Esempio n. 1
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        private void GenerateMap(Point startPoint, PointCollection points)
        {
            map_DirtTexture = new BitmapImage(new Uri(@"Resources/Dirt texture.png", UriKind.Relative));
            map_DirtBrush   = new ImageBrush(map_DirtTexture);

            map_LinePointCollection = new PointCollection()
            {
                points.Last(),
                new Point(points.Last().X, 500),
                new Point(startPoint.X, 500),
                startPoint
            };

            map_PolyLineSegment = new PolyLineSegment()
            {
                Points = map_LinePointCollection
            };

            map_BezierPointCollection = points;

            map_PolyBezierSegment = new PolyBezierSegment()
            {
                Points = map_BezierPointCollection
            };

            map_PathSegmentCollection = new PathSegmentCollection();
            map_PathSegmentCollection.Add(map_PolyBezierSegment);
            map_PathSegmentCollection.Add(map_PolyLineSegment);

            map_PathFigure = new PathFigure()
            {
                StartPoint = startPoint,
                Segments   = map_PathSegmentCollection
            };

            map_PathFigureCollection = new PathFigureCollection();
            map_PathFigureCollection.Add(map_PathFigure);

            map_PathGeometry = new PathGeometry()
            {
                Figures = map_PathFigureCollection
            };

            map_Path = new Path()
            {
                Stroke          = map_DirtBrush,
                Fill            = map_DirtBrush,
                StrokeThickness = 2,
                Data            = map_PathGeometry
            };
        }
Esempio n. 2
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        /// <summary>
        /// Works out the actual X/Y points for the each value within the
        /// data and draws the line graph.
        /// </summary>
        private void UpdateLineGraph()
        {
            // Only proceed if there are some actual values and there are enough values
            if (this.DataValues == null || this.DataValues.Count < 2 || container.ActualHeight == 0 || this.MaxValue <= this.MinValue)
            {
                GraphLine.Visibility = Visibility.Hidden;
                LastPointMarkerEllipse.Visibility = Visibility.Hidden;
                ScaleCurrentValue.Content         = string.Empty;
                return;
            }

            int    count = this.DataValues.Count;
            double max   = Math.Max(this.Threshold, this.DataValues.Max());

            this.MaxValue = Math.Max(DEFAULT_MAX, max);

            double scale          = this.MaxValue - this.MinValue;
            double valuePerPoint  = container.ActualHeight / scale;
            double constantOffset = container.ActualWidth / Math.Min(MAX_POINTS, count);
            double xOffSet        = 0;

            // For each item work out what the actual X/Y should be
            _graphPoints.Clear();
            int start = count > MAX_POINTS ? count - MAX_POINTS : 0;

            for (int i = start; i < count; i++)
            {
                double trueDiff = this.DataValues[i] - this.MinValue;
                double heightPx = trueDiff * valuePerPoint;
                double yValue   = container.ActualHeight - heightPx;

                _graphPoints.Add(new Point(xOffSet, yValue));
                xOffSet += constantOffset;
            }

            // Add Polygon Points
            GraphLine.Points = _graphPoints;

            // set LastPointMarkerEllipse
            Point lastPoint = _graphPoints.Last();

            LastPointMarkerEllipse.SetValue(Canvas.LeftProperty, lastPoint.X - (LastPointMarkerEllipse.Width / 2.0));
            LastPointMarkerEllipse.SetValue(Canvas.TopProperty, lastPoint.Y - (LastPointMarkerEllipse.Height / 2.0));
            LastPointMarkerEllipse.Visibility = Visibility.Visible;

            // Set label
            ScaleCurrentValue.Content = this.DataValues.Last().ToString("N0");
            ScaleCurrentValue.SetValue(Canvas.LeftProperty, lastPoint.X - (LastPointMarkerEllipse.Width * 2.0));
            if (lastPoint.Y < (GraphLine.ActualHeight / 2.0))
            {
                ScaleCurrentValue.SetValue(Canvas.TopProperty, lastPoint.Y + LastPointMarkerEllipse.Height);
            }
            else
            {
                ScaleCurrentValue.SetValue(Canvas.TopProperty, lastPoint.Y - (LastPointMarkerEllipse.Height * 3.0));
            }

