public void SerializationBinary() { PathKey3F pathKey1 = new PathKey3F { Interpolation = SplineInterpolation.Bezier, Parameter = 56.7f, Point = new Vector3(1.2f, 3.4f, 5.6f), TangentIn = new Vector3(0.7f, 2.6f, 5.1f), TangentOut = new Vector3(1.9f, 3.3f, 5.9f) }; PathKey3F pathKey2; const string fileName = "SerializationPath3FKey.bin"; if (File.Exists(fileName)) { File.Delete(fileName); } FileStream fs = new FileStream(fileName, FileMode.Create); BinaryFormatter formatter = new BinaryFormatter(); formatter.Serialize(fs, pathKey1); fs.Close(); fs = new FileStream(fileName, FileMode.Open); formatter = new BinaryFormatter(); pathKey2 = (PathKey3F)formatter.Deserialize(fs); fs.Close(); MathAssert.AreEqual(pathKey1, pathKey2); }
public void SerializationXml() { PathKey3F pathKey1 = new PathKey3F { Interpolation = SplineInterpolation.Bezier, Parameter = 56.7f, Point = new Vector3(1.2f, 3.4f, 5.6f), TangentIn = new Vector3(0.7f, 2.6f, 5.1f), TangentOut = new Vector3(1.9f, 3.3f, 5.9f) }; PathKey3F pathKey2; const string fileName = "SerializationPath3FKey.xml"; if (File.Exists(fileName)) { File.Delete(fileName); } XmlSerializer serializer = new XmlSerializer(typeof(PathKey3F)); StreamWriter writer = new StreamWriter(fileName); serializer.Serialize(writer, pathKey1); writer.Close(); serializer = new XmlSerializer(typeof(PathKey3F)); FileStream fileStream = new FileStream(fileName, FileMode.Open); pathKey2 = (PathKey3F)serializer.Deserialize(fileStream); MathAssert.AreEqual(pathKey1, pathKey2); }
public void SerializationXml() { PathKey3F pathKey1 = new PathKey3F { Interpolation = SplineInterpolation.Bezier, Parameter = 56.7f, Point = new Vector3F(1.2f, 3.4f, 5.6f), TangentIn = new Vector3F(0.7f, 2.6f, 5.1f), TangentOut = new Vector3F(1.9f, 3.3f, 5.9f) }; PathKey3F pathKey2; const string fileName = "SerializationPath3FKey.xml"; if (File.Exists(fileName)) File.Delete(fileName); XmlSerializer serializer = new XmlSerializer(typeof(PathKey3F)); StreamWriter writer = new StreamWriter(fileName); serializer.Serialize(writer, pathKey1); writer.Close(); serializer = new XmlSerializer(typeof(PathKey3F)); FileStream fileStream = new FileStream(fileName, FileMode.Open); pathKey2 = (PathKey3F)serializer.Deserialize(fileStream); MathAssert.AreEqual(pathKey1, pathKey2); }
public void SerializationBinary() { PathKey3F pathKey1 = new PathKey3F { Interpolation = SplineInterpolation.Bezier, Parameter = 56.7f, Point = new Vector3F(1.2f, 3.4f, 5.6f), TangentIn = new Vector3F(0.7f, 2.6f, 5.1f), TangentOut = new Vector3F(1.9f, 3.3f, 5.9f) }; PathKey3F pathKey2; const string fileName = "SerializationPath3FKey.bin"; if (File.Exists(fileName)) File.Delete(fileName); FileStream fs = new FileStream(fileName, FileMode.Create); BinaryFormatter formatter = new BinaryFormatter(); formatter.Serialize(fs, pathKey1); fs.Close(); fs = new FileStream(fileName, FileMode.Open); formatter = new BinaryFormatter(); pathKey2 = (PathKey3F)formatter.Deserialize(fs); fs.Close(); MathAssert.AreEqual(pathKey1, pathKey2); }
private void CreatePath() { // Create a cyclic path. (More information on paths can be found in the DigitalRune // Mathematics documentation and related samples.) _path = new Path3F { SmoothEnds = true, PreLoop = CurveLoopType.Cycle, PostLoop = CurveLoopType.Cycle }; // The curvature of the path is defined by a number of path keys. _path.Add(new PathKey3F { Parameter = 0, // The path parameter defines position of the path key on the curve. Point = new Vector3(-4, 0.5f, -3), // The world space position of the path key. Interpolation = SplineInterpolation.CatmullRom, // The type of interpolation that is used between this path key and the next. }); _path.Add(new PathKey3F { Parameter = 1, Point = new Vector3(-1, 0.5f, -5), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 2, Point = new Vector3(3, 0.5f, -4), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 3, Point = new Vector3(0, 0.5f, 0), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 4, Point = new Vector3(-3, 0.5f, 3), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 