Пример #1
0
        bool matchXMLcall(string calltext, bool fuzzy = false)
        {
            var found   = false;
            var matches = false;
            var ctx0    = this;
            var ctx     = this;

            //  If there are precursors, run them first so the result
            //  will be used to match formations
            //  Needed for calls like "Explode And ..."
            if (callstack.Count > 0)
            {
                ctx           = new CallContext(this);
                ctx.callstack = callstack;
                ctx.performCall();
            }

            //  If actives != dancers, create another call context with just the actives
            if (ctx.dancers.Count != ctx.actives.Count)
            {
                ctx = new CallContext(ctx.actives);
            }
            //  Try to find a match in the xml animations
            var callquery = "^" + TamUtils.callnameQuery(calltext) + "$";
            var callfiles = TamUtils.calllistdata.Where(x => Regex.Match(x.text, callquery).Success);
            //  Found xml file with call, now look through each animation
            //  First read and extract all the animations to a list
            var tams = callfiles.SelectMany(d => TamUtils.getXMLAsset(d.link).SelectNodes("/tamination/tam")).ToList();

            found = tams.Count > 0;
            //  Now find the animations that match the name and formation
            tams.Where(tam => Regex.Match(tam.attr("title").ToLower().ReplaceAll("\\W", ""), callquery).Success)
            .Any(tam => {
                var f = tam.hasAttr("formation")
                    ? TamUtils.getFormation(tam.attr("formation"))
                    : tam.SelectNodes("formation").First();
                var ctx2 = new CallContext(f);
                var sexy = tam.hasAttr("gender-specific");
                //  Try to match the formation to the current dancer positions
                var mm = matchFormations(ctx, ctx2, sexy, fuzzy);
                if (mm != null)
                {
                    matches = true;
                    // add XMLCall object to the call stack
                    ctx0.callstack.Add(new XMLCall(tam, mm, ctx2));
                    ctx0.callname = callname + tam.attr("title") + " ";
                }
                return(matches);
            });
            if (found && !matches)
            {
                //  Found the call but formations did not match
                throw new FormationNotFoundError(calltext);
            }
            return(matches);
        }
Пример #2
0
        public void matchStandardFormation()
        {
            //  Make sure newly added animations are finished
            dancers.ForEach(d => { d.path.recalculate(); d.animateToEnd(); });
            //  Work on a copy with all dancers active, mapping only uses active dancers
            var ctx1 = new CallContext(this);

            ctx1.dancers.ForEach(d => d.data.active = true);
            BestMapping bestMapping = new BestMapping();

            bestMapping.totOffset = -1.0;

            standardFormations.ForEach(f => {
                CallContext ctx2 = new CallContext(TamUtils.getFormation(f));
                //  See if this formation matches
                var mapping = matchFormations(ctx1, ctx2,
                                              sexy: false, fuzzy: true, rotate: true);
                if (mapping != null)
                {
                    //  If it does, get the offsets
                    var offsets   = ctx1.computeFormationOffsets(ctx2, mapping);
                    var totOffset = offsets.Aggregate(0.0, (s, v) => s + v.Length());
                    //  Favor formations closer to the top of the list
                    if (bestMapping.totOffset < 0 || totOffset + 0.1 < bestMapping.totOffset)
                    {
                        bestMapping.name      = f; // only used for debugging
                        bestMapping.mapping   = mapping;
                        bestMapping.offsets   = offsets;
                        bestMapping.totOffset = totOffset;
                    }
                }
            });
            if (bestMapping.totOffset >= 0)
            {
                for (var i = 0; i < dancers.Count; i++)
                {
                    var d = dancers[i];
                    if (bestMapping.offsets[i].Length() > 0.1)
                    {
                        //  Get the last movement
                        var m = d.path.pop();
                        //  Transform the offset to the dancer's angle
                        d.animateToEnd();
                        var vd = bestMapping.offsets[i].Rotate(-d.tx.Angle());
                        //  Apply it
                        d.path.add(m.skew(-vd.X, -vd.Y));
                        d.animateToEnd();
                    }
                }
            }
        }
 private void startSequence()
 {
     animationView.setAnimation(TamUtils.getFormation(formation));
 }
        public void resetAnimation()
        {
            if (tam != null)
            {
                leadin  = interactiveDancer < 0 ? 2 : 3;
                leadout = interactiveDancer < 0 ? 2 : 1;
                // if (isRunnning)
                //  doneCallback();
                isRunning = false;
                beats     = 0.0;

                var tlist     = tam.SelectNodes("formation");
                var formation = tlist.Length > 0
          ? tlist.First()                                //  formation defined in animation
          : tam.hasAttr("formation")
          ? TamUtils.getFormation(tam.attr("formation")) // formation reference to formations.xml
          : tam;                                         //  formation passed in for sequencer
                var flist = formation.SelectNodes("dancer");
                dancers = new Dancer[flist.Length * (int)geometry];

