Java Code Examples for android.graphics.Camera#translate()

The following examples show how to use android.graphics.Camera#translate() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Rotate3dAnimation.java    From BookLoadingView with Apache License 2.0 6 votes vote down vote up
@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();

    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);
}
 
Example 2
Source File: Rotate3dAnimation.java    From codeexamples-android with Eclipse Public License 1.0 6 votes vote down vote up
@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();

    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);
}
 
Example 3
Source File: EBrowserAnimation.java    From appcan-android with GNU Lesser General Public License v3.0 6 votes vote down vote up
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    final float fromDegrees = m_fromDegree;
    float degrees = fromDegrees + ((m_toDegree - fromDegrees) * interpolatedTime);
    final float centerX = m_centerX;
    final float centerY = m_centerY;
    final Camera camera = m_camera;
    final Matrix matrix = t.getMatrix();
    camera.save();
    if (m_reverse) {
        camera.translate(0.0f, 0.0f, m_depthZ * interpolatedTime);
    } else {
        camera.translate(0.0f, 0.0f, m_depthZ * (1.0f - interpolatedTime));
    }
    camera.rotateY(degrees);
    camera.getMatrix(matrix);
    camera.restore();
    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
Example 4
Source File: Rotate3dAnimation.java    From android-tv-launcher with MIT License 6 votes vote down vote up
@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();

    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);
}
 
Example 5
Source File: Rotate3dAnimation.java    From Android-tv-widget with Apache License 2.0 6 votes vote down vote up
@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();

    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);
}
 
Example 6
Source File: Rotate3dAnimation.java    From AndroidTVWidget with Apache License 2.0 6 votes vote down vote up
@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();

    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);
}
 
Example 7
Source File: AutoTextView.java    From NewXmPluginSDK with Apache License 2.0 6 votes vote down vote up
@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 int derection = mTurnUp ? 1 : -1;

    final Matrix matrix = t.getMatrix();

    camera.save();
    if (mTurnIn) {
        camera.translate(0.0f, derection * mCenterY * (interpolatedTime - 1.0f), 0.0f);
    } else {
        camera.translate(0.0f, derection * mCenterY * (interpolatedTime), 0.0f);
    }
    camera.rotateX(degrees);
    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
Example 8
Source File: Rotate3dAnimation.java    From FragmentRigger with MIT License 6 votes vote down vote up
@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();
  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);
}
 
Example 9
Source File: Rotate3dAnimation.java    From BigApp_WordPress_Android with Apache License 2.0 5 votes vote down vote up
@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();
    // 将当前的摄像头位置保存下来,以便变换进行完成后恢复成原位,
    camera.save();
    // camera.translate,这个方法接受3个参数,分别是x,y,z三个轴的偏移量,我们这里只将z轴进行了偏移,
    if (mReverse) {
        // z的偏移会越来越大。这就会形成这样一个效果,view从近到远
        camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
    } else {
        // z的偏移会越来越小。这就会形成这样一个效果,我们的View从一个很远的地方向我们移过来,越来越近,最终移到了我们的窗口上面~
        camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
    }

    // 是给我们的View加上旋转效果,在移动的过程中,视图还会移Y轴为中心进行旋转。
    camera.rotateY(degrees);
    // 是给我们的View加上旋转效果,在移动的过程中,视图还会移X轴为中心进行旋转。
    // camera.rotateX(degrees);

    // 这个是将我们刚才定义的一系列变换应用到变换矩阵上面,调用完这句之后,我们就可以将camera的位置恢复了,以便下一次再使用。
    camera.getMatrix(matrix);
    // camera位置恢复
    camera.restore();

    // 以View的中心点为旋转中心,如果不加这两句,就是以(0,0)点为旋转中心
    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
Example 10
Source File: MatrixView.java    From zone-sdk with MIT License 5 votes vote down vote up
@Override
	protected void onDraw(Canvas canvas) {
//		super.onDraw(canvas);
		Matrix matrix=new Matrix();
		matrix.postTranslate(100, 200);
		matrix.mapPoints(dst, src);
		System.out.println("mapPoints_____>>>src first Point X:" + src[0] + "\t  Y:" + src[1]);//src是记录的原点  [0,0]点
		System.out.println("mapPoints_____>>>dst first Point X:"+ dst[0]+"\t  Y:"+dst[1]);//dst是 src通过矩阵变换的点 [0,0]点对应到 [100,200]
		canvas.drawBitmap(bt, matrix, paint);

