Android 3D旋转动画——Rotate3dAnimation
2017-02-04 15:16 blog园 阅读(722) 评论(0) 收藏 举报在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:

package com.example.rotate3danimation; import android.graphics.Camera; import android.graphics.Matrix; import android.view.animation.Animation; import android.view.animation.Transformation; 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); } }
使用:
final Rotate3dAnimation rotation = new Rotate3dAnimation(360, 270, windowWidth/2, 0, 0, false); // 动画持续时间500毫秒 rotation.setDuration(250); // 动画完成后保持完成的状态 rotation.setFillAfter(true); // rotation.setInterpolator(new AccelerateInterpolator()); scanCouponIV.startAnimation(rotation); rotation.setAnimationListener(new AnimationListener() { @Override public void onAnimationStart(Animation animation) { // TODO Auto-generated method stub } @Override public void onAnimationRepeat(Animation animation) { // TODO Auto-generated method stub } @Override public void onAnimationEnd(Animation animation) { scanCouponIV.setVisibility(View.INVISIBLE); scanCouponIV.setOnClickListener(null); } });
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