171 lines
4.7 KiB
Java
171 lines
4.7 KiB
Java
/*
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* Copyright (C) 2006 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.graphics;
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/**
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* A camera instance can be used to compute 3D transformations and
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* generate a matrix that can be applied, for instance, on a
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* {@link Canvas}.
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*/
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public class Camera {
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/**
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* Creates a new camera, with empty transformations.
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*/
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public Camera() {
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nativeConstructor();
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}
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/**
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* Saves the camera state. Each save should be balanced
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* with a call to {@link #restore()}.
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*
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* @see #save()
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*/
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public native void save();
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/**
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* Restores the saved state, if any.
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*
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* @see #restore()
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*/
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public native void restore();
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/**
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* Applies a translation transform on all three axis.
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*
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* @param x The distance to translate by on the X axis
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* @param y The distance to translate by on the Y axis
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* @param z The distance to translate by on the Z axis
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*/
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public native void translate(float x, float y, float z);
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/**
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* Applies a rotation transform around the X axis.
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*
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* @param deg The angle of rotation around the X axis, in degrees
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*
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* @see #rotateY(float)
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* @see #rotateZ(float)
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* @see #rotate(float, float, float)
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*/
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public native void rotateX(float deg);
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/**
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* Applies a rotation transform around the Y axis.
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*
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* @param deg The angle of rotation around the Y axis, in degrees
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*
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* @see #rotateX(float)
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* @see #rotateZ(float)
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* @see #rotate(float, float, float)
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*/
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public native void rotateY(float deg);
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/**
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* Applies a rotation transform around the Z axis.
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*
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* @param deg The angle of rotation around the Z axis, in degrees
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*
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* @see #rotateX(float)
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* @see #rotateY(float)
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* @see #rotate(float, float, float)
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*/
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public native void rotateZ(float deg);
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/**
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* Applies a rotation transform around all three axis.
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*
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* @param x The angle of rotation around the X axis, in degrees
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* @param y The angle of rotation around the Y axis, in degrees
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* @param z The angle of rotation around the Z axis, in degrees
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*
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* @see #rotateX(float)
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* @see #rotateY(float)
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* @see #rotateZ(float)
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*/
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public native void rotate(float x, float y, float z);
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/**
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* Gets the x location of the camera.
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*
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* @see #setLocation(float, float, float)
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*/
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public native float getLocationX();
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/**
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* Gets the y location of the camera.
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*
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* @see #setLocation(float, float, float)
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*/
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public native float getLocationY();
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/**
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* Gets the z location of the camera.
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*
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* @see #setLocation(float, float, float)
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*/
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public native float getLocationZ();
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/**
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* Sets the location of the camera. The default location is set at
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* 0, 0, -8.
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*
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* @param x The x location of the camera
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* @param y The y location of the camera
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* @param z The z location of the camera
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*/
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public native void setLocation(float x, float y, float z);
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/**
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* Computes the matrix corresponding to the current transformation
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* and copies it to the supplied matrix object.
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*
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* @param matrix The matrix to copy the current transforms into
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*/
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public void getMatrix(Matrix matrix) {
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nativeGetMatrix(matrix.ni());
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}
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/**
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* Computes the matrix corresponding to the current transformation
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* and applies it to the specified Canvas.
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*
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* @param canvas The Canvas to set the transform matrix onto
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*/
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public void applyToCanvas(Canvas canvas) {
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nativeApplyToCanvas(canvas.getNativeCanvasWrapper());
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}
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public native float dotWithNormal(float dx, float dy, float dz);
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protected void finalize() throws Throwable {
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try {
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nativeDestructor();
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native_instance = 0;
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} finally {
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super.finalize();
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}
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}
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private native void nativeConstructor();
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private native void nativeDestructor();
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private native void nativeGetMatrix(long native_matrix);
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private native void nativeApplyToCanvas(long native_canvas);
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private long native_instance;
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}
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