android.graphics.Camera#rotateY ( )源码实例Demo

下面列出了android.graphics.Camera#rotateY ( ) 实例代码,或者点击链接到github查看源代码,也可以在右侧发表评论。

源代码1 项目: youqu_master   文件: RotationDrawStrategy.java
/**
 * 根据角度绘制图标的类
 * @param canvas 画布
 * @param fraction 完成时间百分比
 * @param icon 图标
 * @param width view宽度
 * @param height view高度
 */
private void drawIconOne(Canvas canvas, float fraction, Bitmap icon, int width, int height) {
    Camera camera = new Camera();
    Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
    canvas.save();
    int centerX = width / 2;
    int centerY = height / 2 - 200;
    int x = centerX - icon.getWidth()/2;
    int y = centerY - icon.getHeight()/2;
    Matrix matrix = new Matrix();
    matrix.postScale(1.7f, 1.7f, centerX, centerY);
    canvas.concat(matrix);
    canvas.clipRect(x, y, x + icon.getWidth() * fraction * 0.5f, y + icon.getHeight() * fraction * 0.5f);
    canvas.translate(centerX, centerY);
    camera.save();
    camera.rotateX(180);
    camera.rotateY(-180);
    camera.applyToCanvas(canvas);
    camera.restore();
    canvas.translate(-centerX, -centerY);
    canvas.drawBitmap(icon, x, y, paint);
    canvas.restore();
}
 
源代码2 项目: appcan-android   文件: EBrowserAnimation.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    final float fromDegrees = m_fromDegree;
    float degrees = fromDegrees + ((m_toDegree - fromDegrees) * interpolatedTime);
    final float centerX = m_centerX;
    final float centerY = m_centerY;
    final Camera camera = m_camera;
    final Matrix matrix = t.getMatrix();
    camera.save();
    if (m_reverse) {
        camera.translate(0.0f, 0.0f, m_depthZ * interpolatedTime);
    } else {
        camera.translate(0.0f, 0.0f, m_depthZ * (1.0f - interpolatedTime));
    }
    camera.rotateY(degrees);
    camera.getMatrix(matrix);
    camera.restore();
    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
源代码3 项目: styT   文件: RotationDrawStrategy.java
/**
 * 根据角度绘制图标的类
 * @param canvas 画布
 * @param fraction 完成时间百分比
 * @param icon 图标
 * @param width view宽度
 * @param height view高度
 */
private void drawIconOne(Canvas canvas, float fraction, Bitmap icon, int width, int height) {
    Camera camera = new Camera();
    Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
    canvas.save();
    int centerX = width / 2;
    int centerY = height / 2 - 200;
    int x = centerX - icon.getWidth()/2;
    int y = centerY - icon.getHeight()/2;
    Matrix matrix = new Matrix();
    matrix.postScale(1.7f, 1.7f, centerX, centerY);
    canvas.concat(matrix);
    canvas.clipRect(x, y, x + icon.getWidth() * fraction * 0.5f, y + icon.getHeight() * fraction * 0.5f);
    canvas.translate(centerX, centerY);
    camera.save();
    camera.rotateX(180);
    camera.rotateY(-180);
    camera.applyToCanvas(canvas);
    camera.restore();
    canvas.translate(-centerX, -centerY);
    canvas.drawBitmap(icon, x, y, paint);
    canvas.restore();
}
 
源代码4 项目: codeexamples-android   文件: Rotate3dAnimation.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    final float fromDegrees = mFromDegrees;
    float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

    final float centerX = mCenterX;
    final float centerY = mCenterY;
    final Camera camera = mCamera;

    final Matrix matrix = t.getMatrix();

