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Android example source code file (LandTileMap.java)

This example Android source code file (LandTileMap.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

android, bitmap, drawing, graphics, grid, landtile, landtilemap, meshlibrary, nativerenderer, paint, ui, vector3

The LandTileMap.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.android.heightmapprofiler;

import javax.microedition.khronos.opengles.GL10;

import android.graphics.Bitmap;

// This class manages a regular grid of LandTile objects.  In this sample,
// all the objects are the same mesh.  In a real game, they would probably be
// different to create a more interesting landscape.
// This class also abstracts the concept of tiles away from the rest of the
// code, so that the collision system (amongst others) can query the height of any
// given point in the world.
public class LandTileMap {
	private MeshLibrary mMeshLibrary = new MeshLibrary();
	private LandTile[] mTiles;
	private LandTile mSkybox;
	private float mWorldWidth;
	private float mWorldHeight;
	private int mTilesAcross;
	private int mSkyboxTexture;
	private boolean mUseColors;
	private boolean mUseTexture;
	private NativeRenderer mNativeRenderer;
	
	public LandTileMap(
			int tilesAcross, 
			int tilesDown, 
			Bitmap heightmap, 
			Bitmap lightmap, 
			boolean useColors,
			boolean useTexture,
			boolean useLods, 
			int maxSubdivisions,
			boolean useFixedPoint) {
		Grid[] lodMeshes;
		int lodLevels = 1;
		if (useLods) {
			lodLevels = LandTile.LOD_LEVELS;
		}
		lodMeshes = new Grid[lodLevels];
		final int subdivisionSizeStep = maxSubdivisions / lodLevels;
		for (int x = 0; x < lodLevels; x++) {
			final int subdivisions = subdivisionSizeStep * (lodLevels - x);
			lodMeshes[x] = HeightMapMeshMaker.makeGrid(
					heightmap, 
					lightmap, 
					subdivisions, 
					LandTile.TILE_SIZE, 
					LandTile.TILE_SIZE, 
					LandTile.TILE_HEIGHT_THRESHOLD, 
					useFixedPoint);
		}
		
		mMeshLibrary.addMesh(lodMeshes);

		LandTile[] tiles = new LandTile[tilesAcross * tilesDown];
    	for (int x = 0; x < tilesAcross; x++) {
    		for (int y = 0; y < tilesDown; y++) {
	    		LandTile tile = new LandTile(useLods, maxSubdivisions);
	            tile.setLods(lodMeshes, heightmap);
	            tiles[x * tilesAcross + y] = tile;
	            tile.setPosition(x * LandTile.TILE_SIZE, 0.0f, y * LandTile.TILE_SIZE);
	    	}
    	}
    	mTiles = tiles;
    	mWorldWidth = tilesAcross * LandTile.TILE_SIZE;
    	mWorldHeight = tilesDown * LandTile.TILE_SIZE;
    	mTilesAcross = tilesAcross;
    	
    	mUseColors = useColors;
    	mUseTexture = useTexture;
	}
	
	public void setLandTextures( int  landTextures[] )  {		
		for( LandTile landTile : mTiles ) {
			landTile.setLODTextures( landTextures );
		}
	}
	
	public void setupSkybox(Bitmap heightmap, boolean useFixedPoint) {
		if (mSkybox == null) {
			mSkybox = new LandTile(mWorldWidth, 1024, mWorldHeight, 1, 16, 1000000.0f);
			mMeshLibrary.addMesh(mSkybox.generateLods(heightmap, null, useFixedPoint));
			mSkybox.setPosition(0.0f, 0.0f, 0.0f);
		}
	}
	
	public float getHeight(float worldX, float worldZ) {
		float height = 0.0f;
		if (worldX > 0.0f && worldX < mWorldWidth && worldZ > 0.0f && worldZ < mWorldHeight) {
			int tileX = (int)(worldX / LandTile.TILE_SIZE);
			int tileY = (int)(worldZ / LandTile.TILE_SIZE);
			
			height = mTiles[tileX * mTilesAcross + tileY].getHeight(worldX, worldZ);
		}
		return height;
	}
	
	public void setTextures(int[] landTextures, int skyboxTexture) {
		setLandTextures(  landTextures );
		mSkyboxTexture = skyboxTexture;
		
		if (mNativeRenderer != null) {
			final int count = mTiles.length;
	    	for (int x = 0; x < count; x++) {
	    		mNativeRenderer.registerTile(landTextures, mTiles[x], false);
	    	} 
	    	
	    	if (mSkybox != null) {
	    		// Work around since registerTile() takes an array of textures
	    		int textures[] = new int[1];
	    		textures[0] = skyboxTexture;
	    		mNativeRenderer.registerTile(textures, mSkybox, true);
	    	}
		}
	}
	
	public void draw(GL10 gl, Vector3 cameraPosition) {
		if (mNativeRenderer != null) {
			mNativeRenderer.draw(true, true);
		} else {
			if (mSkyboxTexture != 0) {
	            gl.glBindTexture(GL10.GL_TEXTURE_2D, mSkyboxTexture);
	    	}
	      
			Grid.beginDrawing(gl, mUseTexture, mUseColors);
			if (mSkybox != null) {
				gl.glDepthMask(false);
				gl.glDisable(GL10.GL_DEPTH_TEST);
				mSkybox.draw(gl, cameraPosition);
				gl.glDepthMask(true);
				gl.glEnable(GL10.GL_DEPTH_TEST);
			}
			
	    	final int count = mTiles.length;
	    	for (int x = 0; x < count; x++) {
	        	mTiles[x].draw(gl, cameraPosition);
	    	} 
	    	
	    	Grid.endDrawing(gl);
		}
	}
	
	public void generateHardwareBuffers(GL10 gl) {
		mMeshLibrary.generateHardwareBuffers(gl);
	}

	public void setNativeRenderer(NativeRenderer nativeRenderer) {
		mNativeRenderer = nativeRenderer;
		
	}
	
}

Other Android examples (source code examples)

Here is a short list of links related to this Android LandTileMap.java source code file:

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