private void RotateCube(Direction direction)
        {
            if (!_isRotating)
            {
                // Let the quaternion animation figure out how to transform between 2 quaternions...
                QuaternionAnimation animation = new QuaternionAnimation();

                // A quaternion is way of representing a rotation around an axis

                // The From quaternion is the one required to display the current cube side based on the original side being the 'front'
                animation.From = _possibleRotationMatrix[_currentCubeRotation.CubeSide][Direction.None].Quaternion;
                // The To quaternion is the one required to display the next cube side based on the original side being the 'front'
                animation.To       = _possibleRotationMatrix[_currentCubeRotation.CubeSide][direction].Quaternion;
                animation.Duration = new Duration(new TimeSpan(0, 0, 0, 0, 650));
                _isRotating        = true;

                animation.Completed += (o, e) =>
                {
                    _isRotating = false;
                    ToggleVisualHitTesting(true);
                    _currentCubeRotation = _possibleRotationMatrix[_currentCubeRotation.CubeSide][direction];
                };

                // Temporarily remove hit testing to make things a but smoother
                ToggleVisualHitTesting(false);

                this.CameraRotation.BeginAnimation(QuaternionRotation3D.QuaternionProperty, animation);
            }
        }
        public void GetTotalDurationTest()
        {
            var animation = new AnimationClip <float>
            {
                Animation = new SingleFromToByAnimation
                {
                    From     = 100,
                    To       = 200,
                    Duration = TimeSpan.FromSeconds(6.0),
                },
                Delay        = TimeSpan.FromSeconds(10),
                Speed        = 2,
                FillBehavior = FillBehavior.Hold,
            };

            var animation2 = new AnimationClip <float>
            {
                Animation = new SingleFromToByAnimation
                {
                    From     = 10,
                    To       = 20,
                    Duration = TimeSpan.FromSeconds(5.0),
                },
                Delay        = TimeSpan.Zero,
                Speed        = 1,
                FillBehavior = FillBehavior.Hold,
            };

            var animationEx = new QuaternionAnimation();

            Assert.AreEqual(TimeSpan.FromSeconds(0.0), animationEx.GetTotalDuration());

            animationEx   = new QuaternionAnimation();
            animationEx.W = animation;
            Assert.AreEqual(TimeSpan.FromSeconds(13.0), animationEx.GetTotalDuration());

            animationEx   = new QuaternionAnimation();
            animationEx.X = animation;
            Assert.AreEqual(TimeSpan.FromSeconds(13.0), animationEx.GetTotalDuration());

            animationEx   = new QuaternionAnimation();
            animationEx.Y = animation;
            Assert.AreEqual(TimeSpan.FromSeconds(13.0), animationEx.GetTotalDuration());

            animationEx   = new QuaternionAnimation();
            animationEx.Z = animation;
            Assert.AreEqual(TimeSpan.FromSeconds(13.0), animationEx.GetTotalDuration());

            animationEx   = new QuaternionAnimation();
            animationEx.W = animation;
            animationEx.X = animation2;
            Assert.AreEqual(TimeSpan.FromSeconds(13.0), animationEx.GetTotalDuration());

            animationEx   = new QuaternionAnimation();
            animationEx.Y = animation2;
            animationEx.Z = animation;
            Assert.AreEqual(TimeSpan.FromSeconds(13.0), animationEx.GetTotalDuration());
        }
Exemple #3
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        private void Window_MouseRightButtonUp(object sender, MouseButtonEventArgs e)
        {
            Point currentPosition = e.GetPosition(Cube);
            Point realDifference  = new Point(previousMousePosition.X - currentPosition.X, previousMousePosition.Y - currentPosition.Y);
            Point difference      = new Point(Math.Abs(previousMousePosition.X - currentPosition.X), Math.Abs(previousMousePosition.Y - currentPosition.Y));


            var swipe = difference.X > difference.Y ? (Difference : difference.X, Axis : "X") : (Difference : difference.Y, Axis : "Y");

            if (swipe.Difference > 100)
            {
                double angle = swipe.Axis == "X" ? realDifference.X : realDifference.Y;

                if (angle < 0)
                {
                    angle = 270; //поворот влево либо вверх (-90 градусов) реализован поворотом вправо/вниз на 3 грани (270 градусов) во избежания отрицательных значений и ошибки
                }
                else
                {
                    angle = 90;
                }