    camera.save();
    if (mReverse) {
        camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
    } else {
        camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
    }
    camera.rotateY(degrees);
    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
源代码5 项目: FancyView   文件: RotationDrawStrategy.java
/**
 * 根据角度绘制图标的类
 * @param canvas 画布
 * @param fraction 完成时间百分比
 * @param icon 图标
 * @param width view宽度
 * @param height view高度
 */
private void drawIconOne(Canvas canvas, float fraction, Bitmap icon, int width, int height) {
    Camera camera = new Camera();
    Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
    canvas.save();
    int centerX = width / 2;
    int centerY = height / 2 - 200;
    int x = centerX - icon.getWidth()/2;
    int y = centerY - icon.getHeight()/2;
    Matrix matrix = new Matrix();
    matrix.postScale(1.7f, 1.7f, centerX, centerY);
    canvas.concat(matrix);
    canvas.clipRect(x, y, x + icon.getWidth() * fraction * 0.5f, y + icon.getHeight() * fraction * 0.5f);
    canvas.translate(centerX, centerY);
    camera.save();
    camera.rotateX(180);
    camera.rotateY(-180);
    camera.applyToCanvas(canvas);
    camera.restore();
    canvas.translate(-centerX, -centerY);
    canvas.drawBitmap(icon, x, y, paint);
    canvas.restore();
}
 
源代码6 项目: FragmentRigger   文件: Rotate3dAnimation.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
  final float fromDegrees = mFromDegrees;
  float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

  final float centerX = mCenterX;
  final float centerY = mCenterY;
  final Camera camera = mCamera;
  final Matrix matrix = t.getMatrix();
  camera.save();
  if (mReverse) {
    camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
  } else {
    camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
  }
  camera.rotateY(degrees);
  camera.getMatrix(matrix);
  camera.restore();

  matrix.preTranslate(-centerX, -centerY);
  matrix.postTranslate(centerX, centerY);
}
 
源代码7 项目: BookLoadingView   文件: Rotate3dAnimation.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    final float fromDegrees = mFromDegrees;
    float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

    final float centerX = mCenterX;
    final float centerY = mCenterY;
    final Camera camera = mCamera;

    final Matrix matrix = t.getMatrix();

    camera.save();
    if (mReverse) {
        camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
    } else {
        camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
    }
    camera.rotateY(degrees);
    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
源代码8 项目: Jreader   文件: Rotate3DAnimation.java
/**
 * 执行顺序 matrix.preTranslate() -->  camera.rotateY(degrees) -->   matrix.postTranslate() -->   matrix.postScale()
 * @param interpolatedTime
 * @param t
 */
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    float degrees = mReverse ? mToDegrees + (mFromDegrees - mToDegrees) * interpolatedTime : mFromDegrees + (mToDegrees - mFromDegrees) * interpolatedTime;
    final Matrix matrix = t.getMatrix();

    final Camera camera = mCamera;

    camera.save();

    camera.rotateY(degrees);

    camera.getMatrix(matrix);
    camera.restore();

          //  matrix.preTranslate(-mPivotXValue, 0);      //在进行rotateY之前需要移动物体,让物体左边与Y轴对齐
          //  matrix.postTranslate(mPivotXValue, 0);      //还原物体位置

    if (mReverse) {
        matrix.postScale(1 + (scaleTimes - 1) * (1.0f - interpolatedTime), 1 + (scaleTimes - 1) * (1.0f - interpolatedTime), mPivotX - mPivotXValue , mPivotY - mPivotYValue);
    } else {
       // matrix.postScale(1 + (scaleTimes - 1) * interpolatedTime, 1 + (scaleTimes - 1) * interpolatedTime, mPivotX, mPivotY);
        matrix.postScale(1 + (scaleTimes - 1) * interpolatedTime, 1 + (scaleTimes - 1) * interpolatedTime, mPivotX - mPivotXValue , mPivotY - mPivotYValue );
    }
}
 
源代码9 项目: bither-android   文件: FlipAndZoomAnimation.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
	final float fromDegrees = mFromDegrees;
	float degrees = fromDegrees
			+ ((mToDegrees - fromDegrees) * interpolatedTime);

	
	final float fromZ = mFromZ;
	float z = fromZ + ((mToZ - fromZ)*interpolatedTime);
	
	final float centerX = mCenterX;
	final float centerY = mCenterY;
	final Camera camera = mCamera;

	final Matrix matrix = t.getMatrix();

	camera.save();
	camera.translate(0, 0, z);
	camera.rotateY(degrees);
	
	camera.getMatrix(matrix);
	camera.restore();

	matrix.preTranslate(-centerX, -centerY);
	matrix.postTranslate(centerX, centerY);

