Android 卡片翻转效果

Android 卡片翻转效果使用的Cramre来完成

记录一下:

一个好用的3D旋转工具类

oid.graphics.Matrix;
import android.util.Log;
import android.view.animation.Animation;
import android.view.animation.Transformation;

/**
 * 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
     * @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();

        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);
    }
}





oid.graphics.Matrix; import android.util.Log; import android.view.animation.Animation; import android.view.animation.Transformation; /** * 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 * @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(); 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); } }
作者:亦枫 链接:https://www.jianshu.com/p/153d9f31288d 來源:简书 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。


oid.graphics.Matrix; import android.util.Log; import android.view.animation.Animation; import android.view.animation.Transformation; /** * 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 * @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(); 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); } }
作者:亦枫 链接:https://www.jianshu.com/p/153d9f31288d 來源:简书 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。


oid.graphics.Matrix; import android.util.Log; import android.view.animation.Animation; import android.view.animation.Transformation; /** * 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 * @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(); 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); } }
作者:亦枫 链接:https://www.jianshu.com/p/153d9f31288d 來源:简书 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。
oid.graphics.Matrix; import android.util.Log; import android.view.animation.Animation; import android.view.animation.Transformation; /** * 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 * @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(); 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); } }
作者:亦枫 链接:https://www.jianshu.com/p/153d9f31288d 來源:简书 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。


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