Java Code Examples for android.graphics.Camera#translate()
The following examples show how to use
android.graphics.Camera#translate() .
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Example 1
Source File: Rotate3dAnimation.java From BookLoadingView with Apache License 2.0 | 6 votes |
@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); }
Example 2
Source File: Rotate3dAnimation.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
@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); }
Example 3
Source File: EBrowserAnimation.java From appcan-android with GNU Lesser General Public License v3.0 | 6 votes |
@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); }
Example 4
Source File: Rotate3dAnimation.java From android-tv-launcher with MIT License | 6 votes |
@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); }
Example 5
Source File: Rotate3dAnimation.java From Android-tv-widget with Apache License 2.0 | 6 votes |
@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); }
Example 6
Source File: Rotate3dAnimation.java From AndroidTVWidget with Apache License 2.0 | 6 votes |
@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); }
Example 7
Source File: AutoTextView.java From NewXmPluginSDK with Apache License 2.0 | 6 votes |
@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); }
Example 8
Source File: Rotate3dAnimation.java From FragmentRigger with MIT License | 6 votes |
@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); }
Example 9
Source File: Rotate3dAnimation.java From BigApp_WordPress_Android with Apache License 2.0 | 5 votes |
@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); }
Example 10
Source File: MatrixView.java From zone-sdk with MIT License | 5 votes |
@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]); }
Example 11
Source File: Rotate3dAnimation.java From SUtil with Artistic License 2.0 | 5 votes |
@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); }
Example 12
Source File: Rotate3dAnimation.java From pandroid with Apache License 2.0 | 5 votes |
@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); }
Example 13
Source File: FlipAndZoomAnimation.java From bither-android with Apache License 2.0 | 5 votes |
@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); }
Example 14
Source File: Rotate3dAnimation.java From CloudPan with Apache License 2.0 | 5 votes |
@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); }
Example 15
Source File: Rotate3dAnimation.java From AnimationApiDemos with Apache License 2.0 | 5 votes |
@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); }
Example 16
Source File: HorizontalCarouselLayout.java From CustomViewSets with Apache License 2.0 | 4 votes |
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; }
Example 17
Source File: ViewPropertyAnimation.java From FragmentAnimations with Apache License 2.0 | 4 votes |
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); }
Example 18
Source File: Rotate3dAnimation.java From Rotate3dAnimation with Eclipse Public License 1.0 | 4 votes |
@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); }
Example 19
Source File: Rotate3dAnimation.java From Rotate3dAnimation with Eclipse Public License 1.0 | 4 votes |
@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); }