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

下面列出了android.graphics.Camera#translate ( ) 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: 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2 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3 项目: NewXmPluginSDK   文件: AutoTextView.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 int derection = mTurnUp ? 1 : -1;

    final Matrix matrix = t.getMatrix();

    camera.save();
    if (mTurnIn) {
        camera.translate(0.0f, derection * mCenterY * (interpolatedTime - 1.0f), 0.0f);
    } else {
        camera.translate(0.0f, derection * mCenterY * (interpolatedTime), 0.0f);
    }
    camera.rotateX(degrees);
    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
源代码4 项目: AndroidTVWidget   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: Android-tv-widget   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6 项目: android-tv-launcher   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: 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8 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9 项目: CloudPan   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));
    }

    if (mRotateType == TYPEX) {
        camera.rotateX(degrees);
    } else if (mRotateType == TYPEY) {
        camera.rotateY(degrees);
    } else if (mRotateType == TYPEZ) {
        camera.rotateZ(degrees);
    }
    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
源代码10 项目: pandroid   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));
    }
    switch (rotationAxis) {
        case X:
            camera.rotateX(degrees);
            break;
        case Y:
            camera.rotateY(degrees);
            break;
        case Z:
            camera.rotateZ(degrees);
            break;
    }

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

    matrix.preTranslate(-centerX, -centerY);
    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12 项目: zone-sdk   文件: MatrixView.java
@Override
	protected void onDraw(Canvas canvas) {
//		super.onDraw(canvas);
		Matrix matrix=new Matrix();
		matrix.postTranslate(100, 200);
		matrix.mapPoints(dst, src);
		System.out.println("mapPoints_____>>>src first Point X:" + src[0] + "\t  Y:" + src[1]);//src是记录的原点  [0,0]点
		System.out.println("mapPoints_____>>>dst first Point X:"+ dst[0]+"\t  Y:"+dst[1]);//dst是 src通过矩阵变换的点 [0,0]点对应到 [100,200]
		canvas.drawBitmap(bt, matrix, paint);

		//通过下边的三个方法  可以通过  dst矩阵变化后的点  通过矩阵 逆向方法 转换到 invertDst  即是src原点位置   所以dst中[100,200]的点 即是inverDst[0,0]这个点即 src[0,0]点
		Matrix invertMatrix = new Matrix();
		matrix.invert(invertMatrix);
		invertMatrix.mapPoints(invertDst, dst);
		System.out.println("invertMatrix_____>>>mapPoints  invertDst first Point X:" + invertDst[0] + "\t  Y:" + invertDst[1]);

		//测试postConcat
		Matrix matrixCon =new Matrix();
		matrixCon.postTranslate(100, 200);
		matrix.postConcat(matrixCon);
		matrix.mapPoints(dst, src);
		System.out.println("matrixCon:  mapPoints_____>>>src first Point X:" + src[0] + "\t  Y:" + src[1]);//src是记录的原点  [0,0]点
		System.out.println("matrixCon:  mapPoints_____>>>dst first Point X:"+ dst[0]+"\t  Y:"+dst[1]);


		//测试Camera getMatrix
		Camera camera=new Camera();
		camera.save();
		camera.translate(100,200,0);
		camera.getMatrix(matrix);
		camera.restore();
		matrix.mapPoints(dst, src);
		System.out.println("Camera:  mapPoints_____>>>src first Point X:" + src[0] + "\t  Y:" + src[1]);//src是记录的原点  [0,0]点
		System.out.println("Camera:  mapPoints_____>>>dst first Point X:"+ dst[0]+"\t  Y:"+dst[1]);

	}
 
源代码13 项目: SUtil   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();
    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

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
源代码14 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15 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);
}
 
源代码16 项目: CustomViewSets   文件: HorizontalCarouselLayout.java
protected boolean getChildStaticTransformation(View child, Transformation t) {
    Camera camera = new Camera();
    int leftCenterView = this.mWidthCenter - this.mChildrenWidthMiddle;
    float offset = (-child.getLeft() + leftCenterView) /
            this.mSpaceBetweenViews;
    if (offset != 0.0F) {
        float absOffset = Math.abs(offset);
        float scale = (float) Math.pow(0.8999999761581421D, absOffset);
        t.clear();
        t.setTransformationType(Transformation.TYPE_MATRIX);
        t.setAlpha(this.mSetInactiveViewTransparency);
        Matrix m = t.getMatrix();
        m.setScale(scale, scale);
        if (this.mTranslatateEnbabled) {
            m.setTranslate(0.0F, this.mTranslate * absOffset);
        }
        if (offset > 0.0F) {
            camera.save();
            camera.translate(0.0F, 0.0F, this.mViewZoomOutFactor * offset);
            camera.rotateY(this.mCoverflowRotation);
            camera.getMatrix(m);
            camera.restore();
            m.preTranslate(-this.mChildrenWidthMiddle, -this.mChildrenHeight);
            m.postTranslate(this.mChildrenWidthMiddle, this.mChildrenHeight);
        } else {
            camera.save();
            camera.translate(0.0F, 0.0F, -(this.mViewZoomOutFactor * offset));
            camera.rotateY(-this.mCoverflowRotation);
            camera.getMatrix(m);
            camera.restore();
            m.preTranslate(-this.mChildrenWidthMiddle, -this.mChildrenHeight);
            m.postTranslate(this.mChildrenWidthMiddle, this.mChildrenHeight);
        }
        this.mMatrix.reset();
        if (this.mRotationEnabled) {
            this.mMatrix.setRotate(this.mRotation * offset);
        }
        this.mMatrix.preTranslate(-this.mChildrenWidthMiddle, -this.mChildrenHeightMiddle);
        this.mMatrix.postTranslate(this.mChildrenWidthMiddle, this.mChildrenHeightMiddle);
        m.setConcat(m, this.mMatrix);
    }
    return true;
}
 
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: 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);
	}