		//通过下边的三个方法  可以通过  dst矩阵变化后的点  通过矩阵 逆向方法 转换到 invertDst  即是src原点位置   所以dst中[100,200]的点 即是inverDst[0,0]这个点即 src[0,0]点
		Matrix invertMatrix = new Matrix();
		matrix.invert(invertMatrix);
		invertMatrix.mapPoints(invertDst, dst);
		System.out.println("invertMatrix_____>>>mapPoints  invertDst first Point X:" + invertDst[0] + "\t  Y:" + invertDst[1]);

		//测试postConcat
		Matrix matrixCon =new Matrix();
		matrixCon.postTranslate(100, 200);
		matrix.postConcat(matrixCon);
		matrix.mapPoints(dst, src);
		System.out.println("matrixCon:  mapPoints_____>>>src first Point X:" + src[0] + "\t  Y:" + src[1]);//src是记录的原点  [0,0]点
		System.out.println("matrixCon:  mapPoints_____>>>dst first Point X:"+ dst[0]+"\t  Y:"+dst[1]);


		//测试Camera getMatrix
		Camera camera=new Camera();
		camera.save();
		camera.translate(100,200,0);
		camera.getMatrix(matrix);
		camera.restore();
		matrix.mapPoints(dst, src);
		System.out.println("Camera:  mapPoints_____>>>src first Point X:" + src[0] + "\t  Y:" + src[1]);//src是记录的原点  [0,0]点
		System.out.println("Camera:  mapPoints_____>>>dst first Point X:"+ dst[0]+"\t  Y:"+dst[1]);

	}
 
Example 11
Source File: Rotate3dAnimation.java    From SUtil with Artistic License 2.0 5 votes vote down vote up
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
    final float fromDegrees = mFromDegrees;
    // 生成中间角度
    float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);


    final float centerX = mCenterX;
    final float centerY = mCenterY;
    final Camera camera = mCamera;

    final Matrix 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);
    // 取得变换后的矩阵
    camera.getMatrix(matrix);
    camera.restore();
    float[] mValues = {0, 0, 0, 0, 0, 0, 0, 0, 0};
    matrix.getValues(mValues);            //获取数值
    mValues[6] = mValues[6] / scale;      //数值修正
    matrix.setValues(mValues);            //重新赋值

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
Example 12
Source File: Rotate3dAnimation.java    From pandroid with Apache License 2.0 5 votes vote down vote up
@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();

    camera.save();
    if (mReverse) {
        camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
    } else {
        camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
    }
    switch (rotationAxis) {
        case X:
            camera.rotateX(degrees);
            break;
        case Y:
            camera.rotateY(degrees);
            break;
        case Z:
            camera.rotateZ(degrees);
            break;
    }

    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
Example 13
Source File: FlipAndZoomAnimation.java    From bither-android with Apache License 2.0 5 votes vote down vote up
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
	final float fromDegrees = mFromDegrees;
	float degrees = fromDegrees
			+ ((mToDegrees - fromDegrees) * interpolatedTime);

	
	final float fromZ = mFromZ;
	float z = fromZ + ((mToZ - fromZ)*interpolatedTime);
	
	final float centerX = mCenterX;
	final float centerY = mCenterY;
	final Camera camera = mCamera;

	final Matrix matrix = t.getMatrix();

	camera.save();
	camera.translate(0, 0, z);
	camera.rotateY(degrees);
	
	camera.getMatrix(matrix);
	camera.restore();

	matrix.preTranslate(-centerX, -centerY);
	matrix.postTranslate(centerX, centerY);

