/// <summary> /// ctor /// </summary> public ArcElement() { _radiusX = _radiusY = _angle = 0; _arcSize = CanvasArcSize.Small; _sweepDirection = CanvasSweepDirection.Clockwise; _sweepDirection = 0; _x = _y = 0; }
/// <summary> /// Adds a single arc to the path, specified by start and end points through which an ellipse will be fitted. /// </summary> /// <param name="point">Start Point</param> /// <param name="x">radiusX</param> /// <param name="y">radiusY</param> /// <param name="z">rotationAngle</param> /// <param name="sweepDirection"><see cref="CanvasSweepDirection"/></param> /// <param name="arcSize"><see cref="CanvasArcSize"/></param> public void AddArc(Vector2 point, float x, float y, float z, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { _cmdBuilder.AppendLine($" pathBuilder.AddArc(new Vector2({point.X}, {point.Y}), {x}, {y}, {z}, {sweepDirection}, {arcSize});"); }
protected void DrawGaugeArc(CanvasControl sender, CanvasDrawingSession ds, float startAngle, float endAngle, Color color, CanvasSweepDirection canvasSweepDirection, CanvasArcSize canvasArcSize) { using (CanvasPathBuilder cp = new CanvasPathBuilder(sender)) { var startPoint = this.Center + Vector2.Transform(Vector2.UnitX, Matrix3x2.CreateRotation(startAngle)) * this.Radius; var endPoint = this.Center + Vector2.Transform(Vector2.UnitX, Matrix3x2.CreateRotation(endAngle)) * this.Radius; cp.BeginFigure(startPoint); cp.AddArc(endPoint, this.Radius, this.Radius, 0, canvasSweepDirection, canvasArcSize); cp.EndFigure(CanvasFigureLoop.Open); using (var geometry = CanvasGeometry.CreatePath(cp)) { ds.DrawGeometry(geometry, color, c_arcThickness, this.ArcStrokeStyle); } } }
public void AddArc(Vector2 point, float x, float y, float z, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { throw new NotSupportedException("This is never called, since we use CanvasGeometrySimplification.Lines on the geometry."); }
public void AddArc(Vector2 point, float x, float y, float z, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { wasAddArcCalled = true; }
/// <summary> /// Adds a single arc to the path, specified by start and end points through which /// an ellipse will be fitted. /// </summary> /// <param name="endPoint"> The end-point. </param> /// <param name="radiusX"> The radius X. </param> /// <param name="radiusY"> The radius Y. </param> /// <param name="rotationAngle"> The angle of rotation. </param> /// <param name="sweepDirection"> The direction for sweep. </param> /// <param name="arcSize"> The size of arc. </param> public void AddArc(Vector2 endPoint, float radiusX, float radiusY, float rotationAngle, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { }
public void AddArc(Vector2 endPoint, float radiusX, float radiusY, float rotationAngle, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { throw new NotImplementedException(); }
public void AddArc(Vector2 point, float x, float y, float z, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { // Ignored }
public void AddArc(Vector2 endPoint, float radiusX, float radiusY, float rotationAngle, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { System.Diagnostics.Debug.WriteLine(string.Format("Arc: {0}:{1}:{2}", endPoint, radiusX, radiusY)); }
public void AddArc(Vector2 endPoint, float radiusX, float radiusY, float rotationAngle, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { _builder.AppendFormat("A {0} {1} {2} {3} {4} {5} {6} ", radiusX, radiusY, rotationAngle, (int)arcSize, (int)sweepDirection, endPoint.X, endPoint.Y); }
public void AddArc(Vector2 point, float x, float y, float z, CanvasSweepDirection sweepDirection, CanvasArcSize arcSize) { wasAddArcCalled = true; }
