalls.length;
+ }
+
+ public float getPosX(int i) {
+ return mBalls[i].mPosX;
+ }
+
+ public float getPosY(int i) {
+ return mBalls[i].mPosY;
+ }
+ }
+
+ public void startSimulation() {
+ /*
+ * 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_UI);
+ }
+
+ public void stopSimulation() {
+ mSensorManager.unregisterListener(this);
+ }
+
+ public SimulationView(Context context) {
+ super(context);
+ mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
+
+ 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
+ Bitmap ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball);
+ final int dstWidth = (int) (sBallDiameter * mMetersToPixelsX + 0.5f);
+ final int dstHeight = (int) (sBallDiameter * mMetersToPixelsY + 0.5f);
+ mBitmap = Bitmap.createScaledBitmap(ball, dstWidth, dstHeight, true);
+
+ Options opts = new Options();
+ opts.inDither = true;
+ opts.inPreferredConfig = Bitmap.Config.RGB_565;
+ mWood = BitmapFactory.decodeResource(getResources(), R.drawable.wood, opts);
+ }
+
+ @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 - mBitmap.getWidth()) * 0.5f;
+ mYOrigin = (h - mBitmap.getHeight()) * 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;
+ }
+
+ mSensorTimeStamp = event.timestamp;
+ mCpuTimeStamp = System.nanoTime();
+ }
+
+ @Override
+ protected void onDraw(Canvas canvas) {
+
+ /*
+ * draw the background
+ */
+
+ canvas.drawBitmap(mWood, 0, 0, null);
+
+ /*
+ * compute the new position of our object, based on accelerometer
+ * data and present time.
+ */
+
+ final ParticleSystem particleSystem = mParticleSystem;
+ final long now = mSensorTimeStamp + (System.nanoTime() - mCpuTimeStamp);
+ 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 Bitmap bitmap = mBitmap;
+ 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;
+ canvas.drawBitmap(bitmap, x, y, null);
+ }
+
+ // and make sure to redraw asap
+ invalidate();
+ }
+
+ @Override
+ public void onAccuracyChanged(Sensor sensor, int accuracy) {
+ }
+ }
}