public Movement(IXmlNode elem) :
     this(elem.attr("beats").toDouble(),
          getHands(elem.attr("hands")),
          elem.attr("cx1").toDouble(),
          elem.attr("cy1").toDouble(),
          elem.attr("cx2").toDouble(),
          elem.attr("cy2").toDouble(),
          elem.attr("x2").toDouble(),
          elem.attr("y2").toDouble(),
          elem.attr(elem.hasAttr("cx3") ? "cx3" : "cx1").toDouble(),
          elem.attr(elem.hasAttr("cx4") ? "cx4" : "cx2").toDouble(),
          elem.attr(elem.hasAttr("cy4") ? "cy4" : "cy2").toDouble(),
          elem.attr(elem.hasAttr("x4") ? "x4" : "x2").toDouble(),
          elem.attr(elem.hasAttr("y4") ? "y4" : "y2").toDouble(),
          elem.attr("beats").toDouble())
 {
 }
Beispiel #2
0
        //  Takes a move, which is an XML element that references another XML
        //  path with its "select" attribute
        //  Returns an array of movements
        public static List <Movement> translateMove(IXmlNode move)
        {
            //  First retrieve the requested path
            var movename = move.attr("select");
            var pathelem = mdoc.SelectNodes($"//path[@name='{movename}']").First();
            //  Get the list of movements
            var movements = translatePath(pathelem);
            //  Get any modifications
            var scaleX = move.hasAttr("scaleX") ? move.attr("scaleX").toDouble() : 1;
            var scaleY = (move.hasAttr("scaleY") ? move.attr("scaleY").toDouble() : 1) *
                         (move.hasAttr("reflect") ? -1 : 1);
            var offsetX = move.hasAttr("offsetX") ? move.attr("offsetX").toDouble() : 0;
            var offsetY = move.hasAttr("offsetY") ? move.attr("offsetY").toDouble() : 0;
            var hands   = move.attr("hands");
            //  Sum up the total beats so if beats is given as a modification
            //  we know how much to change each movement
            var oldbeats   = movements.Sum(m => m.beats);
            var beatfactor = move.hasAttr("beats") ? move.attr("beats").toDouble() / oldbeats : 1;

            //  Now go through the movements applying the modifications
            //  The resulting list is the return value
            return(movements.Select(m => m.useHands(hands.Length > 0 ? Movement.getHands(hands) : m.hands)
                                    .scale(scaleX, scaleY)
                                    .skew(offsetX, offsetY)
                                    .time(m.beats * beatfactor)).ToList());
        }
Beispiel #3
0
 /**
  *  Returns animation element, looking up cross-reference if needed.
  */
 public static IXmlNode tamXref(IXmlNode tam)
 {
     if (tam.hasAttr("xref-link"))
     {
         var link = tam.attr("xref-link") + ".xml";
         var xdoc = getXMLAsset(link);
         var s    = "//tam";
         if (tam.hasAttr("xref-title"))
         {
             s += "[@title='" + tam.attr("xref-title") + "']";
         }
         if (tam.hasAttr("xref-from"))
         {
             s += "[@from='" + tam.attr("xref-from") + "']";
         }
         return(xdoc.SelectNodes(s).First());
     }
     else
     {
         return(tam);
     }
 }
        public void resetAnimation()
        {
            if (tam != null)
            {
                leadin  = interactiveDancer < 0 ? 2 : 3;
                leadout = interactiveDancer < 0 ? 2 : 1;
                // if (isRunnning)
                //  doneCallback();
                isRunning = false;
                beats     = 0.0;

                var tlist     = tam.SelectNodes("formation");
                var formation = tlist.Length > 0
          ? tlist.First()                                //  formation defined in animation
          : tam.hasAttr("formation")
          ? TamUtils.getFormation(tam.attr("formation")) // formation reference to formations.xml
          : tam;                                         //  formation passed in for sequencer
                var flist = formation.SelectNodes("dancer");
                dancers = new Dancer[flist.Length * (int)geometry];