            // Got points now so show graph
            GraphLine.Visibility = Visibility.Visible;
        }
Esempio n. 3
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        public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
        {
            Point           result     = new Point();
            PointCollection collection = value as PointCollection;

            if (collection != null && parameter != null && collection.Count > 0)
            {
                string converterParameter = parameter.ToString().ToUpper();
                int    index;
                if (int.TryParse(converterParameter, out index) && collection.Count < index)
                {
                    result = collection[index];
                }
                else
                {
                    switch (converterParameter)
                    {
                    case FirstIndexer:
                        result = collection.First();
                        break;

                    case LastIndexer:
                        result = collection.Last();
                        break;
                    }
                }
            }
            return(result);
        }
Esempio n. 4
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        /// <summary>
        /// Draws the line using the MaxPolylinesPerLine and MinPointsPerPolyline properties.
        /// </summary>
        /// <param name="points">The points.</param>
        /// <param name="strokeColor">The stroke color.</param>
        /// <param name="thickness">The thickness.</param>
        /// <param name="lineJoin">The line join.</param>
        /// <param name="dashArray">The dash array. Use <c>null</c> to get a solid line.</param>
        /// <param name="aliased"></param>
        /// <param name="isHitTestVisible"><c>true</c> if hit testing should be enabled, <c>false</c> otherwise.</param>
        /// <remarks>See <a href="https://oxyplot.codeplex.com/discussions/456679">discussion</a>.</remarks>
        private void DrawPolylineBalanced([NotNull] IList <Point> points, Color strokeColor, double thickness, PenLineJoin lineJoin, ICollection <double> dashArray, bool aliased, bool isHitTestVisible)
        {
            // balance the number of points per polyline and the number of polylines
            var numPointsPerPolyline = Math.Max(points.Count / MaxPolylinesPerLine, MinPointsPerPolyline);

            var polyline = Create <Polyline>(isHitTestVisible);

            SetStroke(polyline, strokeColor, thickness, lineJoin, dashArray, 0, aliased);
            var pointCollection = new PointCollection(numPointsPerPolyline);

            var    pointCount        = points.Count;
            double lineLength        = 0;
            var    dashPatternLength = dashArray?.Sum() ?? 0;
            var    last = new Point();

            for (var i = 0; i < pointCount; i++)
            {
                var current = aliased ? ToPixelAlignedPoint(points[i]) : points[i];
                pointCollection.Add(current);

                // get line length
                if (dashArray != null)
                {
                    if (i > 0)
                    {
                        var delta = current - last;
                        var dist  = Math.Sqrt((delta.X * delta.X) + (delta.Y * delta.Y));
                        lineLength += dist;
                    }

                    last = current;
                }

                // use multiple polylines with limited number of points to improve WPF performance
                if (pointCollection.Count >= numPointsPerPolyline)
                {
                    polyline.Points = pointCollection;

                    if (i < pointCount - 1)
                    {
                        // start a new polyline at last point so there is no gap (it is not necessary to use the % operator)
                        var dashOffset = dashPatternLength > 0 ? lineLength / thickness : 0;
                        polyline = Create <Polyline>(isHitTestVisible);
                        SetStroke(polyline, strokeColor, thickness, lineJoin, dashArray, dashOffset, aliased);
                        pointCollection = new PointCollection(numPointsPerPolyline)
                        {
                            pointCollection.Last()
                        };
                    }
                }
            }

            if (pointCollection.Count > 1 || pointCount == 1)
            {
                polyline.Points = pointCollection;
            }
        }
Esempio n. 5
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 /// <summary>
 /// Draws line connecting two points
 /// </summary>
 /// <param name="newPoint"></param>
 /// <returns>Line</returns>
 public Line DrawLine(Point newPoint)
 {
     if (newPoint != null)
     {
         Line newLine = new Line
         {
             X1 = points.Last().X,
             Y1 = points.Last().Y,
             X2 = newPoint.X,
             Y2 = newPoint.Y
         };
         newLine.Stroke = Brushes.Black;
         this.MainCanvas.Children.Add(newLine);
         return(newLine);
     }
     else
     {
         throw new ArgumentException("Second point for a line was set to null");
     }
 }
        // Make a Path holding a series of Bezier curves.
        // The points parameter includes the points of the inscribing polygon
        private Path MakeBezierPath(Point[] points)
        {
            // Create a Path to hold the geometry.
            Path path = new Path();

            // Add a PathGeometry.
            PathGeometry path_geometry = new PathGeometry();

            path.Data = path_geometry;

            // Create a PathFigure.
            PathFigure path_figure = new PathFigure();

            path_geometry.Figures.Add(path_figure);

            // Create a PathSegmentCollection.
            PathSegmentCollection path_segment_collection =
                new PathSegmentCollection();

            path_figure.Segments = path_segment_collection;

