android 里的2d动画有tween 和frame, 像镜面反转这种动画它内部没有提供支持, 上网查了一下.有人写了这个效果, 但是写得怎一个乱字了得, 又查了一下api demo里就有, 你们还弄什么乱七八糟的啊.http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/animation/Rotate3dAnimation.html如下:
The file containing the source code shown below is located in the corresponding directory in <sdk>/samples/android-<version>/...
译: 下列包含源码的文件位于相应的<sdk>/samples/android-<version>/...目录下
package com.example.android.apis.animation;
import android.view.animation.Animation;
import android.view.animation.Transformation;
import android.graphics.Camera;
import android.graphics.Matrix;
/**
* 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.
译: 一个在指定了两个角度的在Y轴旋转的动画类.
这个类也添加了一个z轴的属性用来提高效果.
*/
publicclassRotate3dAnimationextendsAnimation{
privatefinalfloat mFromDegrees;
privatefinalfloat mToDegrees;
privatefinalfloat mCenterX;
privatefinalfloat mCenterY;
privatefinalfloat mDepthZ;
privatefinalboolean mReverse;
privateCamera 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.
在Y轴创建了一个新的3D的旋转动画,这个旋转动画定义了它的开始角度和结束角度,两个角度的单位都是度数
,这个旋转动画围绕在2D空间的中心点执行.你可以用X轴坐标(叫做centerX)和Y轴(叫做centerY)坐标来定
义这个中心点.当动画开始时,对于z轴(深度)的转换就会被执行.转换的长度和转换正向反向都可以指定.
* @param fromDegrees the start angle of the 3D rotation 开始的角度
* @param toDegrees the end angle of the 3D rotation 结束的角度
* @param centerX the X center of the 3D rotation 中心点X轴坐标
* @param centerY the Y center of the 3D rotation 中心点Y轴坐标
* @param reverse true if the translation should be reversed, false otherwise true表示反向,false表示正向
*/
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
publicvoid initialize(int width,int height,int parentWidth,int parentHeight){
super.initialize(width, height, parentWidth, parentHeight);
mCamera =newCamera();
}
@Override
protectedvoid applyTransformation(float interpolatedTime,Transformation t){
finalfloat fromDegrees = mFromDegrees;
float degrees = fromDegrees +((mToDegrees - fromDegrees)* interpolatedTime);
finalfloat centerX = mCenterX;
finalfloat centerY = mCenterY;
finalCamera camera = mCamera;
finalMatrix 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);
}
}