/*
* 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
* {@link Canvas}.
*/
public class Camera {
private Matrix mMatrix;
/**
* Creates a new camera, with empty transformations.
*/
public Camera() {
nativeConstructor();
}
/**
* 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 #restore()
*/
public native void restore();
/**
* 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.
*
* @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.
*
* @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.
*
* @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.
*
* @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 #setLocation(float, float, float)
*/
public native float getLocationX();
/**
* Gets the y location of the camera.
*
* @see #setLocation(float, float, float)
*/
public native float getLocationY();
/**
* 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.
*
* @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.
*
* @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.
*
* @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();
} 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;
}