}
 
源代码10 项目: Auie   文件: UEAnimatorProxy.java
private void transformMatrix(Matrix m, View view) {
    final float w = view.getWidth();
    final float h = view.getHeight();
    final boolean hasPivot = mHasPivot;
    final float pX = hasPivot ? mPivotX : w / 2f;
    final float pY = hasPivot ? mPivotY : h / 2f;

    final float rX = mRotationX;
    final float rY = mRotationY;
    final float rZ = mRotationZ;
    if ((rX != 0) || (rY != 0) || (rZ != 0)) {
        final Camera camera = mCamera;
        camera.save();
        camera.rotateX(rX);
        camera.rotateY(rY);
        camera.rotateZ(-rZ);
        camera.getMatrix(m);
        camera.restore();
        m.preTranslate(-pX, -pY);
        m.postTranslate(pX, pY);
    }

    final float sX = mScaleX;
    final float sY = mScaleY;
    if ((sX != 1.0f) || (sY != 1.0f)) {
        m.postScale(sX, sY);
        final float sPX = -(pX / w) * ((sX * w) - w);
        final float sPY = -(pY / h) * ((sY * h) - h);
        m.postTranslate(sPX, sPY);
    }

    m.postTranslate(mTranslationX, mTranslationY);
}
 
源代码11 项目: AnimationApiDemos   文件: Rotate3dAnimation.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {

	// 根据时间和起始终止的角度值,插值算出当前的角度:degrees
	final float fromDegrees = mFromDegrees;
	float degrees = fromDegrees
			+ ((mToDegrees - fromDegrees) * interpolatedTime);

	final float centerX = mCenterX;
	final float centerY = mCenterY;
	final Camera camera = mCamera;

	final Matrix matrix = t.getMatrix();

	camera.save();
	if (mReverse) {
		camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
	}
	else {
		camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
	}
	camera.rotateY(degrees);
	camera.getMatrix(matrix);
	camera.restore();

	//pre:
	matrix.preTranslate(-centerX, -centerY);
	//post:
	matrix.postTranslate(centerX, centerY);
}
 
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    final float fromDegrees = mFromDegrees;
    float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);
    final float centerX = mCenterX;
    final float centerY = mCenterY;
    final Camera camera = mCamera;
    final Matrix matrix = t.getMatrix();
    // 将当前的摄像头位置保存下来,以便变换进行完成后恢复成原位,
    camera.save();
    // camera.translate,这个方法接受3个参数,分别是x,y,z三个轴的偏移量,我们这里只将z轴进行了偏移,
    if (mReverse) {
        // z的偏移会越来越大。这就会形成这样一个效果,view从近到远
        camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
    } else {
        // z的偏移会越来越小。这就会形成这样一个效果,我们的View从一个很远的地方向我们移过来,越来越近,最终移到了我们的窗口上面~
        camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
    }

    // 是给我们的View加上旋转效果,在移动的过程中,视图还会移Y轴为中心进行旋转。
    camera.rotateY(degrees);
    // 是给我们的View加上旋转效果,在移动的过程中,视图还会移X轴为中心进行旋转。
    // camera.rotateX(degrees);

    // 这个是将我们刚才定义的一系列变换应用到变换矩阵上面,调用完这句之后,我们就可以将camera的位置恢复了,以便下一次再使用。
    camera.getMatrix(matrix);
    // camera位置恢复
    camera.restore();

