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Android example source code file (AccelerometerPlayActivity.java)

This example Android source code file (AccelerometerPlayActivity.java) is included in the DevDaily.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Android by Example" TM.

Java - Android tags/keywords

activity, android, bitmap, displaymetrics, drawing, hardware, num_max_iterations, num_particles, options, override, paint, particle, particlesystem, powermanager, sensormanager, simulationview, ui, view, wakelock, windowmanager

The AccelerometerPlayActivity.java Android example source code

/*
 * Copyright (C) 2010 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.example.android.accelerometerplay;

import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.BitmapFactory.Options;
import android.hardware.Sensor;
import android.hardware.SensorEvent;
import android.hardware.SensorEventListener;
import android.hardware.SensorManager;
import android.os.Bundle;
import android.os.PowerManager;
import android.os.PowerManager.WakeLock;
import android.util.DisplayMetrics;
import android.view.Display;
import android.view.Surface;
import android.view.View;
import android.view.WindowManager;

/**
 * This is an example of using the accelerometer to integrate the device's
 * acceleration to a position using the Verlet method. This is illustrated with
 * a very simple particle system comprised of a few iron balls freely moving on
 * an inclined wooden table. The inclination of the virtual table is controlled
 * by the device's accelerometer.
 * 
 * @see SensorManager
 * @see SensorEvent
 * @see Sensor
 */

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) {
        }
    }
}

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