/*public override object Clone() * { * SVGPath clone = new SVGPath(); * clone._gp = (GraphicsPath)_gp.Clone(); * clone._ID = _ID; * clone._strPath = (String)_strPath.Clone(); * return clone; * }*/ private void parsePath(CanvasPathBuilder pb, String path) { char[] delimiter = { ' ' }; string[] commands = Regex.Split(path, _regex1); string[] values = null; float[] points = new float[7]; Vector2[] Vector2s = new Vector2[4]; Vector2 lastPoint = new Vector2(0, 0); Vector2 lastControlPoint = new Vector2(0, 0); //Vector2 firstPoint = new Vector2(0, 0); //Vector2 firstPoint = new Vector2(0, 0); try { for (int i = 0; i < commands.Length; i++) { String strCommand = commands[i]; char action = (strCommand != null && strCommand.Length > 0) ? strCommand[0] : ' '; values = strCommand.Split(delimiter); if (action == 'M') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); points[1] = -(float)Convert.ToDouble(values[1]); lastPoint = new Vector2(points[0], points[1]); //firstPoint = new Vector2(points[0], points[1]); pb.BeginFigure(lastPoint); } else if (action == 'm') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.X; points[1] = -(float)Convert.ToDouble(values[1]) + lastPoint.Y; pb.BeginFigure(points[0], points[1]); lastPoint.X = points[0]; lastPoint.Y = points[1]; pb.BeginFigure(lastPoint); } else if (action == 'L')//capital letter is absolute location { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); points[1] = -(float)Convert.ToDouble(values[1]); pb.AddLine(points[0], points[1]); lastPoint.X = points[0]; lastPoint.Y = points[1]; } else if (action == 'l')//lowercase letter is relative location { points[0] = (float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.X; points[1] = -(float)Convert.ToDouble(values[1]) + lastPoint.Y; pb.AddLine(points[0], points[1]); lastPoint.X = points[0]; lastPoint.Y = points[1]; } else if (action == 'H') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); pb.AddLine(points[0], lastPoint.Y); lastPoint.X = points[0]; } else if (action == 'h') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.X; pb.AddLine(points[0], lastPoint.Y); lastPoint.X = points[0]; } else if (action == 'V') { points[0] = -(float)Convert.ToDouble(values[0].Substring(1)); pb.AddLine(lastPoint.X, points[0]); lastPoint.Y = points[0]; } else if (action == 'v') { points[0] = -(float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.Y; pb.AddLine(lastPoint.X, points[0]); lastPoint.Y = points[0]; } else if (action == 'C')//cubic bezier, 2 control points { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); points[1] = -(float)Convert.ToDouble(values[1]); points[2] = (float)Convert.ToDouble(values[2]); points[3] = -(float)Convert.ToDouble(values[3]); points[4] = (float)Convert.ToDouble(values[4]); points[5] = -(float)Convert.ToDouble(values[5]); Vector2s[0] = lastPoint; Vector2s[1] = new Vector2(points[0], points[1]); Vector2s[2] = new Vector2(points[2], points[3]); Vector2s[3] = new Vector2(points[4], points[5]); //_gp.AddBezier(Vector2s[0], Vector2s[1], Vector2s[2], Vector2s[3]); pb.AddCubicBezier(Vector2s[1], Vector2s[2], Vector2s[3]); lastPoint = Vector2s[3]; lastControlPoint = Vector2s[2]; } else if (action == 'c') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.X; points[1] = -(float)Convert.ToDouble(values[1]) + lastPoint.Y; points[2] = (float)Convert.ToDouble(values[2]) + lastPoint.X; points[3] = -(float)Convert.ToDouble(values[3]) + lastPoint.Y; points[4] = (float)Convert.ToDouble(values[4]) + lastPoint.X; points[5] = -(float)Convert.ToDouble(values[5]) + lastPoint.Y; Vector2s[0] = lastPoint; Vector2s[1] = new Vector2(points[0], points[1]); Vector2s[2] = new Vector2(points[2], points[3]); Vector2s[3] = new Vector2(points[4], points[5]); //_gp.AddBezier(Vector2s[0], Vector2s[1], Vector2s[2], Vector2s[3]); pb.AddCubicBezier(Vector2s[1], Vector2s[2], Vector2s[3]); lastPoint = Vector2s[3]; lastControlPoint = Vector2s[2]; } else if (action == 'S') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); points[1] = -(float)Convert.ToDouble(values[1]); points[2] = (float)Convert.ToDouble(values[2]); points[3] = -(float)Convert.ToDouble(values[3]); Vector2s[0] = lastPoint; Vector2s[1] = mirrorControlPoint(lastControlPoint, lastPoint); Vector2s[2] = new