    // 以View的中心点为旋转中心,如果不加这两句,就是以(0,0)点为旋转中心
    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
源代码13 项目: KJFrameForAndroid   文件: AnimatorProxy.java
private void transformMatrix(Matrix m, View view) {
    final float w = view.getWidth();
    final float h = view.getHeight();
    final boolean hasPivot = mHasPivot;
    final float pX = hasPivot ? mPivotX : w / 2f;
    final float pY = hasPivot ? mPivotY : h / 2f;

    final float rX = mRotationX;
    final float rY = mRotationY;
    final float rZ = mRotationZ;
    if ((rX != 0) || (rY != 0) || (rZ != 0)) {
        final Camera camera = mCamera;
        camera.save();
        camera.rotateX(rX);
        camera.rotateY(rY);
        camera.rotateZ(-rZ);
        camera.getMatrix(m);
        camera.restore();
        m.preTranslate(-pX, -pY);
        m.postTranslate(pX, pY);
    }

    final float sX = mScaleX;
    final float sY = mScaleY;
    if ((sX != 1.0f) || (sY != 1.0f)) {
        m.postScale(sX, sY);
        final float sPX = -(pX / w) * ((sX * w) - w);
        final float sPY = -(pY / h) * ((sY * h) - h);
        m.postTranslate(sPX, sPY);
    }

    m.postTranslate(mTranslationX, mTranslationY);
}
 
源代码14 项目: nono-android   文件: Rotate3DCard.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    super.applyTransformation(interpolatedTime, t);
    Matrix matrix = t.getMatrix();
    Camera camera = new Camera();
    camera.save();
    camera.rotateY(-180 * interpolatedTime);
    camera.getMatrix(matrix);
    camera.restore();
    matrix.preTranslate(-mcenterX,-mcenterY);
    matrix.postTranslate(mcenterX,mcenterY);
}
 
源代码15 项目: nono-android   文件: RotateActivityFrom90.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    super.applyTransformation(interpolatedTime, t);
    Matrix matrix = t.getMatrix();
    Camera camera = new Camera();
    camera.save();
    camera.rotateY(90-90 * interpolatedTime);
    camera.getMatrix(matrix);
    camera.restore();
    matrix.preTranslate(-mcenterX,-mcenterY);
    matrix.postTranslate(mcenterX,mcenterY);
}
 
源代码16 项目: android-project-wo2b   文件: AnimatorProxy.java
private void transformMatrix(Matrix m, View view) {
    final float w = view.getWidth();
    final float h = view.getHeight();
    final boolean hasPivot = mHasPivot;
    final float pX = hasPivot ? mPivotX : w / 2f;
    final float pY = hasPivot ? mPivotY : h / 2f;

    final float rX = mRotationX;
    final float rY = mRotationY;
    final float rZ = mRotationZ;
    if ((rX != 0) || (rY != 0) || (rZ != 0)) {
        final Camera camera = mCamera;
        camera.save();
        camera.rotateX(rX);
        camera.rotateY(rY);
        camera.rotateZ(-rZ);
        camera.getMatrix(m);
        camera.restore();
        m.preTranslate(-pX, -pY);
        m.postTranslate(pX, pY);
    }

    final float sX = mScaleX;
    final float sY = mScaleY;
    if ((sX != 1.0f) || (sY != 1.0f)) {
        m.postScale(sX, sY);
        final float sPX = -(pX / w) * ((sX * w) - w);
        final float sPY = -(pY / h) * ((sY * h) - h);
        m.postTranslate(sPX, sPY);
    }

    m.postTranslate(mTranslationX, mTranslationY);
}
 
源代码17 项目: FragmentAnimations   文件: ViewPropertyAnimation.java
protected void applyTransformation(Transformation t) {
    final Matrix m = t.getMatrix();
    final float w = mWidth;
    final float h = mHeight;
    final float pX = mPivotX;
    final float pY = mPivotY;

    final float rX = mRotationX;
    final float rY = mRotationY;
    final float rZ = mRotationZ;
    if ((rX != 0) || (rY != 0) || (rZ != 0)) {
        final Camera camera = mCamera;
        camera.save();
        if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB_MR1) {
            camera.setLocation(mCameraX, mCameraY, mCameraZ);
        }
        if (mTranslationZ != 0) {
            camera.translate(0, 0, mTranslationZ);
        }
        camera.rotateX(rX);
        camera.rotateY(rY);
        camera.rotateZ(-rZ);
        camera.getMatrix(m);
        camera.restore();
        m.preTranslate(-pX, -pY);
        m.postTranslate(pX, pY);
    }