            // Add the rest of the points to a PointCollection.
            PointCollection point_collection = new PointCollection();

            for (int i = 0; i < points.Length; i++)
            {
                //polygon vertice as 2 controls for the curve
                var control_point = points[i];
                point_collection.Add(control_point);
                point_collection.Add(control_point);

                //end point is the middle of next curve
                var endpoint = new Point(
                    (points[i].X + points[(i + 1 + points.Length) % points.Length].X) / 2,
                    (points[i].Y + points[(i + 1 + points.Length) % points.Length].Y) / 2);

                point_collection.Add(endpoint);
            }

            // Start at the first point.
            path_figure.StartPoint = point_collection.Last();

            // Make a PolyBezierSegment from the points.
            PolyBezierSegment bezier_segment = new PolyBezierSegment
            {
                Points = point_collection
            };

            // Add the PolyBezierSegment to othe segment collection.
            path_segment_collection.Add(bezier_segment);
            path.Stroke = Brushes.Orange;
            thePath     = path;
            return(path);
        }
Esempio n. 7
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        /// <summary>
        /// Works out the actual X/Y points for the each value within the
        /// ObservableCollection<GraphDataItem> property.
        /// </summary>
        private void ObtainPointsForValues()
        {
            //Only proceed if there are some actual values and there are enough values
            if (DataValues == null || container.ActualHeight == 0 || DataValues.Count < MIN_ITEMS_TO_PLOT)
            {
                GraphLine.Visibility = Visibility.Hidden;
                LastPointMarkerEllipse.Visibility = Visibility.Hidden;
                ScaleCurrentValue.Content         = string.Empty;
                return;
            }
            else
            {
                #region Workout Points
                double scale          = MaxValue - MinValue;
                double valuePerPoint  = container.ActualHeight / scale;
                double constantOffset = container.ActualWidth / DataValues.Count;
                double xOffSet        = 0;

                ///for each item seen work out what the actual X/Y should be
                ///based on a bit of Maths
                _graphPoints.Clear();
                for (int i = 0; i < DataValues.Count; i++)
                {
                    double trueDiff = DataValues[i] - MinValue;
                    double heightPx = trueDiff * valuePerPoint;
                    double yValue   = container.ActualHeight - heightPx;

                    _graphPoints.Add(new Point(xOffSet, yValue));
                    xOffSet += constantOffset;
                }

                Point lastPoint = _graphPoints.Last();

                //set LastPointMarkerEllipse
                LastPointMarkerEllipse.SetValue(Canvas.LeftProperty, lastPoint.X - (LastPointMarkerEllipse.Width / 2));
                LastPointMarkerEllipse.SetValue(Canvas.TopProperty, lastPoint.Y - (LastPointMarkerEllipse.Height / 2));
                LastPointMarkerEllipse.Visibility = Visibility.Visible;

                #endregion

                #region Label Current Data Point
                ScaleCurrentValue.Content = this.DataValues.Last().ToString("N0");
                ScaleCurrentValue.SetValue(Canvas.LeftProperty, lastPoint.X - (LastPointMarkerEllipse.Width * 2));
                ScaleCurrentValue.SetValue(Canvas.TopProperty, lastPoint.Y - (LastPointMarkerEllipse.Height * 2));
                #endregion

                //Add Polygon Points
                GraphLine.Points = _graphPoints;

                //Got points now so show graph
                GraphLine.Visibility = Visibility.Visible;
            }
        }
        private void AddPointsStraight(Point point, PointCollection points)
        {
            if (points.Count == 0)
            {
                points.Add(StartPoint);
            }
            else
            {
                points.Add(points.Last());
            }

            points.Add(point);
            points.Add(point);
        }
Esempio n. 9
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        private int FindDodgePointsPath(List <Planet> planetList, PointCollection points, Point?origin, Point target, int direction, int planetList_i, bool savePoints)
        {
            bool  pathCompleted  = false;
            int   counter        = 0;
            int   j              = 0;
            int   walkThroughNum = 0;
            bool  startDrawing   = false;
            Point originP        = points.Last();