                Vector3D   axis = swipe.Axis == "X" ? new Vector3D(0, 1, 0) : new Vector3D(1, 0, 0);
                Quaternion newPosition;


                Console.WriteLine($"Current axis {currentCubePosition.Axis}");
                Console.WriteLine($"Current angle {currentCubePosition.Angle}");



                if (currentCubePosition.Axis != axis)
                {
                    newPosition = new Quaternion(axis, angle);
                }
                else
                {
                    newPosition = new Quaternion(axis, currentCubePosition.Angle + angle);
                }


                if (currentCubePosition.Axis.X == 1 && currentCubePosition.Angle == 90 && newPosition.Axis.X == 1 && newPosition.Angle == 180)
                {
                    Console.WriteLine("bot to back");
                    newPosition = new Quaternion(new Vector3D(0, 1, 0), 180);
                }
                if (currentCubePosition.Axis.X == 1 && currentCubePosition.Angle == 270 && newPosition.Axis.X == 1 && newPosition.Angle == 180)
                {
                    Console.WriteLine("top to back");
                    newPosition = new Quaternion(new Vector3D(0, 1, 0), 180);
                }

                var rotation = new QuaternionAnimation(currentCubePosition, newPosition, new Duration(TimeSpan.FromSeconds(1)));
                currentCubePosition = newPosition;
                CameraRotation.BeginAnimation(QuaternionRotation3D.QuaternionProperty, rotation);
            }
        }
Exemple #4
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        public CameraTrackingSwitcher()
        {
            MarkerTracker    = new ArMarkerCamTracker();
            VrTracker        = new DelayedVrCamTracker();
            OptitrackTracker = new OptitrackCamTracker();
            CurrentMode      = TrackingMode.Optitrack;

            _positionAnimation = new VectorAnimation(SwitchTransitionSpeed);
            _rotationAnimation = new QuaternionAnimation(SwitchTransitionSpeed);

            _positionAnimation.Finished += AnimationFinished;
            _rotationAnimation.Finished += AnimationFinished;
        }
Exemple #5
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        private void Window_Loaded(object sender, RoutedEventArgs e)
        {
            myPCamera.FarPlaneDistance  = 20;
            myPCamera.NearPlaneDistance = 1;
            myPCamera.FieldOfView       = 45;
            myPCamera.Position          = new Point3D(-5, 2, 3);
            myPCamera.LookDirection     = new Vector3D(5, -2, -3);
            myPCamera.UpDirection       = new Vector3D(0, 1, 0);

            //Add light sources to the scene.
            myDirLight.Color     = Colors.White;
            myDirLight.Direction = new Vector3D(-3, -4, -5);
            teapotModel.Geometry = (MeshGeometry3D)Application.Current.Resources["myTeapot"];

            //Define material and apply to the mesh geometries.
            DiffuseMaterial teapotMaterial = new DiffuseMaterial(new SolidColorBrush(Colors.Tomato));

            teapotModel.Material = teapotMaterial;
            RotateTransform3D myRotateTransform3D = new RotateTransform3D();

