
鸿蒙跨设备3D模型渲染与同步系统开发指南 原创
鸿蒙跨设备3D模型渲染与同步系统开发指南
一、项目概述
本文将基于HarmonyOS的XComponent组件开发一个跨设备3D模型渲染系统,能够展示3D物体并实现多设备间的状态同步。借鉴《鸿蒙跨端U同步》中游戏多设备同步的技术原理,我们将实现3D模型在多设备间的实时渲染状态同步,包括模型位置、旋转、缩放等属性的同步。
二、技术架构
±--------------------+ ±--------------------+
3D渲染界面 <-----> 状态同步服务
(ModelRenderSlice) (ModelSyncService)
±---------±---------+ ±---------±---------+
±---------v----------+ ±---------v----------+
XComponent 3D引擎 分布式数据管理
(XComponent3DEngine) (DistributedData)
±---------±---------+ ±---------±---------+
±---------v-----------------------------v----------+
HarmonyOS基础服务 |
±--------------------------------------------------+
三、核心代码实现
3D模型状态定义
public class ModelState {
private float[] position = new float[3]; // x, y, z
private float[] rotation = new float[4]; // quaternion x, y, z, w
private float[] scale = new float[3]; // x, y, z
private String modelName;
private String deviceId;
private long timestamp;
public ModelState(String modelName) {
this.modelName = modelName;
this.deviceId = DistributedDeviceInfo.getLocalDeviceId();
this.timestamp = System.currentTimeMillis();
// 初始化默认值
position[2] = -5.0f; // 默认z位置
scale[0] = scale[1] = scale[2] = 1.0f;
rotation[3] = 1.0f; // w=1表示无旋转
// JSON序列化
public JSONObject toJson() throws JSONException {
JSONObject json = new JSONObject();
json.put("modelName", modelName);
json.put("deviceId", deviceId);
json.put("timestamp", timestamp);
JSONArray posArray = new JSONArray();
for (float v : position) posArray.put(v);
json.put("position", posArray);
JSONArray rotArray = new JSONArray();
for (float v : rotation) rotArray.put(v);
json.put("rotation", rotArray);
JSONArray scaleArray = new JSONArray();
for (float v : scale) scaleArray.put(v);
json.put("scale", scaleArray);
return json;
// JSON反序列化
public static ModelState fromJson(JSONObject json) throws JSONException {
ModelState state = new ModelState(json.getString("modelName"));
state.deviceId = json.getString("deviceId");
state.timestamp = json.getLong("timestamp");
JSONArray posArray = json.getJSONArray("position");
for (int i = 0; i < 3; i++) {
state.position[i] = (float) posArray.getDouble(i);
JSONArray rotArray = json.getJSONArray(“rotation”);
for (int i = 0; i < 4; i++) {
state.rotation[i] = (float) rotArray.getDouble(i);
JSONArray scaleArray = json.getJSONArray(“scale”);
for (int i = 0; i < 3; i++) {
state.scale[i] = (float) scaleArray.getDouble(i);
return state;
// getter和setter方法…
3D模型同步服务
public class ModelSyncService {
private static final String TAG = “ModelSyncService”;
private static final String SYNC_CHANNEL = “model_state_sync”;
private static ModelSyncService instance;
private DistributedDataManager dataManager;
private Map<String, ModelStateListener> listeners = new HashMap<>();
private ModelSyncService(Context context) {
this.dataManager = DistributedDataManagerFactory.getInstance()
.createDistributedDataManager(context);
initDataListener();
public static synchronized ModelSyncService getInstance(Context context) {
if (instance == null) {
instance = new ModelSyncService(context);
return instance;
private void initDataListener() {
dataManager.registerDataChangeListener(SYNC_CHANNEL, new DataChangeListener() {
@Override
public void onDataChanged(String deviceId, String key, String value) {