                //  Except for the phantoms, these are the standard colors
                //  used for teaching callers
                var dancerColor = geometry == GeometryType.HEXAGON ?
                                  new Color[] { Colors.Red, Colors.ForestGreen, Colors.Magenta,
                                                Colors.Blue, Colors.Yellow, Colors.Cyan,
                                                Colors.LightGray, Colors.LightGray, Colors.LightGray, Colors.LightGray }
          :
                new Color[] { Colors.Red, ColorUtilities.ColorFromHex(0xff00c000), Colors.Blue, Colors.Yellow,
                              Colors.LightGray, Colors.LightGray, Colors.LightGray, Colors.LightGray };
                //  Get numbers for dancers and couples
                //  This fetches any custom numbers that might be defined in
                //  the animation to match a Callerlab or Ceder Chest illustration
                var paths   = tam.SelectNodes("path");
                var numbers = geometry == GeometryType.HEXAGON ?
                              new string[] { "A", "E", "I",
                                             "B", "F", "J",
                                             "C", "G", "K",
                                             "D", "H", "L",
                                             "u", "v", "w", "x", "y", "z" }
        : geometry == GeometryType.BIGON || paths.Length == 0 ?
                new string[] { "1", "2", "3", "4", "5", "6", "7", "8" }
        : TamUtils.getNumbers(tam);
                var couples = geometry == GeometryType.HEXAGON ?
                              new string[] { "1", "3", "5", "1", "3", "5",
                                             "2", "4", "6", "2", "4", "6",
                                             "7", "8", "7", "8", "7", "8" }
          : geometry == GeometryType.BIGON ?
                new string[] { "1", "2", "3", "4", "5", "6", "7", "8" }
          : paths.Length == 0 ?
                new string[] { "1", "3", "1", "3", "2", "4", "2", "4" }
          : TamUtils.getCouples(tam);
                var geoms = GeometryMaker.makeAll(geometry);

                //  Select a random dancer of the correct gender for the interactive dancer
                var icount = -1;
                var im     = Matrix3x2.Identity;
                if (interactiveDancer > 0)
                {
                    var rand     = new Random();
                    var selector = interactiveDancer == (int)Gender.BOY
            ? "dancer[@gender='boy']" : "dancer[@gender='girl']";
                    var glist = formation.SelectNodes(selector);
                    icount = rand.Next(glist.Count);
                    //  If the animations starts with "Heads" or "Sides"
                    //  then select the first dancer.
                    //  Otherwise the formation could rotate 90 degrees
                    //  which would be confusing
                    var title = tam.attr("title");
                    if (title.Contains("Heads") || title.Contains("Sides"))
                    {
                        icount = 0;
                    }
                    //  Find the angle the interactive dancer faces at start
                    //  We want to rotate the formation so that direction is up
                    var iangle = glist.Item((uint)icount).attr("angle").toDouble();
                    im     = Matrix.CreateRotation(-iangle.toRadians()) * im;
                    icount = icount * geoms.Count() + 1;
                }

                //  Create the dancers and set their starting positions
                int dnum = 0;
                for (var i = 0; i < flist.Length; i++)
                {
                    var fd       = flist.ElementAt(i);
                    var x        = fd.attr("x").toDouble();
                    var y        = fd.attr("y").toDouble();
                    var angle    = fd.attr("angle").toDouble();
                    var gender   = fd.attr("gender");
                    var g        = gender == "boy" ? Gender.BOY : gender == "girl" ? Gender.GIRL : Gender.PHANTOM;
                    var movelist = paths.Length > i?TamUtils.translatePath(paths.ElementAt(i))
                                       : new List <Movement>();

                    //  Each dancer listed in the formation corresponds to
                    //  one, two, or three real dancers depending on the geometry
                    foreach (Geometry geom in geoms)
                    {
                        var m    = Matrix3x2.Identity * Matrix.CreateRotation(angle.toRadians()) * Matrix.CreateTranslation(x, y) * im;
                        var nstr = g == Gender.PHANTOM ? " " : numbers[dnum];
                        var cstr = g == Gender.PHANTOM ? " " : couples[dnum];
                        var c    = g == Gender.PHANTOM ? Colors.LightGray : dancerColor[int.Parse(cstr) - 1];
                        //  add one dancer
                        //icount -= 1;
                        if ((int)g == interactiveDancer && --icount == 0)
                        {
                            idancer       = new InteractiveDancer(nstr, cstr, g, c, m, geom.clone(), movelist);
                            dancers[dnum] = idancer;
                        }
                        else
                        {
                            dancers[dnum]        = new Dancer(nstr, cstr, g, c, m, geom.clone(), movelist);
                            dancers[dnum].hidden = g == Gender.PHANTOM && !showPhantoms;
                        }
                        beats = Math.Max(dancers[dnum].beats + leadout, beats);
                        dnum++;
                    }
                } // All dancers added

                //  Initialize other stuff
                parts     = tam.attr("parts") + tam.attr("fractions");
                hasParts  = tam.attr("parts").Length > 0;
                isRunning = false;
                beat      = -leadin;
                prevbeat  = -leadin;
                partbeats = partsValues();
                //  force a redraw
                canvas.Invalidate();
                //  ready callback
                Callouts.animationReady();
            }
        }