/*
 * Copyright (C) 2006 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package android.graphics;

A camera instance can be used to compute 3D transformations and generate a matrix that can be applied, for instance, on a Canvas.
/** * A camera instance can be used to compute 3D transformations and * generate a matrix that can be applied, for instance, on a * {@link Canvas}. */
public class Camera { private Matrix mMatrix;
Creates a new camera, with empty transformations.
/** * Creates a new camera, with empty transformations. */
public Camera() { nativeConstructor(); }
Saves the camera state. Each save should be balanced with a call to restore().
See Also:
/** * Saves the camera state. Each save should be balanced * with a call to {@link #restore()}. * * @see #save() */
public native void save();
Restores the saved state, if any.
See Also:
  • restore()
/** * Restores the saved state, if any. * * @see #restore() */
public native void restore();
Applies a translation transform on all three axis.
Params:
  • x – The distance to translate by on the X axis
  • y – The distance to translate by on the Y axis
  • z – The distance to translate by on the Z axis
/** * Applies a translation transform on all three axis. * * @param x The distance to translate by on the X axis * @param y The distance to translate by on the Y axis * @param z The distance to translate by on the Z axis */
public native void translate(float x, float y, float z);
Applies a rotation transform around the X axis.
Params:
  • deg – The angle of rotation around the X axis, in degrees
See Also:
/** * Applies a rotation transform around the X axis. * * @param deg The angle of rotation around the X axis, in degrees * * @see #rotateY(float) * @see #rotateZ(float) * @see #rotate(float, float, float) */
public native void rotateX(float deg);
Applies a rotation transform around the Y axis.
Params:
  • deg – The angle of rotation around the Y axis, in degrees
See Also:
/** * Applies a rotation transform around the Y axis. * * @param deg The angle of rotation around the Y axis, in degrees * * @see #rotateX(float) * @see #rotateZ(float) * @see #rotate(float, float, float) */
public native void rotateY(float deg);
Applies a rotation transform around the Z axis.
Params:
  • deg – The angle of rotation around the Z axis, in degrees
See Also:
/** * Applies a rotation transform around the Z axis. * * @param deg The angle of rotation around the Z axis, in degrees * * @see #rotateX(float) * @see #rotateY(float) * @see #rotate(float, float, float) */
public native void rotateZ(float deg);
Applies a rotation transform around all three axis.
Params:
  • x – The angle of rotation around the X axis, in degrees
  • y – The angle of rotation around the Y axis, in degrees
  • z – The angle of rotation around the Z axis, in degrees
See Also:
/** * Applies a rotation transform around all three axis. * * @param x The angle of rotation around the X axis, in degrees * @param y The angle of rotation around the Y axis, in degrees * @param z The angle of rotation around the Z axis, in degrees * * @see #rotateX(float) * @see #rotateY(float) * @see #rotateZ(float) */
public native void rotate(float x, float y, float z);
Gets the x location of the camera.
See Also:
  • setLocation(float, float, float)
/** * Gets the x location of the camera. * * @see #setLocation(float, float, float) */
public native float getLocationX();
Gets the y location of the camera.
See Also:
  • setLocation(float, float, float)
/** * Gets the y location of the camera. * * @see #setLocation(float, float, float) */
public native float getLocationY();
Gets the z location of the camera.
See Also:
  • setLocation(float, float, float)
/** * Gets the z location of the camera. * * @see #setLocation(float, float, float) */
public native float getLocationZ();
Sets the location of the camera. The default location is set at 0, 0, -8.
Params:
  • x – The x location of the camera
  • y – The y location of the camera
  • z – The z location of the camera
/** * Sets the location of the camera. The default location is set at * 0, 0, -8. * * @param x The x location of the camera * @param y The y location of the camera * @param z The z location of the camera */
public native void setLocation(float x, float y, float z);
Computes the matrix corresponding to the current transformation and copies it to the supplied matrix object.
Params:
  • matrix – The matrix to copy the current transforms into
/** * Computes the matrix corresponding to the current transformation * and copies it to the supplied matrix object. * * @param matrix The matrix to copy the current transforms into */
public void getMatrix(Matrix matrix) { nativeGetMatrix(matrix.native_instance); }
Computes the matrix corresponding to the current transformation and applies it to the specified Canvas.
Params:
  • canvas – The Canvas to set the transform matrix onto
/** * Computes the matrix corresponding to the current transformation * and applies it to the specified Canvas. * * @param canvas The Canvas to set the transform matrix onto */
public void applyToCanvas(Canvas canvas) { if (canvas.isHardwareAccelerated()) { if (mMatrix == null) mMatrix = new Matrix(); getMatrix(mMatrix); canvas.concat(mMatrix); } else { nativeApplyToCanvas(canvas.getNativeCanvasWrapper()); } } public native float dotWithNormal(float dx, float dy, float dz); protected void finalize() throws Throwable { try { nativeDestructor(); native_instance = 0; } finally { super.finalize(); } } private native void nativeConstructor(); private native void nativeDestructor(); private native void nativeGetMatrix(long native_matrix); private native void nativeApplyToCanvas(long native_canvas); long native_instance; }