在Android中如果想要实现3D效果一般有两种选择,一是使用Open GL ES,二是使用Camera。Open GL ES使用起来太过复杂,一般是用于比较高级的3D特效或游戏,像比较简单的一些3D效果,使用Camera就足够了。
Camera中提供了三种旋转方法,分别是rotateX()、rotateY()和rotateZ,调用这三个方法,并传入相应的角度,就可以让视图围绕这三个轴进行旋转,而今天我们要做的中轴旋转效果其实就是让视图围绕Y轴进行旋转。使用Camera让视图进行旋转的示意图,如下所示:
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.rotatepicbrowserdemo;
import android.view.animation.Animation;
import android.view.animation.Transformation;
import android.graphics.Camera;
import android.graphics.Matrix;
/**
* An animation that rotates the view on the Y axis between two specified
* angles. This animation also adds a translation on the Z axis (depth) to
* improve the effect.
*/
public class Rotate3dAnimation extends Animation {
private final float mFromDegrees;
private final float mToDegrees;
private final float mCenterX;
private final float mCenterY;
private final float mDepthZ;
private final boolean mReverse;
private Camera mCamera;
/**
* Creates a new 3D rotation on the Y axis. The rotation is defined by its
* start angle and its end angle. Both angles are in degrees. The rotation
* is performed around a center point on the 2D space, definied by a pair of
* X and Y coordinates, called centerX and centerY. When the animation
* starts, a translation on the Z axis (depth) is performed. The length of
* the translation can be specified, as well as whether the translation
* should be reversed in time.
*
* @param fromDegrees
* the start angle of the 3D rotation
* @param toDegrees
* the end angle of the 3D rotation
* @param centerX
* the X center of the 3D rotation
* @param centerY
* the Y center of the 3D rotation
* @param reverse
* true if the translation should be reversed, false otherwise
*/
public Rotate3dAnimation(float fromDegrees, float toDegrees, float centerX, float centerY, float depthZ,
boolean reverse) {
mFromDegrees = fromDegrees;
mToDegrees = toDegrees;
mCenterX = centerX;
mCenterY = centerY;
mDepthZ = depthZ;
mReverse = reverse;
}
@Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
mCamera = new Camera();
}
@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);
}
}