5, Point = new Vector3(-1, 0.5f, 5), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 6, Point = new Vector3(0, 0.5f, 0), Interpolation = SplineInterpolation.CatmullRom, }); // The last key uses the same position as the first key to create a closed path. PathKey3F lastKey = new PathKey3F { Parameter = _path.Count, Point = _path[0].Point, Interpolation = SplineInterpolation.CatmullRom, }; _path.Add(lastKey); // The current path parameter goes from 0 to 7. This path parameter is not linearly // proportional to the path length. This is not suitable for animations. // To move an object with constant speed along a path, the path parameter should // be linearly proportional to the length of the path. // ParameterizeByLength() changes the path parameter so that the path parameter // at the each key is equal to the length of path (measured from the first key position // to the current key position). // ParameterizeByLength() uses an iterative process, we end the process after 10 // iterations or when the error is less than 0.01f. _path.ParameterizeByLength(10, 0.01f); // Sample the path for rendering. int numberOfSamples = _pointList.Length - 1; float pathLength = _path.Last().Parameter; for (int i = 0; i <= numberOfSamples; i++) { Vector3 pointOnPath = _path.GetPoint(pathLength / numberOfSamples * i); _pointList[i] = pointOnPath; } }
public void SerializationXml() { PathKey3F pathKey1 = new PathKey3F { Interpolation = SplineInterpolation.Bezier, Parameter = 56.7f, Point = new Vector3F(1.2f, 3.4f, 5.6f), TangentIn = new Vector3F(0.7f, 2.6f, 5.1f), TangentOut = new Vector3F(1.9f, 3.3f, 5.9f) }; PathKey3F pathKey2 = new PathKey3F { Interpolation = SplineInterpolation.Hermite, Parameter = 66.7f, Point = new Vector3F(2.2f, 1.4f, 6.6f), TangentIn = new Vector3F(1.7f, 3.6f, 4.1f), TangentOut = new Vector3F(2.9f, 2.3f, 6.9f) }; Path3F path = new Path3F { pathKey1, pathKey2 }; path.PreLoop = CurveLoopType.Cycle; path.PostLoop = CurveLoopType.CycleOffset; path.SmoothEnds = true; const string fileName = "SerializationPath3F.xml"; if (File.Exists(fileName)) File.Delete(fileName); XmlSerializer serializer = new XmlSerializer(typeof(Path3F)); StreamWriter writer = new StreamWriter(fileName); serializer.Serialize(writer, path); writer.Close(); serializer = new XmlSerializer(typeof(Path3F)); FileStream fileStream = new FileStream(fileName, FileMode.Open); path = (Path3F)serializer.Deserialize(fileStream); Assert.AreEqual(2, path.Count); MathAssert.AreEqual(pathKey1, path[0]); MathAssert.AreEqual(pathKey2, path[1]); Assert.AreEqual(CurveLoopType.Cycle, path.PreLoop); Assert.AreEqual(CurveLoopType.CycleOffset, path.PostLoop); Assert.AreEqual(true, path.SmoothEnds); }
// Creates a random 3D path. private void CreatePath() { // Create a cyclic path. _path = new Path3F { PreLoop = CurveLoopType.Cycle, PostLoop = CurveLoopType.Cycle, SmoothEnds = true }; // Add random path key points. for (int i = 0; i < 5; i++) { float x = RandomHelper.Random.NextFloat(-3, 3); float y = RandomHelper.Random.NextFloat(1, 3); float z = RandomHelper.Random.NextFloat(-3, 0); var key = new PathKey3F { Parameter = i, Point = new Vector3F(x, y, z), Interpolation = SplineInterpolation.CatmullRom }; _path.Add(key); } // The last key uses the same position as the first key to create a closed path. var lastKey = new PathKey3F { Parameter = _path.Count, Point = _path[0].Point, Interpolation = SplineInterpolation.CatmullRom, }; _path.Add(lastKey); // The current path parameter goes from 0 to 5. This path parameter is not linearly // proportional to the path length. This is not suitable for animations. // To move an object with constant speed along the path, the path parameter should // be linearly proportional to the length of the path. // ParameterizeByLength() changes the path parameter so that the path parameter // at the each key is equal to the length of path (measured from the first key position // to the current key position). // ParameterizeByLength() uses and iterative process, we end the process after 10 // iterations or when the error is less