try {
JSONObject json = new JSONObject(value);
ModelState state = ModelState.fromJson(json);
// 忽略本地设备发送的更新
if (!deviceId.equals(DistributedDeviceInfo.getLocalDeviceId())) {
ModelStateListener listener = listeners.get(state.getModelName());
if (listener != null) {
listener.onModelStateChanged(state);
}
catch (JSONException e) {
HiLog.error(TAG, "Failed to parse model state");
}
});
// 同步模型状态
public void syncModelState(ModelState state) {
try {
JSONObject json = state.toJson();
DistributedOptions options = new DistributedOptions();
options.setPriority(DistributedOptions.Priority.HIGH);
dataManager.putString(SYNC_CHANNEL,
json.toString(),
DistributedDataManager.PUT_MODE_RELIABLE,
options);
catch (JSONException e) {
HiLog.error(TAG, "Failed to serialize model state");
}
// 注册状态监听器
public void registerListener(String modelName, ModelStateListener listener) {
listeners.put(modelName, listener);
// 取消注册监听器
public void unregisterListener(String modelName) {
listeners.remove(modelName);
public interface ModelStateListener {
void onModelStateChanged(ModelState state);
}
XComponent 3D渲染引擎
public class XComponent3DEngine {
private static final String TAG = “XComponent3DEngine”;
private XComponent xComponent;
private Context context;
private ModelState currentState;
private ModelSyncService syncService;
// OpenGL ES相关变量
private int program;
private int positionHandle;
private int colorHandle;
private int mvpMatrixHandle;
private float[] mvpMatrix = new float[16];
public XComponent3DEngine(XComponent xComponent, Context context, String modelName) {
this.xComponent = xComponent;
this.context = context;
this.currentState = new ModelState(modelName);
this.syncService = ModelSyncService.getInstance(context);
initXComponent();
initOpenGL();
private void initXComponent() {
xComponent.setXComponentEventListener(new XComponent.XComponentEventListener() {
@Override
public void onSurfaceCreated(XComponent component) {
initOpenGL();
@Override
public void onSurfaceChanged(XComponent component, int width, int height) {
GLES30.glViewport(0, 0, width, height);
Matrix.perspectiveM(mvpMatrix, 0, 45, (float) width / height, 0.1f, 100.0f);
@Override
public void onDrawFrame(XComponent component) {
renderFrame();
});
private void initOpenGL() {
// 编译着色器
int vertexShader = loadShader(GLES30.GL_VERTEX_SHADER, VERTEX_SHADER_CODE);
int fragmentShader = loadShader(GLES30.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE);
// 创建程序
program = GLES30.glCreateProgram();
GLES30.glAttachShader(program, vertexShader);
GLES30.glAttachShader(program, fragmentShader);
GLES30.glLinkProgram(program);
// 获取属性位置
positionHandle = GLES30.glGetAttribLocation(program, "vPosition");
colorHandle = GLES30.glGetAttribLocation(program, "vColor");
mvpMatrixHandle = GLES30.glGetUniformLocation(program, "uMVPMatrix");
// 启用深度测试
GLES30.glEnable(GLES30.GL_DEPTH_TEST);
private void renderFrame() {
// 清除颜色和深度缓冲
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// 使用程序
GLES30.glUseProgram(program);
// 计算模型视图投影矩阵
float[] modelMatrix = new float[16];
Matrix.setIdentityM(modelMatrix, 0);
Matrix.translateM(modelMatrix, 0,
currentState.getPosition()[0],
currentState.getPosition()[1],
currentState.getPosition()[2]);
Matrix.scaleM(modelMatrix, 0,