Vector2(points[0], points[1]); Vector2s[3] = new Vector2(points[2], points[3]); //_gp.AddBezier(Vector2s[0], Vector2s[1], Vector2s[2], Vector2s[3]); pb.AddCubicBezier(Vector2s[1], Vector2s[2], Vector2s[3]); lastPoint = Vector2s[3]; lastControlPoint = Vector2s[2]; } else if (action == 's') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.X; points[1] = -(float)Convert.ToDouble(values[1]) + lastPoint.Y; points[2] = (float)Convert.ToDouble(values[2]) + lastPoint.X; points[3] = -(float)Convert.ToDouble(values[3]) + lastPoint.Y; Vector2s[0] = lastPoint; Vector2s[1] = mirrorControlPoint(lastControlPoint, lastPoint); Vector2s[2] = new Vector2(points[0], points[1]); Vector2s[3] = new Vector2(points[2], points[3]); //_gp.AddBezier(Vector2s[0], Vector2s[1], Vector2s[2], Vector2s[3]); pb.AddCubicBezier(Vector2s[1], Vector2s[2], Vector2s[3]); lastPoint = Vector2s[3]; lastControlPoint = Vector2s[2]; } else if (action == 'Q')//quadratic bezier, 1 control point { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); points[1] = -(float)Convert.ToDouble(values[1]); points[2] = (float)Convert.ToDouble(values[2]); points[3] = -(float)Convert.ToDouble(values[3]); //convert quadratic to cubic bezier Vector2 QP0 = lastPoint; Vector2 QP1 = new Vector2(points[0], points[1]); Vector2 QP2 = new Vector2(points[2], points[3]); Vector2 CP0 = QP0; Vector2 CP3 = QP2; //old //Vector2 CP1 = new Vector2((QP0.X + 2.0f * QP1.X) / 3.0f, (QP0.Y + 2.0f * QP1.Y) / 3.0f); //Vector2 CP2 = new Vector2((QP2.X + 2.0f * QP1.X) / 3.0f, (QP2.Y + 2.0f * QP1.Y) / 3.0f); //new Vector2 CP1 = new Vector2(QP0.X + 2.0f / 3.0f * (QP1.X - QP0.X), QP0.Y + 2.0f / 3.0f * (QP1.Y - QP0.Y)); Vector2 CP2 = new Vector2(QP2.X + 2.0f / 3.0f * (QP1.X - QP2.X), QP2.Y + 2.0f / 3.0f * (QP1.Y - QP2.Y)); //_gp.AddBezier(CP0, CP1, CP2, CP3); //pb.AddCubicBezier(CP1, CP2, QP2); pb.AddQuadraticBezier(QP1, QP2); lastPoint = QP2; lastControlPoint = QP1; } else if (action == 'q') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.X; points[1] = -(float)Convert.ToDouble(values[1]) + lastPoint.Y; points[2] = (float)Convert.ToDouble(values[2]) + lastPoint.X; points[3] = -(float)Convert.ToDouble(values[3]) + lastPoint.Y; //convert quadratic to cubic bezier Vector2 QP0 = lastPoint; Vector2 QP1 = new Vector2(points[0], points[1]); Vector2 QP2 = new Vector2(points[2], points[3]); Vector2 CP0 = QP0; Vector2 CP3 = QP2; //old //Vector2 CP1 = new Vector2((QP0.X + 2.0f * QP1.X) / 3.0f, (QP0.Y + 2.0f * QP1.Y) / 3.0f); //Vector2 CP2 = new Vector2((QP2.X + 2.0f * QP1.X) / 3.0f, (QP2.Y + 2.0f * QP1.Y) / 3.0f); //new //Vector2 CP1 = new Vector2(QP0.X + 2.0f / 3.0f * (QP1.X - QP0.X), QP0.Y + 2.0f / 3.0f * (QP1.Y - QP0.Y)); //Vector2 CP2 = new Vector2(QP2.X + 2.0f / 3.0f * (QP1.X - QP2.X), QP2.Y + 2.0f / 3.0f * (QP1.Y - QP2.Y)); //_gp.AddBezier(CP0, CP1, CP2, CP3); //pb.AddCubicBezier(CP1, CP2, QP2); pb.AddQuadraticBezier(QP1, QP2); lastPoint = QP2; lastControlPoint = QP1; } else if (action == 'T') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); points[1] = -(float)Convert.ToDouble(values[1]); //convert quadratic to bezier Vector2 QP0 = lastPoint; Vector2 QP1 = mirrorControlPoint(lastControlPoint, QP0); Vector2 QP2 = new Vector2(points[0], points[1]); Vector2 CP0 = QP0; Vector2 CP3 = QP2; //Vector2 CP1 = new Vector2((QP0.X + 2.0f * QP1.X) / 3.0f, (QP0.Y + 2.0f * QP1.Y) / 3.0f); //Vector2 CP2 = new Vector2((QP2.X + 2.0f * QP1.X) / 3.0f, (QP2.Y + 2.0f * QP1.Y) / 3.0f); //Vector2 CP1 = new Vector2(QP0.X + 2.0f / 3.0f * (QP1.X - QP0.X), QP0.Y + 2.0f / 3.0f * (QP1.Y - QP0.Y)); //Vector2 CP2 = new Vector2(QP2.X + 2.0f / 3.0f * (QP1.X - QP2.X), QP2.Y + 2.0f / 3.0f * (QP1.Y - QP2.Y)); //_gp.AddBezier(CP0, CP1, CP2, CP3); //pb.AddCubicBezier(CP1, CP2, QP2); pb.AddQuadraticBezier(QP1, QP2); lastPoint = QP2; lastControlPoint = QP1; } else if (action == 't') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)) + lastPoint.X; points[1] = -(float)Convert.ToDouble(values[1]) + lastPoint.Y; //convert quadratic to bezier Vector2 QP0 = lastPoint; Vector2 QP1 = mirrorControlPoint(lastControlPoint, QP0); Vector2 QP2 = new Vector2(points[0], points[1]); Vector2 CP0 = QP0; Vector2 CP3 = QP2; //Vector2 CP1 = new Vector2((QP0.X + 2.0f * QP1.X) / 3.0f, (QP0.Y + 2.0f * QP1.Y) / 3.0f); //Vector2 CP2 = new Vector2((QP2.X + 2.0f * QP1.X) / 3.0f, (QP2.Y + 2.0f * QP1.Y) / 3.0f); //Vector2 CP1 = new Vector2(QP0.X + 2.0f / 3.0f * (QP1.X - QP0.X), QP0.Y + 2.0f / 3.0f * (QP1.Y - QP0.Y)); //Vector2 CP2 = new Vector2(QP2.X + 2.0f / 3.0f * (QP1.X - QP2.X), QP2.Y + 2.0f / 3.0f * (QP1.Y - QP2.Y)); //_gp.AddBezier(CP0, CP1, CP2, CP3); //pb.AddCubicBezier(CP1, CP2, QP2); pb.AddQuadraticBezier(QP1, QP2); lastPoint = QP2; lastControlPoint = QP1; } else if (action == 'A') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); //radiusX points[1] = (float)Convert.ToDouble(values[1]); //radiusY points[2] = (float)Convert.ToDouble(values[2]); //angle points[3] = (float)Convert.ToDouble(values[3]); //size points[4] = (float)Convert.ToDouble(values[4]); //sweep points[5] = (float)Convert.ToDouble(values[5]); //endX points[6] = -(float)Convert.ToDouble(values[6]); //endY //SvgArcSize sas = points[3] == 0 ? SvgArcSize.Small : SvgArcSize.Large; //SvgArcSweep sasw = points[4] == 0 ? SvgArcSweep.Negative : SvgArcSweep.Positive; Vector2 endPoint = new Vector2(points[5], points[6]); //SvgArcSegment arc = new SvgArcSegment(lastPoint, points[0], points[1], points[2], sas, sasw, endPoint); //arc.AddToPath(_gp); CanvasArcSize arcSize = CanvasArcSize.Large; //if size = 1, size is large. 0 for small CanvasSweepDirection sweep = CanvasSweepDirection.Clockwise; //if sweep == 1, sweep is clockwise or positive if (points[3] == 0.0f) { arcSize = CanvasArcSize.Small; } if (points[4] == 0.0f) { sweep = CanvasSweepDirection.CounterClockwise; } pb.AddArc(new Vector2(points[5], points[6]), points[0], points[1], points[2], sweep, arcSize); //AddArcToPath(_gp, lastPoint, points[0], points[1], points[2], (int)points[3], (int)points[4], endPoint); lastPoint.X = points[5]; lastPoint.Y = points[6]; } else if (action == 'a') { points[0] = (float)Convert.ToDouble(values[0].Substring(1)); points[1] = (float)Convert.ToDouble(values[1]); points[2] = (float)Convert.ToDouble(values[2]); points[3] = (float)Convert.ToDouble(values[3]); points[4] = (float)Convert.ToDouble(values[4]); points[5] = (float)Convert.ToDouble(values[5] + lastPoint.X); points[6] = -(float)Convert.ToDouble(values[6] + lastPoint.Y); //SvgArcSize sas = points[3] == 0 ? SvgArcSize.Small : SvgArcSize.Large; //SvgArcSweep sasw = points[4] == 0 ? SvgArcSweep.Negative : SvgArcSweep.Positive; Vector2 endPoint = new Vector2(points[5], points[6]); //SvgArcSegment arc = new SvgArcSegment(lastPoint, points[0], points[1], points[2], sas, sasw, endPoint); //arc.AddToPath(_gp); CanvasArcSize arcSize = CanvasArcSize.Large; //if size = 1, size is large. 0 for small CanvasSweepDirection sweep = CanvasSweepDirection.Clockwise; //if sweep == 1, sweep is clockwise or positive if (points[3] == 0.0f) { arcSize = CanvasArcSize.Small; } if (points[4] == 0.0f) { sweep = CanvasSweepDirection.CounterClockwise; } pb.AddArc(new Vector2(points[5], points[6]), points[0], points[1], points[2], sweep, arcSize); //AddArcToPath(_gp, lastPoint, points[0], points[1], points[2], (int)points[3], (int)points[4], endPoint); lastPoint.X = points[5]; lastPoint.Y = points[6]; } else if (action == 'Z' || action == 'z') { pb.EndFigure(CanvasFigureLoop.Closed); } } _cg = CanvasGeometry.CreatePath(pb); } catch (Exception exc) { Debug.WriteLine(exc.Message); Debug.WriteLine(exc.StackTrace); ErrorLogger.LogException("SVGPath", "parsePath", exc); } }