}
 
Example 14
Source File: Rotate3dAnimation.java    From CloudPan with Apache License 2.0 5 votes vote down vote up
@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();

    camera.save();
    if (mReverse) {
        camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
    } else {
        camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
    }

    if (mRotateType == TYPEX) {
        camera.rotateX(degrees);
    } else if (mRotateType == TYPEY) {
        camera.rotateY(degrees);
    } else if (mRotateType == TYPEZ) {
        camera.rotateZ(degrees);
    }
    camera.getMatrix(matrix);
    camera.restore();

    matrix.preTranslate(-centerX, -centerY);
    matrix.postTranslate(centerX, centerY);
}
 
Example 15
Source File: Rotate3dAnimation.java    From AnimationApiDemos with Apache License 2.0 5 votes vote down vote up
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {

	// 根据时间和起始终止的角度值,插值算出当前的角度:degrees
	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();

	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();

	//pre:
	matrix.preTranslate(-centerX, -centerY);
	//post:
	matrix.postTranslate(centerX, centerY);
}
 
Example 16
Source File: HorizontalCarouselLayout.java    From CustomViewSets with Apache License 2.0 4 votes vote down vote up
protected boolean getChildStaticTransformation(View child, Transformation t) {
    Camera camera = new Camera();
    int leftCenterView = this.mWidthCenter - this.mChildrenWidthMiddle;
    float offset = (-child.getLeft() + leftCenterView) /
            this.mSpaceBetweenViews;
    if (offset != 0.0F) {
        float absOffset = Math.abs(offset);
        float scale = (float) Math.pow(0.8999999761581421D, absOffset);
        t.clear();
        t.setTransformationType(Transformation.TYPE_MATRIX);
        t.setAlpha(this.mSetInactiveViewTransparency);
        Matrix m = t.getMatrix();
        m.setScale(scale, scale);
        if (this.mTranslatateEnbabled) {
            m.setTranslate(0.0F, this.mTranslate * absOffset);
        }
        if (offset > 0.0F) {
            camera.save();
            camera.translate(0.0F, 0.0F, this.mViewZoomOutFactor * offset);
            camera.rotateY(this.mCoverflowRotation);
            camera.getMatrix(m);
            camera.restore();
            m.preTranslate(-this.mChildrenWidthMiddle, -this.mChildrenHeight);
            m.postTranslate(this.mChildrenWidthMiddle, this.mChildrenHeight);
        } else {
            camera.save();
            camera.translate(0.0F, 0.0F, -(this.mViewZoomOutFactor * offset));
            camera.rotateY(-this.mCoverflowRotation);
            camera.getMatrix(m);
            camera.restore();
            m.preTranslate(-this.mChildrenWidthMiddle, -this.mChildrenHeight);
            m.postTranslate(this.mChildrenWidthMiddle, this.mChildrenHeight);
        }
        this.mMatrix.reset();
        if (this.mRotationEnabled) {
            this.mMatrix.setRotate(this.mRotation * offset);
        }
        this.mMatrix.preTranslate(-this.mChildrenWidthMiddle, -this.mChildrenHeightMiddle);
        this.mMatrix.postTranslate(this.mChildrenWidthMiddle, this.mChildrenHeightMiddle);
        m.setConcat(m, this.mMatrix);
    }
    return true;
}
 
Example 17
Source File: ViewPropertyAnimation.java    From FragmentAnimations with Apache License 2.0 4 votes vote down vote up
protected void applyTransformation(Transformation t) {
    final Matrix m = t.getMatrix();
    final float w = mWidth;
    final float h = mHeight;
    final float pX = mPivotX;
    final float pY = mPivotY;

    final float rX = mRotationX;
    final float rY = mRotationY;
    final float rZ = mRotationZ;
    if ((rX != 0) || (rY != 0) || (rZ != 0)) {
        final Camera camera = mCamera;
        camera.save();
        if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB_MR1) {
            camera.setLocation(mCameraX, mCameraY, mCameraZ);
        }
        if (mTranslationZ != 0) {
            camera.translate(0, 0, mTranslationZ);
        }
        camera.rotateX(rX);
        camera.rotateY(rY);
        camera.rotateZ(-rZ);
        camera.getMatrix(m);
        camera.restore();
        m.preTranslate(-pX, -pY);
        m.postTranslate(pX, pY);
    }