currentState.getScale()[0],
currentState.getScale()[1],
currentState.getScale()[2]);
float[] viewMatrix = new float[16];
Matrix.setLookAtM(viewMatrix, 0,
0, 0, 0, // 相机位置
0, 0, -1, // 观察点
0, 1, 0); // 上向量
float[] mvpMatrix = new float[16];
Matrix.multiplyMM(mvpMatrix, 0, viewMatrix, 0, modelMatrix, 0);
Matrix.multiplyMM(mvpMatrix, 0, this.mvpMatrix, 0, mvpMatrix, 0);
// 传递MVP矩阵
GLES30.glUniformMatrix4fv(mvpMatrixHandle, 1, false, mvpMatrix, 0);
// 绘制立方体
drawCube();
private void drawCube() {
// 立方体顶点数据 (位置和颜色)
float[] cubeVertices = {
// 前面
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
// 后面
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
// 左面
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
// 右面
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f,
// 上面
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f,
// 下面
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f
};
// 立方体索引数据
short[] indices = {
0, 1, 2, 0, 2, 3, // 前面
4, 5, 6, 4, 6, 7, // 后面
8, 9, 10, 8, 10, 11, // 左面
12, 13, 14, 12, 14, 15, // 右面
16, 17, 18, 16, 18, 19, // 上面
20, 21, 22, 20, 22, 23 // 下面
};
// 创建顶点缓冲
FloatBuffer vertexBuffer = ByteBuffer.allocateDirect(cubeVertices.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
vertexBuffer.put(cubeVertices).position(0);
// 创建索引缓冲
ShortBuffer indexBuffer = ByteBuffer.allocateDirect(indices.length * 2)
.order(ByteOrder.nativeOrder())
.asShortBuffer();
indexBuffer.put(indices).position(0);
// 传递顶点数据
GLES30.glVertexAttribPointer(positionHandle, 3, GLES30.GL_FLOAT, false, 7 * 4, vertexBuffer);
GLES30.glEnableVertexAttribArray(positionHandle);
// 传递颜色数据
vertexBuffer.position(3);
GLES30.glVertexAttribPointer(colorHandle, 4, GLES30.GL_FLOAT, false, 7 * 4, vertexBuffer);
GLES30.glEnableVertexAttribArray(colorHandle);
// 绘制立方体
GLES30.glDrawElements(GLES30.GL_TRIANGLES, indices.length, GLES30.GL_UNSIGNED_SHORT, indexBuffer);
private int loadShader(int type, String shaderCode) {
int shader = GLES30.glCreateShader(type);
GLES30.glShaderSource(shader, shaderCode);
GLES30.glCompileShader(shader);
return shader;
// 更新模型状态
public void updateModelState(ModelState newState) {
this.currentState = newState;
// 获取当前模型状态
public ModelState getCurrentState() {
return currentState;
// 着色器代码
private static final String VERTEX_SHADER_CODE =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"attribute vec4 vColor;" +
"varying vec4 fragColor;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
" fragColor = vColor;" +
"}";
private static final String FRAGMENT_SHADER_CODE =
"precision mediump float;" +
"varying vec4 fragColor;" +
"void main() {" +
" gl_FragColor = fragColor;" +
"}";
3D模型渲染界面
public class ModelRenderSlice extends AbilitySlice {
private static final String TAG = “ModelRenderSlice”;
private XComponent3DEngine engine;
private ModelSyncService syncService;
private String modelName = "default_cube";
@Override
public void onStart(Intent intent) {
super.onStart(intent);
setUIContent(ResourceTable.Layout_model_render_layout);
// 初始化服务
syncService = ModelSyncService.getInstance(this);
// 获取XComponent
XComponent xComponent = (XComponent) findComponentById(ResourceTable.Id_xcomponent);
engine = new XComponent3DEngine(xComponent, this, modelName);