    final float sX = mScaleX;
    final float sY = mScaleY;
    if ((sX != 1.0f) || (sY != 1.0f)) {
        m.postScale(sX, sY);
        final float sPX = -(pX / w) * ((sX * w) - w);
        final float sPY = -(pY / h) * ((sY * h) - h);
        m.postTranslate(sPX, sPY);
    }

    m.postTranslate(mTranslationX, mTranslationY);

    t.setAlpha(mAlpha);
}
 
源代码18 项目: Rotate3dAnimation   文件: Rotate3dAnimation.java
@Override
	protected void applyTransformation(float interpolatedTime, Transformation t) {
		final float fromDegrees = mFromDegrees;
		// 生成中间角度
		float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

		
		final float centerX = mCenterX;
		final float centerY = mCenterY;
		final Camera camera = mCamera;

		final Matrix matrix = t.getMatrix();

		camera.save();
		if (mReverse) {
			camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
		} else {
			camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
		}
		camera.rotateY(degrees);
		// 取得变换后的矩阵
		camera.getMatrix(matrix);
		camera.restore();

//----------------------------------------------------------------------------
		/** 
		 * 修复打脸问题		( ̄ε(# ̄)☆╰╮( ̄▽ ̄///)
		 * 简要介绍:
		 * 原来的3D翻转会由于屏幕像素密度问题而出现效果相差很大
		 * 例如在屏幕像素比为1,5的手机上显示效果基本正常,
		 * 而在像素比3,0的手机上面感觉翻转感觉要超出屏幕边缘,
		 * 有种迎面打脸的感觉、
		 * 
		 * 解决方案
		 * 利用屏幕像素密度对变换矩阵进行校正,
		 * 保证了在所有清晰度的手机上显示的效果基本相同。
		 *  
		 */
		float[] mValues = {0,0,0,0,0,0,0,0,0};
		matrix.getValues(mValues);			//获取数值
		mValues[6] = mValues[6]/scale;			//数值修正
		matrix.setValues(mValues);			//重新赋值
		
//		Log.e("TAG", "mValues["+0+"]="+mValues[0]+"------------\t"+"mValues["+6+"]="+mValues[6]);
//----------------------------------------------------------------------------

		matrix.preTranslate(-centerX, -centerY);
		matrix.postTranslate(centerX, centerY);
	}
 
源代码19 项目: MiBandDecompiled   文件: AnimatorProxy.java
private void a(Matrix matrix, View view)
{
    float f1 = view.getWidth();
    float f2 = view.getHeight();
    boolean flag = d;
    float f3;
    float f4;
    float f5;
    float f6;
    float f7;
    float f8;
    float f9;
    if (flag)
    {
        f3 = f;
    } else
    {
        f3 = f1 / 2.0F;
    }
    if (flag)
    {
        f4 = g;
    } else
    {
        f4 = f2 / 2.0F;
    }
    f5 = h;
    f6 = i;
    f7 = j;
    if (f5 != 0.0F || f6 != 0.0F || f7 != 0.0F)
    {
        Camera camera = c;
        camera.save();
        camera.rotateX(f5);
        camera.rotateY(f6);
        camera.rotateZ(-f7);
        camera.getMatrix(matrix);
        camera.restore();
        matrix.preTranslate(-f3, -f4);
        matrix.postTranslate(f3, f4);
    }
    f8 = k;
    f9 = l;
    if (f8 != 1.0F || f9 != 1.0F)
    {
        matrix.postScale(f8, f9);
        matrix.postTranslate(-(f3 / f1) * (f8 * f1 - f1), -(f4 / f2) * (f9 * f2 - f2));
    }
    matrix.postTranslate(m, n);
}
 
源代码20 项目: Side-Menu.Android   文件: FlipAnimation.java
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    final float fromDegrees = mFromDegrees;
    float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

    final float centerX = mCenterX;
    final float centerY = mCenterY;
    final Camera camera = mCamera;

    final Matrix matrix = t.getMatrix();

    camera.save();

    camera.rotateY(degrees);

    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);

}