than 0.001f. _path.ParameterizeByLength(10, 0.001f); // Now, the parameter of the first key (_path[0]) is unchanged. // The parameter of the second key (_path[1]) is equal to the length of the path // from the first key to the second key. // The parameter of the third key (_path[2]) is equal to the length of the path // from the first key to the third key. // And so on. // The parameter of the last key is equal to the length of the whole path: // float pathLength = _path[_path.Count - 1].Parameter; // Important: The path parameter is now equal to the path length at the path keys. // But in general between path keys the path parameter is not linearly proportional // to the path length. This is due to the nature of splines. // // Example: // Lets assume the second path key is at path length 100 and the third key is // at path length 200. // If we call _path.GetPoint(100), we get the position of the second key. // If we call _path.GetPoint(200), we get the position ot the third key. // We can call _path.GetPoint(130) to get a position on the path between the second and // third key. But it is not guaranteed that the path is exactly 130 long at this position. // We only know that the point is somewhere between 100 and 200 path length. // // To get the path point at exactly the distance 130 from the path start, we have to call // float parameter = _path.GetParameterFromLength(130, 10, 0.01f); // This uses an iterative root finding process to find the path parameter where the // path length is 130. // Then we can get the path position with // Vector3F pathPointAt130Length = _path.GetPoint(parameter). }
private void CreatePath() { // Create a cyclic path. (More information on paths can be found in the DigitalRune // Mathematics documentation and related samples.) _path = new Path3F { SmoothEnds = true, PreLoop = CurveLoopType.Cycle, PostLoop = CurveLoopType.Cycle }; // The curvature of the path is defined by a number of path keys. _path.Add(new PathKey3F { Parameter = 0, // The path parameter defines position of the path key on the curve. Point = new Vector3F(-4, 0.5f, -3), // The world space position of the path key. Interpolation = SplineInterpolation.CatmullRom, // The type of interpolation that is used between this path key and the next. }); _path.Add(new PathKey3F { Parameter = 1, Point = new Vector3F(-1, 0.5f, -5), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 2, Point = new Vector3F(3, 0.5f, -4), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 3, Point = new Vector3F(0, 0.5f, 0), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 4, Point = new Vector3F(-3, 0.5f, 3), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 5, Point = new Vector3F(-1, 0.5f, 5), Interpolation = SplineInterpolation.CatmullRom, }); _path.Add(new PathKey3F { Parameter = 6, Point = new Vector3F(0, 0.5f, 0), Interpolation = SplineInterpolation.CatmullRom, }); // The last key uses the same position as the first key to create a closed path. PathKey3F lastKey = new PathKey3F { Parameter = _path.Count, Point = _path[0].Point, Interpolation = SplineInterpolation.CatmullRom, }; _path.Add(lastKey); // The current path parameter goes from 0 to 7. This path parameter is not linearly // proportional to the path length. This is not suitable for animations. // To move an object with constant speed along a path, the path parameter should // be linearly proportional to the length of the path. // ParameterizeByLength() changes the path parameter so that the path parameter // at the each key is equal to the length of path (measured from the first key position // to the current key position). // ParameterizeByLength() uses an iterative process, we end the process after 10 // iterations or when the error is less than 0.01f. _path.ParameterizeByLength(10, 0.01f); // Sample the path for rendering. int numberOfSamples = _pointList.Length - 1; float pathLength = _path.Last().Parameter; for (int i = 0; i <= numberOfSamples; i++) { Vector3F pointOnPath = _path.GetPoint(pathLength / numberOfSamples * i); _pointList[i] = pointOnPath; } }