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Android example source code file (Kube.java)

This example Android source code file (Kube.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, app, application, cube, glcolor, glshape, glsurfaceview, glworld, kuberenderer, layer, opengl, os, override, random, view

The Kube.java Android example source code

/*
 * Copyright (C) 2008 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.apis.graphics.kube;

import android.app.Activity;
import android.os.Bundle;
import android.view.Window;

import android.opengl.GLSurfaceView;

import java.util.Random;

public class Kube extends Activity implements KubeRenderer.AnimationCallback {

    private GLWorld makeGLWorld()
    {
        GLWorld world = new GLWorld();

        int one = 0x10000;
        int half = 0x08000;
        GLColor red = new GLColor(one, 0, 0);
        GLColor green = new GLColor(0, one, 0);
        GLColor blue = new GLColor(0, 0, one);
        GLColor yellow = new GLColor(one, one, 0);
        GLColor orange = new GLColor(one, half, 0);
        GLColor white = new GLColor(one, one, one);
        GLColor black = new GLColor(0, 0, 0);

        // coordinates for our cubes
        float c0 = -1.0f;
        float c1 = -0.38f;
        float c2 = -0.32f;
        float c3 = 0.32f;
        float c4 = 0.38f;
        float c5 = 1.0f;

        // top back, left to right
        mCubes[0]  = new Cube(world, c0, c4, c0, c1, c5, c1);
        mCubes[1]  = new Cube(world, c2, c4, c0, c3, c5, c1);
        mCubes[2]  = new Cube(world, c4, c4, c0, c5, c5, c1);
        // top middle, left to right
        mCubes[3]  = new Cube(world, c0, c4, c2, c1, c5, c3);
        mCubes[4]  = new Cube(world, c2, c4, c2, c3, c5, c3);
        mCubes[5]  = new Cube(world, c4, c4, c2, c5, c5, c3);
        // top front, left to right
        mCubes[6]  = new Cube(world, c0, c4, c4, c1, c5, c5);
        mCubes[7]  = new Cube(world, c2, c4, c4, c3, c5, c5);
        mCubes[8]  = new Cube(world, c4, c4, c4, c5, c5, c5);
        // middle back, left to right
        mCubes[9]  = new Cube(world, c0, c2, c0, c1, c3, c1);
        mCubes[10] = new Cube(world, c2, c2, c0, c3, c3, c1);
        mCubes[11] = new Cube(world, c4, c2, c0, c5, c3, c1);
        // middle middle, left to right
        mCubes[12] = new Cube(world, c0, c2, c2, c1, c3, c3);
        mCubes[13] = null;
        mCubes[14] = new Cube(world, c4, c2, c2, c5, c3, c3);
        // middle front, left to right
        mCubes[15] = new Cube(world, c0, c2, c4, c1, c3, c5);
        mCubes[16] = new Cube(world, c2, c2, c4, c3, c3, c5);
        mCubes[17] = new Cube(world, c4, c2, c4, c5, c3, c5);
        // bottom back, left to right
        mCubes[18] = new Cube(world, c0, c0, c0, c1, c1, c1);
        mCubes[19] = new Cube(world, c2, c0, c0, c3, c1, c1);
        mCubes[20] = new Cube(world, c4, c0, c0, c5, c1, c1);
        // bottom middle, left to right
        mCubes[21] = new Cube(world, c0, c0, c2, c1, c1, c3);
        mCubes[22] = new Cube(world, c2, c0, c2, c3, c1, c3);
        mCubes[23] = new Cube(world, c4, c0, c2, c5, c1, c3);
        // bottom front, left to right
        mCubes[24] = new Cube(world, c0, c0, c4, c1, c1, c5);
        mCubes[25] = new Cube(world, c2, c0, c4, c3, c1, c5);
        mCubes[26] = new Cube(world, c4, c0, c4, c5, c1, c5);

        // paint the sides
        int i, j;
        // set all faces black by default
        for (i = 0; i < 27; i++) {
            Cube cube = mCubes[i];
            if (cube != null) {
                for (j = 0; j < 6; j++)
                    cube.setFaceColor(j, black);
            }
        }

