/**
  * The "kernel" method we will be testing. For Array Stream, an object from the array will be the
  * last parameter
  */
 public void run(float adjustment, Vec3 vec3) {
   vec3.z = vec3.x + vec3.y - adjustment;
 }
Beispiel #2
0
 public void norm(float x, float y, float z) {
   Vec3 v = mVert.mNorm;
   v.x = x;
   v.y = y;
   v.z = z;
 }
Beispiel #3
0
  public void move() {
    Vec3 cross = VecMath.Normalize(VecMath.CrossProduct(phone_n, init_phone_n));
    Vec3 ny = new Vec3(0, 0, 1);
    Vec3 cross2 = VecMath.CrossProduct(init_phone_n, ny);
    float ang2 = (float) Math.asin(VecMath.Norm(cross2) / (VecMath.Norm(init_phone_n)));
    ;
    Mat4 rotmat2 = VecMath.ArbRotate(cross2, ang2);
    // Mat4 rotmat = VecMath.ArbRotate(cross, MainActivity.phone_ang);
    float phone_ang = MainActivity.phone_ang;
    Mat4 rotmat = VecMath.ArbRotate(cross, MainActivity.phone_ang);

    if (Math.abs(init_phone_n.z) > Math.abs(init_phone_n.y))
      rotmat =
          VecMath.ArbRotate(
              VecMath.MultVec3(VecMath.Rx(-(float) Math.PI / 2), VecMath.Normalize(cross)),
              MainActivity.phone_ang);

    Mat4 rotmatf = VecMath.Mult(rotmat, rotmat2);

    float nx = VecMath.MultVec3(rotmat, new Vec3(0, 1, 0)).x;
    // float nx = -VecMath.MultVec3(rotmat, VecMath.Normalize(init_phone_n)).x;
    // float nx = VecMath.MultVec3(rotmat, new Vec3(1,0,0)).x;
    float nz = VecMath.MultVec3(rotmat, new Vec3(0, 1, 0)).z;
    // float nz = -VecMath.MultVec3(rotmat, VecMath.Normalize(init_phone_n)).z;

    // float phone_ang = MainActivity.phone_ang;
    // float nx = VecMath.DotProduct(VecMath.Normalize(init_phone_n), new Vec3(0,0,0));
    // Vec3 init_n = VecMath.Normalize(init_phone_n);
    // float nx = phone_n.x * init_n.y;
    // float nz = phone_n.z * init_n.y;

    // Vec3 normn = VecMath.Normalize(init_phone_n);

    // Vec3 world_n = new Vec3(init_phone_n.x - phone_n.x, init_phone_n.y-phone_n.y, init_phone_n.z
    // - phone_n.z);
    // Vec3 xy = new Vec3(world_n.x, world_n.y, 0);
    // Vec3 xz = new Vec3((phone_n.x-init_phone_n.x), 0, (phone_n.z-init_phone_n.z));
    // Vec3 y = new Vec3(0,init_phone_n.y,0);
    // Vec3 x = new Vec3(init_phone_n.x,0,0);

    GLES20.glUniform3f(
        GLES20.glGetUniformLocation(Shader.program, "spaceship_pos"), pos.x, pos.y, pos.z);
    GLES20.glUniform3f(
        GLES20.glGetUniformLocation(Shader.program, "spaceship_fin_pos0"),
        fin_pos[0].x,
        fin_pos[0].y,
        fin_pos[0].z);
    GLES20.glUniform3f(
        GLES20.glGetUniformLocation(Shader.program, "spaceship_speed"), speed.x, speed.y, speed.z);
    GLES20.glUniform3f(
        GLES20.glGetUniformLocation(Shader.program, "spaceship_speedf"), speed.x, speed.y, speed.z);

    float ang = MainActivity.phone_ang;

    if (isthrusting && fuel > 0.0f) {

      if (fuel > 0.0f) fuel -= .3;
      GLES20.glUniform1f(GLES20.glGetUniformLocation(Shader.program, "fuel"), fuel);

      acc.x = thrust * nx; // /5.0f;
      acc.y = thrust * (float) Math.cos(ang) + gravity;
      acc.z = thrust * nz; // /5.0f;

    } else acc.y = gravity;

    speed.x += acc.x;
    speed.y += acc.y;
    speed.z += acc.z;

    pos.x += speed.x;
    pos.y += speed.y;
    pos.z += speed.z;

    T = VecMath.T(pos);

    speed.x *= 0.97f;
    speed.z *= 0.97f;
  }