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/** * Here we do our drawing */ public void onDrawFrame(GL10 gl) { //Clear Screen And Depth Buffer gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); //Reset The Current Modelview Matrix //Drawing gl.glTranslatef(0.0f, 0.0f, -20.0f); //Move 5 units into the screen if (cubeMoving>0) { //Use a nice smooth sine to provide a hop cubeMovingStep++; if (cubeMovingStep>9) { switch (cubeMoving) { case CUBE_MOVING_UP: //Y position +1, X rotation -1 cubeYPos+=1; cubeXState-=90.0f; break; case CUBE_MOVING_DOWN: //Y position -1, X rotation +1 cubeYPos-=1; cubeXState+=90.0f; break; case CUBE_MOVING_LEFT: //X position -1, Y rotation -1 cubeXPos-=1; cubeYState-=90.0f; break; case CUBE_MOVING_RIGHT: //X position +1, Y rotation +1 cubeXPos+=1; cubeYState+=90.0f; break; } cubeMoving=0; cubeMovingStep=0; } else { //'Bump' the cube so that it appears that it is turning on a corner instead of 'floating' through the board gl.glTranslatef(0.0f,0.0f,(float) (0.1*Math.sin((0.3*cubeMovingStep)*2))); } //Translate cube to current position gl.glTranslatef(2.0f*(float)cubeXPos,2.0f*(float)cubeYPos,0.0f); switch (cubeMoving) { case CUBE_MOVING_UP: //Translate cube to correct position in movement and rotate on X negatively gl.glTranslatef(0.0f,2.0f*((float)cubeMovingStep/9.0f),0.0f); gl.glRotatef(-((float)cubeMovingStep*10.0f),1.0f,0.0f,0.0f); break; case CUBE_MOVING_DOWN: //Translate cube to correct position in movement and rotate on X positively gl.glTranslatef(0.0f, -2.0f*((float)cubeMovingStep/9.0f),0.0f); gl.glRotatef((float)cubeMovingStep*10.0f,1.0f,0.0f,0.0f); break; case CUBE_MOVING_LEFT: //Translate cube to correct position in movement and rotate on Y negatively gl.glTranslatef(-2.0f*((float)cubeMovingStep/9.0f), 0.0f, 0.0f); gl.glRotatef(-((float)cubeMovingStep*10.0f), 0.0f, 1.0f, 0.0f); break; case CUBE_MOVING_RIGHT: //Translate cube to correct position in movement and rotate on Y positively gl.glTranslatef(2.0f*((float)cubeMovingStep/9.0f),0.0f,0.0f); gl.glRotatef((float)cubeMovingStep*10.0f,0.0f,1.0f,0.0f); break; } } else { //Cube is not moving, translate cube to current position gl.glTranslatef(2.0f*(float)cubeXPos,2.0f*(float)cubeYPos,0.0f); } //Perform rotation on cube (cubeXState*90 on X axis, cubeYState*90 on Y axis) gl.glRotatef(cubeXState, 1.0f, 0.0f, 0.0f); gl.glRotatef(cubeYState, 0.0f, 1.0f, 0.0f); //Render the cube cube.draw(gl); }