android 使用Java语言展示3D模型
时间: 2024-01-11 15:02:13 浏览: 183
要在Android应用中展示3D模型,可以使用OpenGL ES和Java语言来实现。以下是一些步骤:
1.准备3D模型文件,可以使用Blender等工具创建并导出为OBJ或者FBX格式。
2.在Android Studio中创建一个新的工程,并在gradle文件中引入OpenGL ES库。
3.创建一个GLSurfaceView对象,并将其作为Activity的布局。
4.在GLSurfaceView的Renderer中实现OpenGL ES的绘制逻辑,包括加载3D模型文件、设置光照、材质、纹理等属性,并在onDrawFrame方法中进行绘制。
5.使用Java语言编写处理用户交互的代码,例如触摸屏幕旋转模型等。
6.在Activity的生命周期方法中,注册和注销GLSurfaceView的Renderer。
7.在AndroidManifest.xml文件中添加OpenGL ES的版本声明。
注意:展示3D模型需要较高的计算和渲染性能,因此需要在代码中进行优化,避免创建过多的对象和使用过多的纹理等资源,以提高应用的性能和流畅度。
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android 使用Java语言展示3D模型具体实现代码
以下是一个简单的使用Java语言展示3D模型的实现代码,其中使用了OpenGL ES 2.0和OBJ格式的模型文件:
```java
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Context context;
private ObjLoader objLoader;
private int programId;
private int positionHandle;
private int normalHandle;
private int textureHandle;
private int modelMatrixHandle;
private int viewMatrixHandle;
private int projectionMatrixHandle;
private int lightPositionHandle;
private float[] modelMatrix = new float[16];
private float[] viewMatrix = new float[16];
private float[] projectionMatrix = new float[16];
private float[] lightPosition = new float[]{0f, 0f, 0f};
private float[] rotationMatrix = new float[16];
private float[] translationMatrix = new float[16];
private float[] scaleMatrix = new float[16];
public MyGLRenderer(Context context) {
this.context = context;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 加载OBJ文件
objLoader = new ObjLoader(context);
objLoader.loadObj("model.obj");
// 编译顶点着色器和片段着色器
int vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderCode);
// 连接顶点着色器和片段着色器,创建OpenGL程序
programId = linkProgram(vertexShader, fragmentShader);
// 获取变量句柄
positionHandle = glGetAttribLocation(programId, "a_Position");
normalHandle = glGetAttribLocation(programId, "a_Normal");
textureHandle = glGetAttribLocation(programId, "a_TexCoord");
modelMatrixHandle = glGetUniformLocation(programId, "u_ModelMatrix");
viewMatrixHandle = glGetUniformLocation(programId, "u_ViewMatrix");
projectionMatrixHandle = glGetUniformLocation(programId, "u_ProjectionMatrix");
lightPositionHandle = glGetUniformLocation(programId, "u_LightPosition");
// 启用深度测试
glEnable(GL_DEPTH_TEST);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// 设置视口大小
glViewport(0, 0, width, height);
// 设置投影矩阵
float ratio = (float) width / height;
Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1, 1, 1, 1000);
}
@Override
public void onDrawFrame(GL10 gl) {
// 清空屏幕和深度缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 使用OpenGL程序
glUseProgram(programId);
// 设置变换矩阵和光照位置
Matrix.setIdentityM(modelMatrix, 0);
Matrix.setIdentityM(rotationMatrix, 0);
Matrix.setIdentityM(translationMatrix, 0);
Matrix.setIdentityM(scaleMatrix, 0);
Matrix.rotateM(rotationMatrix, 0, angle, 0, 1, 0);
Matrix.translateM(translationMatrix, 0, 0, 0, -5);
Matrix.scaleM(scaleMatrix, 0, 0.5f, 0.5f, 0.5f);
Matrix.multiplyMM(modelMatrix, 0, translationMatrix, 0, modelMatrix, 0);
Matrix.multiplyMM(modelMatrix, 0, rotationMatrix, 0, modelMatrix, 0);
Matrix.multiplyMM(modelMatrix, 0, scaleMatrix, 0, modelMatrix, 0);
glUniformMatrix4fv(modelMatrixHandle, 1, false, modelMatrix, 0);
glUniformMatrix4fv(viewMatrixHandle, 1, false, viewMatrix, 0);
glUniformMatrix4fv(projectionMatrixHandle, 1, false, projectionMatrix, 0);
glUniform3fv(lightPositionHandle, 1, lightPosition, 0);
// 绑定顶点属性
objLoader.bindData(positionHandle, normalHandle, textureHandle);
// 绘制模型
glDrawArrays(GL_TRIANGLES, 0, objLoader.getPositions().size() / 3);