        // paint top
        for (i = 0; i < 9; i++)
            mCubes[i].setFaceColor(Cube.kTop, orange);
        // paint bottom
        for (i = 18; i < 27; i++)
            mCubes[i].setFaceColor(Cube.kBottom, red);
        // paint left
        for (i = 0; i < 27; i += 3)
            mCubes[i].setFaceColor(Cube.kLeft, yellow);
        // paint right
        for (i = 2; i < 27; i += 3)
            mCubes[i].setFaceColor(Cube.kRight, white);
        // paint back
        for (i = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                mCubes[i + j].setFaceColor(Cube.kBack, blue);
        // paint front
        for (i = 6; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                mCubes[i + j].setFaceColor(Cube.kFront, green);

        for (i = 0; i < 27; i++)
            if (mCubes[i] != null)
                world.addShape(mCubes[i]);

        // initialize our permutation to solved position
        mPermutation = new int[27];
        for (i = 0; i < mPermutation.length; i++)
            mPermutation[i] = i;

        createLayers();
        updateLayers();

        world.generate();

        return world;
    }

    private void createLayers() {
        mLayers[kUp] = new Layer(Layer.kAxisY);
        mLayers[kDown] = new Layer(Layer.kAxisY);
        mLayers[kLeft] = new Layer(Layer.kAxisX);
        mLayers[kRight] = new Layer(Layer.kAxisX);
        mLayers[kFront] = new Layer(Layer.kAxisZ);
        mLayers[kBack] = new Layer(Layer.kAxisZ);
        mLayers[kMiddle] = new Layer(Layer.kAxisX);
        mLayers[kEquator] = new Layer(Layer.kAxisY);
        mLayers[kSide] = new Layer(Layer.kAxisZ);
    }

    private void updateLayers() {
        Layer layer;
        GLShape[] shapes;
        int i, j, k;

        // up layer
        layer = mLayers[kUp];
        shapes = layer.mShapes;
        for (i = 0; i < 9; i++)
            shapes[i] = mCubes[mPermutation[i]];

        // down layer
        layer = mLayers[kDown];
        shapes = layer.mShapes;
        for (i = 18, k = 0; i < 27; i++)
            shapes[k++] = mCubes[mPermutation[i]];

        // left layer
        layer = mLayers[kLeft];
        shapes = layer.mShapes;
        for (i = 0, k = 0; i < 27; i += 9)
            for (j = 0; j < 9; j += 3)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // right layer
        layer = mLayers[kRight];
        shapes = layer.mShapes;
        for (i = 2, k = 0; i < 27; i += 9)
            for (j = 0; j < 9; j += 3)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // front layer
        layer = mLayers[kFront];
        shapes = layer.mShapes;
        for (i = 6, k = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // back layer
        layer = mLayers[kBack];
        shapes = layer.mShapes;
        for (i = 0, k = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // middle layer
        layer = mLayers[kMiddle];
        shapes = layer.mShapes;
        for (i = 1, k = 0; i < 27; i += 9)
            for (j = 0; j < 9; j += 3)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // equator layer
        layer = mLayers[kEquator];
        shapes = layer.mShapes;
        for (i = 9, k = 0; i < 18; i++)
            shapes[k++] = mCubes[mPermutation[i]];

        // side layer
        layer = mLayers[kSide];
        shapes = layer.mShapes;
        for (i = 3, k = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                shapes[k++] = mCubes[mPermutation[i + j]];
    }

    @Override
    protected void onCreate(Bundle savedInstanceState)
    {
        super.onCreate(savedInstanceState);

        // We don't need a title either.
        requestWindowFeature(Window.FEATURE_NO_TITLE);

        mView = new GLSurfaceView(getApplication());
        mRenderer = new KubeRenderer(makeGLWorld(), this);
        mView.setRenderer(mRenderer);
        setContentView(mView);
    }

    @Override
    protected void onResume()
    {
        super.onResume();
        mView.onResume();
    }

