Ejemplo n.º 1
0
        public static SKMatrix CaculateOneFingerDraggedMatrix(SKPoint prevPoint, SKPoint curPoint, SKPoint pivotPoint, TouchManipulationMode mode)
        {
            if (mode == TouchManipulationMode.None)
            {
                return(SKMatrix.CreateIdentity());
            }

            SKMatrix touchMatrix = SKMatrix.CreateIdentity();
            SKPoint  delta       = curPoint - prevPoint;

            if (mode == TouchManipulationMode.ScaleDualRotate)  // One-finger rotation
            {
                SKPoint oldVector = prevPoint - pivotPoint;
                SKPoint newVector = curPoint - pivotPoint;

                // Avoid rotation if fingers are too close to center
                if (Magnitude(newVector) > 25 && Magnitude(oldVector) > 25)
                {
                    float prevAngle = (float)Math.Atan2(oldVector.Y, oldVector.X);
                    float newAngle  = (float)Math.Atan2(newVector.Y, newVector.X);

                    // Calculate rotation matrix
                    float angle = newAngle - prevAngle;
                    touchMatrix = SKMatrix.CreateRotation(angle, pivotPoint.X, pivotPoint.Y);

                    // Effectively rotate the old vector
                    float magnitudeRatio = Magnitude(oldVector) / Magnitude(newVector);
                    oldVector.X = magnitudeRatio * newVector.X;
                    oldVector.Y = magnitudeRatio * newVector.Y;

                    // Recalculate delta
                    delta = newVector - oldVector;
                }
            }

            // Multiply the rotation matrix by a translation matrix
            touchMatrix = touchMatrix.PostConcat(SKMatrix.CreateTranslation(delta.X, delta.Y));

            return(touchMatrix);
        }
Ejemplo n.º 2
0
        public static SKMatrix CaculateTwoFingerDraggedMatrix(SKPoint prevPoint, SKPoint curPoint, SKPoint pivotPoint, TouchManipulationMode mode)
        {
            SKMatrix touchMatrix = SKMatrix.CreateIdentity();

            SKPoint oldVector = prevPoint - pivotPoint;
            SKPoint newVector = curPoint - pivotPoint;

            if (mode == TouchManipulationMode.ScaleRotate ||
                mode == TouchManipulationMode.ScaleDualRotate)
            {
                // Find angles from pivot point to touch points
                float oldAngle = (float)Math.Atan2(oldVector.Y, oldVector.X);
                float newAngle = (float)Math.Atan2(newVector.Y, newVector.X);

                // Calculate rotation matrix
                float angle = newAngle - oldAngle;
                touchMatrix = SKMatrix.CreateRotation(angle, pivotPoint.X, pivotPoint.Y);

                // Effectively rotate the old vector
                float magnitudeRatio = Magnitude(oldVector) / Magnitude(newVector);
                oldVector.X = magnitudeRatio * newVector.X;
                oldVector.Y = magnitudeRatio * newVector.Y;
            }

            float scaleX = 1;
            float scaleY = 1;

            if (mode == TouchManipulationMode.AnisotropicScale)
            {
                scaleX = newVector.X / oldVector.X;
                scaleY = newVector.Y / oldVector.Y;
            }
            else if (mode == TouchManipulationMode.IsotropicScale ||
                     mode == TouchManipulationMode.ScaleRotate ||
                     mode == TouchManipulationMode.ScaleDualRotate)
            {
                scaleX = scaleY = Magnitude(newVector) / Magnitude(oldVector);
            }

            if (!float.IsNaN(scaleX) && !float.IsInfinity(scaleX) &&
                !float.IsNaN(scaleY) && !float.IsInfinity(scaleY))
            {
                touchMatrix = touchMatrix.PostConcat(SKMatrix.CreateScale(scaleX, scaleY, pivotPoint.X, pivotPoint.Y));
            }

            return(touchMatrix);
        }