            while (!pathCompleted)
            {
                if (planetList[planetList_i].DodgePoints[j] == origin)
                {
                    startDrawing = false;
                }
                if (startDrawing)
                {
                    if (savePoints)
                    {
                        points.Add(planetList[planetList_i].DodgePoints[j]);
                    }
                    counter++;
                }
                if (planetList[planetList_i].DodgePoints[j] == originP)
                {
                    startDrawing = true;
                    walkThroughNum++;
                }
                if (walkThroughNum == 2)
                {
                    pathCompleted = true;
                }
                j += direction;
                if (j == Planet.borderPointCount && direction == 1)
                {
                    j = 0;
                }
                else if (j == -1 && direction == -1)
                {
                    j = Planet.borderPointCount - 1;
                }
            }
            return(counter);
        }
Esempio n. 10
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        /// <summary>
        /// Draws the line using the MaxPolylinesPerLine and MinPointsPerPolyline properties.
        /// </summary>
        /// <param name="points">The points.</param>
        /// <param name="stroke">The stroke color.</param>
        /// <param name="thickness">The thickness.</param>
        /// <param name="dashArray">The dash array. Use <c>null</c> to get a solid line.</param>
        /// <param name="lineJoin">The line join.</param>
        /// <param name="aliased">Render aliased if set to <c>true</c>.</param>
        /// <remarks>See <a href="https://oxyplot.codeplex.com/discussions/456679">discussion</a>.</remarks>
        private void DrawLineBalanced(IList <ScreenPoint> points, OxyColor stroke, double thickness, double[] dashArray, LineJoin lineJoin, bool aliased)
        {
            // balance the number of points per polyline and the number of polylines
            var numPointsPerPolyline = Math.Max(points.Count / MaxPolylinesPerLine, MinPointsPerPolyline);

            var polyline = this.CreateAndAdd <Polyline>();

            this.SetStroke(polyline, stroke, thickness, lineJoin, dashArray, 0, aliased);
            var pc = new PointCollection(numPointsPerPolyline);

            var    n                 = points.Count;
            double lineLength        = 0;
            var    dashPatternLength = (dashArray != null) ? dashArray.Sum() : 0;
            var    last              = new Point();

            for (int i = 0; i < n; i++)
            {
                var p = aliased ? this.ToPixelAlignedPoint(points[i]) : this.ToPoint(points[i]);
                pc.Add(p);

                // alt. 1
                if (dashArray != null)
                {
                    if (i > 0)
                    {
                        var delta = p - last;
                        var dist  = Math.Sqrt((delta.X * delta.X) + (delta.Y * delta.Y));
                        lineLength += dist;
                    }

                    last = p;
                }

                // use multiple polylines with limited number of points to improve WPF performance
                if (pc.Count >= numPointsPerPolyline)
                {
                    polyline.Points = pc;

                    if (i < n - 1)
                    {
                        // alt.2
                        ////if (dashArray != null)
                        ////{
                        ////    lineLength += this.GetLength(polyline);
                        ////}

                        // start a new polyline at last point so there is no gap (it is not necessary to use the % operator)
                        var dashOffset = dashPatternLength > 0 ? lineLength / thickness : 0;
                        polyline = this.CreateAndAdd <Polyline>();
                        this.SetStroke(polyline, stroke, thickness, lineJoin, dashArray, dashOffset, aliased);
                        pc = new PointCollection(numPointsPerPolyline)
                        {
                            pc.Last()
                        };
                    }
                }
            }

            if (pc.Count > 1 || n == 1)
            {
                polyline.Points = pc;
            }
        }
Esempio n. 11
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        /// <summary>
        /// 曲线绘制,并填充色
        /// </summary>
        /// <param name="canvas"></param>
        /// <param name="colorBrush"></param>
        /// <param name="fillBrush">并填充色</param>
        /// <param name="startPoint"></param>
        /// <param name="points"></param>
        /// <returns></returns>
        public static Path DrawPolylineAndFill(this Canvas canvas,
                                               Color colorBrush,
                                               Brush fillBrush,
                                               Point startPoint,
                                               PointCollection points)
        {
            Path currPath = new Path();

            if (!points.Any())
            {
                return(currPath);
            }
            currPath.Stroke = Brushes.Black;

            var endpoint = new Point()
            {
                X = points.Last().X + 10, Y = startPoint.Y
            };
            var newStartPoint = new Point()
            {
                X = startPoint.X, Y = startPoint.Y
            };

            var maxX = points.Max(a => a.X);
            var maxY = points.Max(a => a.Y);

            GradientStopCollection gradientStops = new GradientStopCollection()
            {
                new GradientStop()
                {
                    Color = Colors.LightSeaGreen, Offset = 1
                },
                new GradientStop()
                {
                    Color = Colors.LightPink, Offset = 0.8
                },
                new GradientStop()
                {
                    Color = Colors.Black, Offset = 0.2
                }
            };
            LinearGradientBrush linearGradientBrush = new LinearGradientBrush(gradientStops, 90);