            Quaternion           q1 = new Quaternion(new Vector3D(0, 1, 0), 45);
            QuaternionRotation3D myQuaternionRotation3D1 = new QuaternionRotation3D(q1);

            myRotateTransform3D.Rotation = myQuaternionRotation3D1;
            teapotModel.Transform        = myRotateTransform3D;
            QuaternionAnimation fst = new QuaternionAnimation(new Quaternion(new Vector3D(0, 1, 0), -180), new Quaternion(new Vector3D(0, 1, 0), 180), new Duration(TimeSpan.FromSeconds(1)));

            fst.RepeatBehavior  = RepeatBehavior.Forever;
            fst.UseShortestPath = false;
            myRotateTransform3D.Rotation.BeginAnimation(QuaternionRotation3D.QuaternionProperty, fst);
            ColorAnimationUsingKeyFrames frameAnimation = new ColorAnimationUsingKeyFrames();

            modelGroup.Children.Add(teapotModel);
            modelGroup.Children.Add(myDirLight);

            ModelVisual3D modelsVisual = new ModelVisual3D();

            modelsVisual.Content = modelGroup;

            //Add the visual and camera to the Viewport3D.
            myViewport.Camera = myPCamera;
            myViewport.Children.Add(modelsVisual);

            this.Content = myViewport;
        }
        void Rotate(ref Viewport2DVisual3D item, bool isFront, bool isLast, double centerX, double centerY, double zOffset)
        {
            Transform3DGroup  trans = new Transform3DGroup();
            RotateTransform3D rot   = new RotateTransform3D();

            rot.CenterX = centerX;
            rot.CenterY = centerY;
            rot.CenterZ = zOffset;
            QuaternionRotation3D quatRot = new QuaternionRotation3D();

            QuaternionAnimation anim = new QuaternionAnimation();

            //anim.AutoReverse = true;
            //anim.RepeatBehavior = new RepeatBehavior(4);// RepeatBehavior.Forever;
            anim.Duration = RotationLength;

            if (isFront == true)
            {
                quatRot.Quaternion         = new Quaternion(new Vector3D(0, 1, 0), 0);
                anim.From                  = new Quaternion(new Vector3D(0, 1, 0), 0);
                anim.To                    = new Quaternion(new Vector3D(0, 1, 0), 180);
                anim.BeginTime             = TimeSpan.FromSeconds(frontAnimationsOffsetCount);
                frontAnimationsOffsetCount = frontAnimationsOffsetCount + animationsOffsetSeconds;
            }
            else
            {
                quatRot.Quaternion        = new Quaternion(new Vector3D(0, 1, 0), -180);
                anim.From                 = new Quaternion(new Vector3D(0, 1, 0), -180);
                anim.To                   = new Quaternion(new Vector3D(0, 1, 0), 0);
                anim.BeginTime            = TimeSpan.FromSeconds(backAnimationsOffsetCount);
                backAnimationsOffsetCount = backAnimationsOffsetCount + animationsOffsetSeconds;
            }

            if (isLast == true)
            {
                anim.Completed -= new EventHandler(anim_Completed);
                anim.Completed += new EventHandler(anim_Completed);
            }

            rot.Rotation = quatRot;
            trans.Children.Add(rot);
            item.Transform = trans;

            quatRot.BeginAnimation(QuaternionRotation3D.QuaternionProperty, anim);
        }
        internal static void AddRotationAnimation(Storyboard storyboard, TimeSpan animationTime, TimeSpan beginTime, double angleOfRotation, Vector3D axisOfRotation, Quaternion currentRotationQuaternion)
        {
            Quaternion delta       = new Quaternion(axisOfRotation, angleOfRotation);
            Quaternion newRotation = currentRotationQuaternion * delta;

            QuaternionAnimation rotationAnimation = new QuaternionAnimation(newRotation, new Duration(animationTime));

            rotationAnimation.AccelerationRatio = 0.5;
            rotationAnimation.DecelerationRatio = 0.5;
            rotationAnimation.BeginTime         = beginTime;

            Storyboard.SetTargetName(rotationAnimation, "viewportCamera");

            //Property path for the animation target is going to be the Transform property's Children collection. Specifically the item at index 1 (the first item is the zoom transform),
            //which is our rotation transform, and on it we want to animate the Rotation property's Quarternion property...whew, that was confusing :)
            PropertyPath path = new PropertyPath("(0).(1)[1].(2).(3)", PerspectiveCamera.TransformProperty, Transform3DGroup.ChildrenProperty, RotateTransform3D.RotationProperty, QuaternionRotation3D.QuaternionProperty);