// 设置控制按钮
setupControls();
// 注册同步监听器
syncService.registerListener(modelName, new ModelSyncService.ModelStateListener() {
@Override
public void onModelStateChanged(ModelState state) {
getUITaskDispatcher().asyncDispatch(() -> {
if (!state.getDeviceId().equals(DistributedDeviceInfo.getLocalDeviceId())) {
engine.updateModelState(state);
});
});
private void setupControls() {
Button rotateXBtn = (Button) findComponentById(ResourceTable.Id_rotate_x_btn);
Button rotateYBtn = (Button) findComponentById(ResourceTable.Id_rotate_y_btn);
Button rotateZBtn = (Button) findComponentById(ResourceTable.Id_rotate_z_btn);
Button moveLeftBtn = (Button) findComponentById(ResourceTable.Id_move_left_btn);
Button moveRightBtn = (Button) findComponentById(ResourceTable.Id_move_right_btn);
Button scaleUpBtn = (Button) findComponentById(ResourceTable.Id_scale_up_btn);
Button scaleDownBtn = (Button) findComponentById(ResourceTable.Id_scale_down_btn);
rotateXBtn.setClickedListener(component -> {
ModelState state = engine.getCurrentState();
// 绕X轴旋转
state.getRotation()[0] += 0.1f;
state.normalizeRotation();
engine.updateModelState(state);
syncService.syncModelState(state);
});
rotateYBtn.setClickedListener(component -> {
ModelState state = engine.getCurrentState();
// 绕Y轴旋转
state.getRotation()[1] += 0.1f;
state.normalizeRotation();
engine.updateModelState(state);
syncService.syncModelState(state);
});
rotateZBtn.setClickedListener(component -> {
ModelState state = engine.getCurrentState();
// 绕Z轴旋转
state.getRotation()[2] += 0.1f;
state.normalizeRotation();
engine.updateModelState(state);
syncService.syncModelState(state);
});
moveLeftBtn.setClickedListener(component -> {
ModelState state = engine.getCurrentState();
// 向左移动
state.getPosition()[0] -= 0.1f;
engine.updateModelState(state);
syncService.syncModelState(state);
});
moveRightBtn.setClickedListener(component -> {
ModelState state = engine.getCurrentState();
// 向右移动
state.getPosition()[0] += 0.1f;
engine.updateModelState(state);
syncService.syncModelState(state);
});
scaleUpBtn.setClickedListener(component -> {
ModelState state = engine.getCurrentState();
// 放大
state.getScale()[0] += 0.1f;
state.getScale()[1] += 0.1f;
state.getScale()[2] += 0.1f;
engine.updateModelState(state);
syncService.syncModelState(state);
});
scaleDownBtn.setClickedListener(component -> {
ModelState state = engine.getCurrentState();
// 缩小
state.getScale()[0] = Math.max(0.1f, state.getScale()[0] - 0.1f);
state.getScale()[1] = Math.max(0.1f, state.getScale()[1] - 0.1f);
state.getScale()[2] = Math.max(0.1f, state.getScale()[2] - 0.1f);
engine.updateModelState(state);
syncService.syncModelState(state);
});
@Override
protected void onStop() {
super.onStop();
// 取消注册监听器
syncService.unregisterListener(modelName);
}
四、与游戏同步技术的结合点
状态同步机制:借鉴游戏中玩家状态同步方式,实现3D模型状态的跨设备同步
数据压缩优化:使用四元数表示旋转,减少数据传输量
冲突解决策略:基于时间戳的最近更新策略
实时渲染同步:确保多设备间3D模型的渲染状态一致
设备管理:利用HarmonyOS分布式能力实现设备自动发现和连接
五、项目扩展方向
模型加载:支持加载外部3D模型文件(如.obj、.gltf格式)
材质和光照:添加更复杂的光照和材质系统
多点触控:支持手势控制模型旋转和缩放
动画系统:支持模型动画的同步播放
AR集成:将3D模型渲染与AR场景结合
六、总结
本3D模型渲染与同步系统实现了以下功能:
基于XComponent的高性能3D渲染
模型位置、旋转、缩放等属性的实时同步
简洁直观的用户控制界面
高效的分布式状态同步机制
可靠的冲突解决策略
通过借鉴游戏中的同步技术,我们构建了一个高性能的跨设备3D模型渲染系统。该系统不仅适用于3D展示和协作设计场景,也为开发者展示了如何利用HarmonyOS分布式能力构建复杂的3D实时协同应用。
