参考:http://www.cnblogs.com/loonggg/archive/2013/01/20/2868458.html
Android 3D旋转动画——Rotate3dAnimation:http://blog.csdn.net/chenzhiqin20/article/details/19042423
Android中轴旋转特效实现,制作别样的图片浏览器:http://blog.csdn.net/guolin_blog/article/details/10766017
/*
* 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.xunlei.downloadprovider.commonview.anim;
import android.view.animation.Animation;
import android.view.animation.Transformation;
import android.graphics.Camera;
import android.graphics.Matrix;
/**
* 译: 一个在指定了两个角度的在X/Y轴旋转的动画类,这个类也添加了一个z轴的属性用来提高效果
*/
public class Rotate3dAnimation extends Animation {
private final float mFromDegrees;
private final float mToDegrees;
private final float mCenterX;
private final float mCenterY;
private final int mDepthZ;
private final boolean mReverse;
private final boolean mRotateX;
private Camera mCamera;
/**
* 在Y轴创建了一个新的3D的旋转动画,这个旋转动画定义了它的开始角度和结束角度,两个角度的单位都是度数,
* 这个旋转动画围绕在2D空间的中心点执行.你可以用X轴坐标(叫做centerX)和Y轴(叫做centerY)坐标来定义
* 这个中心点.当动画开始时,对于z轴(深度)的转换就会被执行.转换的长度和转换正向反向都可以指定.
*
* @param fromDegrees 开始的角度
* @param toDegrees 结束的角度
* @param centerX 中心点X轴坐标
* @param centerY 中心点Y轴坐标
* @param depthZ 控制镜头景深,不需要的话给0值即可
* @param reverse true表示反向,false表示正向
* @param rotateX true 绕x轴转, false 绕y轴转
*/
protected Rotate3dAnimation(float fromDegrees, float toDegrees, float centerX,
float centerY, int depthZ, boolean reverse, boolean rotateX) {
mFromDegrees = fromDegrees;
mToDegrees = toDegrees;
mCenterX = centerX;
mCenterY = centerY;
mDepthZ = depthZ;
mReverse = reverse;
mRotateX = rotateX;
}
@Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
mCamera = new Camera(); // 用于3D动画
}
/**
* @param interpolatedTime 动画播放的时间,用于计算出当前旋转的角度
* @param t 用于获得动画矩阵,用于View的动画,“转换”的意思,用于实际在View中产生动画的转换对象。
*/
@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;
/*
* Camera中要执行的动画要首先保存在这个Matrix中,再通过参数t返回给系统使用,做动画。
*/
final Matrix matrix = t.getMatrix();
camera.save(); // 保存Camera当前状态
if (mDepthZ != 0) { // 控制镜头景深,不需要的话,设置mDepthZ=0
if (mReverse) {
camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
} else {
camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
}
}
if (mRotateX) {
camera.rotateX(degrees);
} else {
camera.rotateY(degrees);
}
camera.getMatrix(matrix); // 把Camera将要做的动画保存在Matrix中
camera.restore(); // 恢复Camera上一个状态
/*
* 前面的旋转是以(0,0)为中心旋转的,因此需要在旋转前把要旋转的View的中心坐标移动到
* (0,0)坐标位置,旋转之后把View再移动回来。
*/
matrix.preTranslate(-centerX, -centerY);
matrix.postTranslate(centerX, centerY);
}
}