            PathFigure pathFigureArrow = new PathFigure();

            pathFigureArrow.IsClosed   = true;
            pathFigureArrow.StartPoint = newStartPoint;
            foreach (var item in points)
            {
                var toadd = new Point(item.X + 10, item.Y + 5);
                pathFigureArrow.Segments.Add(new LineSegment(toadd, false));
            }
            pathFigureArrow.Segments.Add(new LineSegment(endpoint, false));

            PathGeometry pathGeometryArrow = new PathGeometry();

            pathGeometryArrow.Figures.Add(pathFigureArrow);

            currPath.Data = pathGeometryArrow;

            currPath.Fill = fillBrush == null ? linearGradientBrush : fillBrush;

            Canvas.SetZIndex(currPath, -99);

            canvas.Children.Add(currPath);

            return(currPath);
        }
Esempio n. 12
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        private PointCollection DesignAlternativePath(Planet originPlanet, Planet destinationPlanet, Point[] straightPathPoints)
        {
            PointCollection points     = new PointCollection();
            List <Planet>   planetList = new List <Planet>();

            // finds collisions between default and final position
            foreach (var item in gameObjects)
            {
                if (item is Planet planet)
                {
                    int collision = FindCollision(originPlanet, planet, destinationPlanet, new Point(originPlanet.Position.X, originPlanet.Position.Y), new Point(destinationPlanet.Position.X, destinationPlanet.Position.Y));
                    if (collision == -1)
                    {
                        continue;
                    }
                    else if (collision == 1)
                    {
                        planetList.Add(planet);
                    }
                    else
                    {
                    }
                }
            }
            // sorting by distance from origin
            if (planetList.Count > 1)
            {
                planetList.Sort((x, y) => MathClass.GetDistance(originPlanet.Position.X, x.Position.X, originPlanet.Position.Y, x.Position.Y)
                                .CompareTo(MathClass.GetDistance(originPlanet.Position.X, y.Position.X, originPlanet.Position.Y, y.Position.Y)));
            }

            planetList.Insert(0, originPlanet);                     // add origin planet at the start of list
            planetList.Insert(planetList.Count, destinationPlanet); // add destination planet at the end of list
            Point?       bestPointA = null;
            Point?       bestPointB = null;
            List <Point> defaultPlanetPathPoints;
            List <Point> targetPlanetPathPoints;

            for (int i = 0; i < planetList.Count; i++)
            {
                double shortestDist = double.MaxValue;
                if (i == planetList.Count - 1) // if i == last planet, loop will be ended
                {
                    break;
                }

                #region Deciding between contact or dodge points connection
                if (i == 0)
                {
                    defaultPlanetPathPoints = planetList[i].ContactPoints;
                }
                else
                {
                    defaultPlanetPathPoints = planetList[i].DodgePoints;
                }

                if (i == planetList.Count - 2)
                {
                    targetPlanetPathPoints = planetList[i + 1].ContactPoints;
                }
                else
                {
                    targetPlanetPathPoints = planetList[i + 1].DodgePoints;
                }
                #endregion

                foreach (Point a in defaultPlanetPathPoints)
                {
                    foreach (Point b in targetPlanetPathPoints)
                    {
                        double dist = MathClass.GetDistance(a.X, b.X, a.Y, b.Y);
                        // gets points for straight path
                        if (dist < shortestDist)
                        {
                            shortestDist = dist;
                            bestPointA   = a;
                            bestPointB   = b;
                        }
                    }
                }
                if (bestPointA != null && bestPointB != null)
                {
                    if (i != 0 && i != planetList.Count - 1)
                    {
                        int clockwiseDirCount     = FindDodgePointsPath(planetList, points, bestPointA, points.Last(), 1, i, false);
                        int anticlockwiseDirCount = FindDodgePointsPath(planetList, points, bestPointA, points.Last(), -1, i, false);
                        // finds out which path is shorter
                        if (clockwiseDirCount < anticlockwiseDirCount)
                        {
                            FindDodgePointsPath(planetList, points, bestPointA, points.Last(), 1, i, true);
                        }
                        else
                        {
                            FindDodgePointsPath(planetList, points, bestPointA, points.Last(), -1, i, true);
                        }
                    }
                    points.Add((Point)bestPointA);
                    points.Add((Point)bestPointB);
                }
            }
            return(points);
        }