    final float sX = mScaleX;
    final float sY = mScaleY;
    if ((sX != 1.0f) || (sY != 1.0f)) {
        m.postScale(sX, sY);
        final float sPX = -(pX / w) * ((sX * w) - w);
        final float sPY = -(pY / h) * ((sY * h) - h);
        m.postTranslate(sPX, sPY);
    }

    m.postTranslate(mTranslationX, mTranslationY);

    t.setAlpha(mAlpha);
}
 
Example 18
Source File: Rotate3dAnimation.java    From Rotate3dAnimation with Eclipse Public License 1.0 4 votes vote down vote up
@Override
	protected void applyTransformation(float interpolatedTime, Transformation t) {
		final float fromDegrees = mFromDegrees;
		// 生成中间角度
		float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

		
		final float centerX = mCenterX;
		final float centerY = mCenterY;
		final Camera camera = mCamera;

		final Matrix 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);
		// 取得变换后的矩阵
		camera.getMatrix(matrix);
		camera.restore();

//----------------------------------------------------------------------------
		/** 
		 * 修复打脸问题		( ̄ε(# ̄)☆╰╮( ̄▽ ̄///)
		 * 简要介绍:
		 * 原来的3D翻转会由于屏幕像素密度问题而出现效果相差很大
		 * 例如在屏幕像素比为1,5的手机上显示效果基本正常,
		 * 而在像素比3,0的手机上面感觉翻转感觉要超出屏幕边缘,
		 * 有种迎面打脸的感觉、
		 * 
		 * 解决方案
		 * 利用屏幕像素密度对变换矩阵进行校正,
		 * 保证了在所有清晰度的手机上显示的效果基本相同。
		 *  
		 */
		float[] mValues = {0,0,0,0,0,0,0,0,0};
		matrix.getValues(mValues);			//获取数值
		mValues[6] = mValues[6]/scale;		//数值修正
		matrix.setValues(mValues);			//重新赋值
		
//		Log.e("TAG", "mValues["+0+"]="+mValues[0]+"------------\t"+"mValues["+6+"]="+mValues[6]);
//----------------------------------------------------------------------------

		matrix.preTranslate(-centerX, -centerY);
		matrix.postTranslate(centerX, centerY);
	}
 
Example 19
Source File: Rotate3dAnimation.java    From Rotate3dAnimation with Eclipse Public License 1.0 4 votes vote down vote up
@Override
	protected void applyTransformation(float interpolatedTime, Transformation t) {
		final float fromDegrees = mFromDegrees;
		// 生成中间角度
		float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

		
		final float centerX = mCenterX;
		final float centerY = mCenterY;
		final Camera camera = mCamera;

		final Matrix 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);
		// 取得变换后的矩阵
		camera.getMatrix(matrix);
		camera.restore();

//----------------------------------------------------------------------------
		/** 
		 * 修复打脸问题		( ̄ε(# ̄)☆╰╮( ̄▽ ̄///)
		 * 简要介绍:
		 * 原来的3D翻转会由于屏幕像素密度问题而出现效果相差很大
		 * 例如在屏幕像素比为1,5的手机上显示效果基本正常,
		 * 而在像素比3,0的手机上面感觉翻转感觉要超出屏幕边缘,
		 * 有种迎面打脸的感觉、
		 * 
		 * 解决方案
		 * 利用屏幕像素密度对变换矩阵进行校正,
		 * 保证了在所有清晰度的手机上显示的效果基本相同。
		 *  
		 */
		float[] mValues = {0,0,0,0,0,0,0,0,0};
		matrix.getValues(mValues);			//获取数值
		mValues[6] = mValues[6]/scale;			//数值修正
		matrix.setValues(mValues);			//重新赋值
		
//		Log.e("TAG", "mValues["+0+"]="+mValues[0]+"------------\t"+"mValues["+6+"]="+mValues[6]);
//----------------------------------------------------------------------------

		matrix.preTranslate(-centerX, -centerY);
		matrix.postTranslate(centerX, centerY);
	}