解决了这个问题,不确定它是否是最好的方式,但它有效.解决方案是
首先翻译画布,使较大的画布居中显示
然后应用相机旋转
然后在矩阵上使用pre和post translate方法来改变旋转点,类似于android示例所做的.
缺少的部分是首先进行画布翻译,我也没有使用更大的画布大小来计算翻译前和翻译后方法的偏移量.
这是修改后的代码,如果它可以帮助其他任何人.
// Center larger canvas in display (was made larger so
// corners will not show when rotated)
canvas.translate(-translateX, -translateY);
// Use the camera to rotate a view on any axis
camera.save();
camera.rotateX(0);
camera.rotateY(0);
camera.rotateZ(angle); // Rotate around Z access (similar to canvas.rotate)
camera.getMatrix(cameraMatrix);
// This moves the center of the view into the upper left corner (0,0)
// which is necessary because Matrix always uses 0,0, as it's transform point
cameraMatrix.preTranslate(-centerScaled, -centerScaled);
// NOTE: Camera Rotations logically happens here when the canvas has the
// matrix applied in the canvas.concat method
// This happens after the camera rotations are applied, moving the view
// back to where it belongs, allowing us to rotate around the center or
// any point we choose
cameraMatrix.postTranslate(centerScaled, centerScaled);
camera.restore();
canvas.concat(cameraMatrix);
如果有人有更好的方法或看到问题,请发表评论.