            Storyboard.SetTargetProperty(rotationAnimation, path);

            storyboard.Children.Add(rotationAnimation);
        }
        public void GetValueTest()
        {
            var animation = new AnimationClip <float>
            {
                Animation = new SingleFromToByAnimation
                {
                    From     = 100,
                    To       = 200,
                    Duration = TimeSpan.FromSeconds(6.0),
                },
                Delay        = TimeSpan.FromSeconds(10),
                Speed        = 2,
                FillBehavior = FillBehavior.Hold,
            };

            var animation2 = new AnimationClip <float>
            {
                Animation = new SingleFromToByAnimation
                {
                    From     = 10,
                    To       = 20,
                    Duration = TimeSpan.FromSeconds(5.0),
                },
                Delay        = TimeSpan.FromSeconds(0),
                Speed        = 1,
                FillBehavior = FillBehavior.Hold,
            };


            var animation3 = new AnimationClip <float>
            {
                Animation = new SingleFromToByAnimation
                {
                    From     = 5,
                    To       = -5,
                    Duration = TimeSpan.FromSeconds(10),
                },
                Delay        = TimeSpan.FromSeconds(5),
                Speed        = 1,
                FillBehavior = FillBehavior.Hold,
            };

            var animation4 = new AnimationClip <float>
            {
                Animation = new SingleFromToByAnimation
                {
                    From     = 1000,
                    To       = 1100,
                    Duration = TimeSpan.FromSeconds(5.0),
                },
                Delay        = TimeSpan.FromSeconds(5),
                Speed        = 1,
                FillBehavior = FillBehavior.Stop,
            };

            var animationEx = new QuaternionAnimation
            {
                W = animation,
                X = animation2,
                Y = animation3,
                Z = animation4,
            };

            var defaultSource = new Quaternion(1, 2, 3, 4);
            var defaultTarget = new Quaternion(5, 6, 7, 8);

            var result = animationEx.GetValue(TimeSpan.FromSeconds(0.0), defaultSource, defaultTarget);

            Assert.AreEqual(defaultSource.W, result.W); // animation has not started.
            Assert.AreEqual(10.0f, result.X);           // animation2 has started.
            Assert.AreEqual(defaultSource.Y, result.Y); // animation3 has not started.
            Assert.AreEqual(defaultSource.Z, result.Z); // animation4 has not started.

            result = animationEx.GetValue(TimeSpan.FromSeconds(5.0), defaultSource, defaultTarget);
            Assert.AreEqual(defaultSource.W, result.W); // animation has not started.
            Assert.AreEqual(20.0f, result.X);           // animation2 has ended.
            Assert.AreEqual(5, result.Y);               // animation3 has started.
            Assert.AreEqual(1000, result.Z);            // animation4 has started.

            result = animationEx.GetValue(TimeSpan.FromSeconds(5.0), defaultSource, defaultTarget);
            Assert.AreEqual(defaultSource.W, result.W); // animation has not started.
            Assert.AreEqual(20.0f, result.X);           // animation2 has ended.
            Assert.AreEqual(5, result.Y);               // animation3 has started.
            Assert.AreEqual(1000, result.Z);            // animation4 has started.

            result = animationEx.GetValue(TimeSpan.FromSeconds(13.0), defaultSource, defaultTarget);
            Assert.AreEqual(200, result.W);             // animation has ended.
            Assert.AreEqual(20.0f, result.X);           // animation2 is filling.
            Assert.AreEqual(-3, result.Y);              // animation3 is active.
            Assert.AreEqual(defaultSource.Z, result.Z); // animation4 is stopped.
        }
        public void TraitsTest()
        {
            var animationEx = new QuaternionAnimation();