                //  Except for the phantoms, these are the standard colors
                //  used for teaching callers
                var dancerColor = geometry == GeometryType.HEXAGON ?
                                  new Color[] { Colors.Red, Colors.ForestGreen, Colors.Magenta,
                                                Colors.Blue, Colors.Yellow, Colors.Cyan,
                                                Colors.LightGray, Colors.LightGray, Colors.LightGray, Colors.LightGray }
          :
                new Color[] { Colors.Red, ColorUtilities.ColorFromHex(0xff00c000), Colors.Blue, Colors.Yellow,
                              Colors.LightGray, Colors.LightGray, Colors.LightGray, Colors.LightGray };
                //  Get numbers for dancers and couples
                //  This fetches any custom numbers that might be defined in
                //  the animation to match a Callerlab or Ceder Chest illustration
                var paths   = tam.SelectNodes("path");
                var numbers = geometry == GeometryType.HEXAGON ?
                              new string[] { "A", "E", "I",
                                             "B", "F", "J",
                                             "C", "G", "K",
                                             "D", "H", "L",
                                             "u", "v", "w", "x", "y", "z" }
        : geometry == GeometryType.BIGON || paths.Length == 0 ?
                new string[] { "1", "2", "3", "4", "5", "6", "7", "8" }
        : TamUtils.getNumbers(tam);
                var couples = geometry == GeometryType.HEXAGON ?
                              new string[] { "1", "3", "5", "1", "3", "5",
                                             "2", "4", "6", "2", "4", "6",
                                             "7", "8", "7", "8", "7", "8" }
          : geometry == GeometryType.BIGON ?
                new string[] { "1", "2", "3", "4", "5", "6", "7", "8" }
          : paths.Length == 0 ?
                new string[] { "1", "3", "1", "3", "2", "4", "2", "4" }
          : TamUtils.getCouples(tam);
                var geoms = GeometryMaker.makeAll(geometry);

                //  Select a random dancer of the correct gender for the interactive dancer
                var icount = -1;
                var im     = Matrix3x2.Identity;
                if (interactiveDancer > 0)
                {
                    var rand     = new Random();
                    var selector = interactiveDancer == (int)Gender.BOY
            ? "dancer[@gender='boy']" : "dancer[@gender='girl']";
                    var glist = formation.SelectNodes(selector);
                    icount = rand.Next(glist.Count);
                    //  If the animations starts with "Heads" or "Sides"
                    //  then select the first dancer.
                    //  Otherwise the formation could rotate 90 degrees
                    //  which would be confusing
                    var title = tam.attr("title");
                    if (title.Contains("Heads") || title.Contains("Sides"))
                    {
                        icount = 0;
                    }
                    //  Find the angle the interactive dancer faces at start
                    //  We want to rotate the formation so that direction is up
                    var iangle = glist.Item((uint)icount).attr("angle").toDouble();
                    im     = Matrix.CreateRotation(-iangle.toRadians()) * im;
                    icount = icount * geoms.Count() + 1;
                }

                //  Create the dancers and set their starting positions
                int dnum = 0;
                for (var i = 0; i < flist.Length; i++)
                {
                    var fd       = flist.ElementAt(i);
                    var x        = fd.attr("x").toDouble();
                    var y        = fd.attr("y").toDouble();
                    var angle    = fd.attr("angle").toDouble();
                    var gender   = fd.attr("gender");
                    var g        = gender == "boy" ? Gender.BOY : gender == "girl" ? Gender.GIRL : Gender.PHANTOM;
                    var movelist = paths.Length > i?TamUtils.translatePath(paths.ElementAt(i))
                                       : new List <Movement>();

                    //  Each dancer listed in the formation corresponds to
                    //  one, two, or three real dancers depending on the geometry
                    foreach (Geometry geom in geoms)
                    {
                        var m    = Matrix3x2.Identity * Matrix.CreateRotation(angle.toRadians()) * Matrix.CreateTranslation(x, y) * im;
                        var nstr = g == Gender.PHANTOM ? " " : numbers[dnum];
                        var cstr = g == Gender.PHANTOM ? " " : couples[dnum];
                        var c    = g == Gender.PHANTOM ? Colors.LightGray : dancerColor[int.Parse(cstr) - 1];
                        //  add one dancer
                        //icount -= 1;
                        if ((int)g == interactiveDancer && --icount == 0)
                        {
                            idancer       = new InteractiveDancer(nstr, cstr, g, c, m, geom.clone(), movelist);
                            dancers[dnum] = idancer;
                        }
                        else
                        {
                            dancers[dnum]        = new Dancer(nstr, cstr, g, c, m, geom.clone(), movelist);
                            dancers[dnum].hidden = g == Gender.PHANTOM && !showPhantoms;
                        }
                        beats = Math.Max(dancers[dnum].beats + leadout, beats);
                        dnum++;
                    }
                } // All dancers added

                //  Initialize other stuff
                parts     = tam.attr("parts") + tam.attr("fractions");
                hasParts  = tam.attr("parts").Length > 0;
                isRunning = false;
                beat      = -leadin;
                prevbeat  = -leadin;
                partbeats = partsValues();
                //  force a redraw
                canvas.Invalidate();
                //  ready callback
                Callouts.animationReady();
            }
        }