The file containing the source code shown below is located in the corresponding directory in <sdk>/samples/android-<version>/...
/* * Copyright (C) 2008 The Android开源工程 * * 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; public class Layer { public Layer(int axis) { // start with identity matrix for transformation mAxis = axis; mTransform.setIdentity(); } public void startAnimation() { for (int i = 0; i < mShapes.length; i++) { GLShape shape = mShapes[i]; if (shape != null) { shape.startAnimation(); } } } public void endAnimation() { for (int i = 0; i < mShapes.length; i++) { GLShape shape = mShapes[i]; if (shape != null) { shape.endAnimation(); } } } public void setAngle(float angle) { // normalize the angle float twopi = (float)Math.PI *2f; while (angle >= twopi) angle -= twopi; while (angle < 0f) angle += twopi; // mAngle = angle; float sin = (float)Math.sin(angle); float cos = (float)Math.cos(angle); float[][] m = mTransform.m; switch (mAxis) { case kAxisX: m[1][1] = cos; m[1][2] = sin; m[2][1] = -sin; m[2][2] = cos; m[0][0] = 1f; m[0][1] = m[0][2] = m[1][0] = m[2][0] = 0f; break; case kAxisY: m[0][0] = cos; m[0][2] = sin; m[2][0] = -sin; m[2][2] = cos; m[1][1] = 1f; m[0][1] = m[1][0] = m[1][2] = m[2][1] = 0f; break; case kAxisZ: m[0][0] = cos; m[0][1] = sin; m[1][0] = -sin; m[1][1] = cos; m[2][2] = 1f; m[2][0] = m[2][1] = m[0][2] = m[1][2] = 0f; break; } for (int i = 0; i < mShapes.length; i++) { GLShape shape = mShapes[i]; if (shape != null) { shape.animateTransform(mTransform); } } } GLShape[] mShapes = new GLShape[9]; M4 mTransform = new M4(); // float mAngle; // which axis do we rotate around? // 0 for X, 1 for Y, 2 for Z int mAxis; static public final int kAxisX = 0; static public final int kAxisY = 1; static public final int kAxisZ = 2; }