            Assert.AreEqual(QuaternionTraits.Instance, animationEx.Traits);
        }
Exemple #10
0
        private void Window_Loaded(object sender, RoutedEventArgs e)
        {
            myPCamera.FarPlaneDistance  = 20;
            myPCamera.NearPlaneDistance = 1;
            myPCamera.FieldOfView       = 45;
            myPCamera.Position          = new Point3D(-5, 2, 3);
            myPCamera.LookDirection     = new Vector3D(5, -2, -3);
            myPCamera.UpDirection       = new Vector3D(0, 1, 0);

            //Add light sources to the scene.
            myDirLight.Color     = Colors.White;
            myDirLight.Direction = new Vector3D(-3, -4, -5);
            teapotModel.Geometry = (MeshGeometry3D)Application.Current.Resources["myTeapot"];

            //Define material and apply to the mesh geometries.
            var             brush            = new SolidColorBrush(Colors.Tomato);
            DiffuseMaterial diffuseMaterial  = new DiffuseMaterial(brush);
            var             specularMaterial = new SpecularMaterial();
            var             materials        = new MaterialGroup();

            materials.Children.Add(specularMaterial);
            materials.Children.Add(diffuseMaterial);

            teapotModel.Material = materials;
            RotateTransform3D myRotateTransform3D = new RotateTransform3D();

            Quaternion           q1 = new Quaternion(new Vector3D(0, 1, 0), 45);
            QuaternionRotation3D myQuaternionRotation3D1 = new QuaternionRotation3D(q1);

            myRotateTransform3D.Rotation = myQuaternionRotation3D1;
            teapotModel.Transform        = myRotateTransform3D;
            QuaternionAnimation fst = new QuaternionAnimation(
                new Quaternion(new Vector3D(0, 1, 0), -180),
                new Quaternion(new Vector3D(0, 1, 0), 180),
                new Duration(TimeSpan.FromSeconds(4)));

            fst.RepeatBehavior  = RepeatBehavior.Forever;
            fst.UseShortestPath = false;
            myRotateTransform3D.Rotation.BeginAnimation(QuaternionRotation3D.QuaternionProperty, fst);
            modelGroup.Children.Add(teapotModel);
            modelGroup.Children.Add(myDirLight);

            ModelVisual3D modelsVisual = new ModelVisual3D();

            modelsVisual.Content = modelGroup;

            // Animate brush with color
            var animation = new ColorAnimationUsingKeyFrames();

            animation.KeyFrames.Add(new DiscreteColorKeyFrame(Colors.Blue, KeyTime.FromTimeSpan(TimeSpan.FromSeconds(2))));
            animation.KeyFrames.Add(new DiscreteColorKeyFrame(Colors.SlateBlue, KeyTime.FromTimeSpan(TimeSpan.FromSeconds(2))));
            animation.KeyFrames.Add(new LinearColorKeyFrame(Colors.Red, KeyTime.FromTimeSpan(TimeSpan.FromSeconds(2))));
            animation.KeyFrames.Add(new LinearColorKeyFrame(Colors.Aqua, KeyTime.FromTimeSpan(TimeSpan.FromSeconds(2))));
            animation.KeyFrames.Add(new LinearColorKeyFrame(Colors.CadetBlue, KeyTime.FromTimeSpan(TimeSpan.FromSeconds(2))));
            animation.KeyFrames.Add(new LinearColorKeyFrame(Colors.DarkGoldenrod, KeyTime.FromTimeSpan(TimeSpan.FromSeconds(2))));
            brush.BeginAnimation(SolidColorBrush.ColorProperty, animation, HandoffBehavior.Compose);
            animation.RepeatBehavior = RepeatBehavior.Forever;
            //Add the visual and camera to the Viewport3D.
            myViewport.Camera = myPCamera;
            myViewport.Children.Add(modelsVisual);
            myViewport.Children.Add(new ModelVisual3D()
            {
                Content = new DirectionalLight()
            });

            this.Content = myViewport;
        }