在Android系统API中,有两个Camera类:
android.graphics.Camera
android.hardware.Camera
第二个应用于手机硬件的中相机相关的操作,本文讲述的是利用第一个Camera类实现中轴3D转换的卡牌翻转效果.
对应于三维坐标系中的三个方向,Camera提供了三种旋转方法:
rotateX()
rotateY()
rotateX()
调用这三种方法,传入旋转角度参数,即可实现视图沿着坐标轴旋转的功能。
/**
* 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 //起始角度
* @param toDegrees the end angle of the 3D rotation //结束角度
* @param centerX the X center of the 3D rotation //x中轴线
* @param centerY the Y center of the 3D rotation //y中轴线
* @param reverse true if the translation should be reversed, false otherwise//是否反转
*/
public Rotate3dAnimation(float fromDegrees, float toDegrees,
float centerX, float centerY, float depthZ, boolean reverse) {
mFromDegrees = fromDegrees;
mToDegrees = toDegrees;
mCenterX = centerX;
mCenterY = centerY;
mDepthZ = depthZ;//Z轴移动的距离,这个来影响视觉效果,可以解决flip animation那个给人看似放大的效果
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();
Log.i("interpolatedTime", interpolatedTime+"");
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);
}
}
可以看出, Rotate3dAnimation 总共做了两件事:在构造函数中赋值了旋转动画所需要的参数,以及重写(override)父类Animation中的applyTransformation()方法,下面分类阐述一下:
视图旋转的开始角度和结束角度,当toDegree处于90倍数时,视图将变得不可见。
视图旋转的中心点。
Z轴移动基数,用于计算Camera在Z轴移动距离
boolean类型,控制Z轴移动方向,达到视觉远近移动导致的视图放大缩小效果。
根据动画播放的时间 interpolatedTime (动画start到end的过程,interpolatedTime从0.0变化到1.0),让Camera在Z轴方向上进行相应距离的移动,实现视觉上远近移动的效果。然后调用 rotateX()方法,让视图围绕Y轴进行旋转,产生3D立体旋转效果。最后再通过Matrix来确定旋转的中心点的位置。
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