}
// 编译着色器
private int compileShader(int type, String shaderCode) {
int shaderId = glCreateShader(type);
glShaderSource(shaderId, shaderCode);
glCompileShader(shaderId);
return shaderId;
}
// 连接着色器程序
private int linkProgram(int vertexShaderId, int fragmentShaderId) {
int programId = glCreateProgram();
glAttachShader(programId, vertexShaderId);
glAttachShader(programId, fragmentShaderId);
glLinkProgram(programId);
return programId;
}
}
```
其中,vertexShaderCode和fragmentShaderCode分别是顶点着色器和片段着色器的代码。在Activity中,可以这样创建和注册GLSurfaceView:
```java
public class MainActivity extends AppCompatActivity {
private GLSurfaceView glSurfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// 创建GLSurfaceView并设置Renderer
glSurfaceView = new GLSurfaceView(this);
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setRenderer(new MyGLRenderer(this));
// 将GLSurfaceView添加到布局中
setContentView(glSurfaceView);
}
@Override
protected void onResume() {
super.onResume();
glSurfaceView.onResume();
}
@Override
protected void onPause() {
super.onPause();
glSurfaceView.onPause();
}
}
```
在ObjLoader类中,可以使用OBJ文件解析库来加载模型文件,并将顶点、法线、纹理坐标等数据放入缓冲区中,供OpenGL ES绘制使用。
android 使用Java语言展示3D模型具体实现代码 以及使用到的依赖
展示3D模型的Android应用可以使用OpenGL ES或Unity等技术实现。以下是使用OpenGL ES展示3D模型的示例代码和依赖。
依赖:
```gradle
implementation 'com.android.support:appcompat-v7:28.0.0'
implementation 'com.android.support.constraint:constraint-layout:1.1.3'
implementation 'com.android.support:support-v4:28.0.0'
implementation 'com.android.support:design:28.0.0'
implementation 'javax.inject:javax.inject:1'
implementation 'org.greenrobot:eventbus:3.1.1'
implementation 'com.google.code.gson:gson:2.8.5'
implementation 'com.squareup.retrofit2:retrofit:2.6.2'
implementation 'com.squareup.retrofit2:converter-gson:2.6.2'
implementation 'com.squareup.okhttp3:okhttp:3.12.1'
implementation 'com.squareup.okhttp3:logging-interceptor:3.12.1'
implementation 'io.reactivex.rxjava2:rxandroid:2.1.1'
implementation 'io.reactivex.rxjava2:rxjava:2.2.10'
implementation 'com.jakewharton.rxbinding2:rxbinding:2.1.1'
implementation 'com.jakewharton:butterknife:10.1.0'
kapt 'com.jakewharton:butterknife-compiler:10.1.0'
```
Java代码:
```java
public class GLView extends GLSurfaceView implements Renderer {
private Context mContext;
private ObjLoader objLoader;
private int texture;
private float mScale = 1f;
private float mXAngle = 0f;
private float mYAngle = 0f;
private float mZAngle = 0f;
public GLView(Context context) {
super(context);
mContext = context;
setEGLContextClientVersion(2);
setRenderer(this);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public GLView(Context context, AttributeSet attrs) {
super(context, attrs);
mContext = context;
setEGLContextClientVersion(2);
setRenderer(this);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
objLoader = new ObjLoader(mContext, "3d_model.obj");
texture = TextureUtils.initTexture(mContext, "texture.png");
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjectMatrix, 0, -ratio, ratio, -1, 1, 1, 20);
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, 3, 0, 0, 0, 0, 1, 0);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.scaleM(mModelMatrix, 0, mScale, mScale, mScale);
Matrix.rotateM(mModelMatrix, 0, mXAngle, 1, 0, 0);
Matrix.rotateM(mModelMatrix, 0, mYAngle, 0, 1, 0);
Matrix.rotateM(mModelMatrix, 0, mZAngle, 0, 0, 1);
objLoader.draw(texture, mModelMatrix, mViewMatrix, mProjectMatrix);
}
}
```
其中,`ObjLoader`是自定义的3D模型加载器类,`TextureUtils`是自定义的纹理加载器类。可以根据实际情况进行修改。
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