    @Override
    protected void onPause()
    {
        super.onPause();
        mView.onPause();
    }

    public void animate() {
        // change our angle of view
        mRenderer.setAngle(mRenderer.getAngle() + 1.2f);

        if (mCurrentLayer == null) {
            int layerID = mRandom.nextInt(9);
            mCurrentLayer = mLayers[layerID];
            mCurrentLayerPermutation = mLayerPermutations[layerID];
            mCurrentLayer.startAnimation();
            boolean direction = mRandom.nextBoolean();
            int count = mRandom.nextInt(3) + 1;

            count = 1;
            direction = false;
            mCurrentAngle = 0;
             if (direction) {
                mAngleIncrement = (float)Math.PI / 50;
                   mEndAngle = mCurrentAngle + ((float)Math.PI * count) / 2f;
               } else {
                mAngleIncrement = -(float)Math.PI / 50;
                   mEndAngle = mCurrentAngle - ((float)Math.PI * count) / 2f;
            }
        }

         mCurrentAngle += mAngleIncrement;

         if ((mAngleIncrement > 0f && mCurrentAngle >= mEndAngle) ||
                 (mAngleIncrement < 0f && mCurrentAngle <= mEndAngle)) {
             mCurrentLayer.setAngle(mEndAngle);
             mCurrentLayer.endAnimation();
             mCurrentLayer = null;

             // adjust mPermutation based on the completed layer rotation
             int[] newPermutation = new int[27];
             for (int i = 0; i < 27; i++) {
                newPermutation[i] = mPermutation[mCurrentLayerPermutation[i]];
 //    			newPermutation[i] = mCurrentLayerPermutation[mPermutation[i]];
             }
             mPermutation = newPermutation;
             updateLayers();

         } else {
             mCurrentLayer.setAngle(mCurrentAngle);
         }
    }

    GLSurfaceView mView;
    KubeRenderer mRenderer;
    Cube[] mCubes = new Cube[27];
    // a Layer for each possible move
    Layer[] mLayers = new Layer[9];
    // permutations corresponding to a pi/2 rotation of each layer about its axis
    static int[][] mLayerPermutations = {
            // permutation for UP layer
            { 2, 5, 8, 1, 4, 7, 0, 3, 6, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26 },
            // permutation for DOWN layer
            { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 20, 23, 26, 19, 22, 25, 18, 21, 24 },
            // permutation for LEFT layer
            { 6, 1, 2, 15, 4, 5, 24, 7, 8, 3, 10, 11, 12, 13, 14, 21, 16, 17, 0, 19, 20, 9, 22, 23, 18, 25, 26 },
            // permutation for RIGHT layer
            { 0, 1, 8, 3, 4, 17, 6, 7, 26, 9, 10, 5, 12, 13, 14, 15, 16, 23, 18, 19, 2, 21, 22, 11, 24, 25, 20 },
            // permutation for FRONT layer
            { 0, 1, 2, 3, 4, 5, 24, 15, 6, 9, 10, 11, 12, 13, 14, 25, 16, 7, 18, 19, 20, 21, 22, 23, 26, 17, 8 },
            // permutation for BACK layer
            { 18, 9, 0, 3, 4, 5, 6, 7, 8, 19, 10, 1, 12, 13, 14, 15, 16, 17, 20, 11, 2, 21, 22, 23, 24, 25, 26 },
            // permutation for MIDDLE layer
            { 0, 7, 2, 3, 16, 5, 6, 25, 8, 9, 4, 11, 12, 13, 14, 15, 22, 17, 18, 1, 20, 21, 10, 23, 24, 19, 26 },
            // permutation for EQUATOR layer
            { 0, 1, 2, 3, 4, 5, 6, 7, 8, 11, 14, 17, 10, 13, 16, 9, 12, 15, 18, 19, 20, 21, 22, 23, 24, 25, 26 },
            // permutation for SIDE layer
            { 0, 1, 2, 21, 12, 3, 6, 7, 8, 9, 10, 11, 22, 13, 4, 15, 16, 17, 18, 19, 20, 23, 14, 5, 24, 25, 26 }
    };



    // current permutation of starting position
    int[] mPermutation;

    // for random cube movements
    Random mRandom = new Random(System.currentTimeMillis());
    // currently turning layer
    Layer mCurrentLayer = null;
    // current and final angle for current Layer animation
    float mCurrentAngle, mEndAngle;
    // amount to increment angle
    float mAngleIncrement;
    int[] mCurrentLayerPermutation;

    // names for our 9 layers (based on notation from http://www.cubefreak.net/notation.html)
    static final int kUp = 0;
    static final int kDown = 1;
    static final int kLeft = 2;
    static final int kRight = 3;
    static final int kFront = 4;
    static final int kBack = 5;
    static final int kMiddle = 6;
    static final int kEquator = 7;
    static final int kSide = 8;

}

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