public override void LayoutItems(ArrayList items) { float neededCircumference; // calc needed circumference // CalcLayoutInfoFromItems(out neededCircumference, out this.maxItemRadius, items, 1); // calc radius of the spiral // float radius = neededCircumference / MathHelper.TwoPi; float spacingCircumference = 0.0f; // spacing between items on the circumference float radiusSpiral = this.maxItemRadius * 2.0f; { // radius is too small, must increase // this is assuming the center composed item is the same size as the other items radius = this.maxItemRadius * 2.0f; // and provide the extra spacing between items on the circumference float newCircumference = MathHelper.TwoPi * radius; spacingCircumference = (newCircumference - neededCircumference) / items.Count; neededCircumference = newCircumference; } // layout items into position spiraling on the circumference // float headingArcLength = 0.0f; for (int indexItem = 0; indexItem < items.Count; indexItem++) { OrbitalSelector.ItemData itemData = items[indexItem] as OrbitalSelector.ItemData; IBounding boundingItem = itemData.item as IBounding; ITransform transformItem = itemData.item as ITransform; // skip the first one so it is top dead center if (indexItem != 0) { // update angle along arc headingArcLength += boundingItem.BoundingSphere.Radius; } // create a vector to the current heading float headingAngle = headingArcLength / radius; Vector3 heading = new Vector3((float)(Math.Sin(headingAngle) * radiusSpiral), (float)(Math.Cos(headingAngle) * radiusSpiral), 0.0f); // set position transformItem.Local.Translation = heading; transformItem.Compose(); // update angle along arc headingArcLength += boundingItem.BoundingSphere.Radius + spacingCircumference; // update the spiral radius radiusSpiral += boundingItem.BoundingSphere.Radius / 6.0f; } this.maxOrbit = radiusSpiral; }
protected void CalcLayoutInfoFromItems(out float circumference, out float maxRadius, List <UiSelector.ItemData> items, int rings) { circumference = 0.0f; UiSelector.ItemData itemData; // if an odd count and even number of rings, impose an empty spot if ((rings % 2) == 0 && (items.Count % 2) == 1) { itemData = items[0]; IBounding boundingItem = itemData.item as IBounding; circumference += boundingItem.BoundingSphere.Radius * 2.0f / (float)rings; } maxRadius = float.NegativeInfinity; for (int indexItem = 0; indexItem < items.Count; indexItem++) { itemData = items[indexItem]; IBounding boundingItem = itemData.item as IBounding; circumference += boundingItem.BoundingSphere.Radius * 2.0f / (float)rings; maxRadius = MathHelper.Max(maxRadius, boundingItem.BoundingSphere.Radius); } }
protected void CalcLayoutInfoFromItems(out float maxRadius, out int rows, out int cols, ArrayList items) { maxRadius = 0.0f; OrbitalSelector.ItemData itemData; int itemsInView = items.Count; rows = (int)(Math.Sqrt((double)itemsInView)); // if its even but not 2 rows if ((rows % 2) == 0 && rows != 2) { // even, odd it up rows++; } cols = itemsInView / rows; for (int indexItem = 0; indexItem < items.Count; indexItem++) { itemData = items[indexItem] as OrbitalSelector.ItemData; IBounding boundingItem = itemData.item as IBounding; maxRadius = MathHelper.Max(maxRadius, boundingItem.BoundingSphere.Radius); } }
public override void LayoutItems(ArrayList items) { float neededCircumference; // calc needed circumference // CalcLayoutInfoFromItems(out neededCircumference, out this.maxItemRadius, items, 1); // calc radius of the pie // float radius = neededCircumference / MathHelper.TwoPi; float spacingCircumference = 0.0f; // spacing between items on the circumference if (radius < this.maxItemRadius * 2.0f) { // radius is too small, must increase // this is assuming the center composed item is the same size as the other items radius = this.maxItemRadius * 2.0f; // and provide the extra spacing between items on the circumference float newCircumference = MathHelper.TwoPi * radius; spacingCircumference = (newCircumference - neededCircumference) / items.Count; neededCircumference = newCircumference; } this.maxOrbit = radius; // layout items into position on the circumference // float headingArcLength = 0.0f; for (int indexItem = 0; indexItem < items.Count; indexItem++) { OrbitalSelector.ItemData itemData = items[indexItem] as OrbitalSelector.ItemData; IBounding boundingItem = itemData.item as IBounding; ITransform transformItem = itemData.item as ITransform; // skip the first one so it is top dead center if (indexItem != 0) { // update angle along arc headingArcLength += boundingItem.BoundingSphere.Radius; } // create a vector to the current heading float headingAngle = headingArcLength / radius; Vector3 heading = new Vector3((float)(Math.Sin(headingAngle) * radius), (float)(Math.Cos(headingAngle) * radius), 0.0f); // set position by animations // transformItem.Local = Matrix.CreateTranslation(heading); TwitchManager.GetVector3 get = delegate(Object param) { return(Vector3.Zero); }; TwitchManager.SetVector3 set = delegate(Vector3 value, Object param) { ITransform transformObject = param as ITransform; if (transformObject != null) { transformObject.Local.Translation = value; transformObject.Compose(); } }; TwitchManager.Vector3Twitch twitch = new TwitchManager.Vector3Twitch( get, set, heading, 0.2f, TwitchCurve.Shape.EaseOut, transformItem); twitch.Play(); // update angle along arc headingArcLength += boundingItem.BoundingSphere.Radius + spacingCircumference; } }
public override void LayoutItems(ArrayList items) { float neededCircumference; int rows; int cols; // calc needed circumference // CalcLayoutInfoFromItems(out this.maxItemRadius, out rows, out cols, items); float itemWidth = this.maxItemRadius * 2.0f * (float)Math.Sin(Math.PI * 0.25) + 0.1f; this.maxOrbit = this.maxItemRadius * (float)rows / 2.0f; this.maxInterItemSpacing = this.maxItemRadius * 2.0f; for (int indexItem = 0; indexItem < items.Count; indexItem++) { OrbitalSelector.ItemData itemData = items[indexItem] as OrbitalSelector.ItemData; IBounding boundingItem = itemData.item as IBounding; ITransform transformItem = itemData.item as ITransform; int col = (indexItem % cols) - (cols / 2); int row = (indexItem / cols) - (rows / 2); Vector3 position = new Vector3((float)col * itemWidth, (float)row * -itemWidth, 0.0f); Debug.Print("[{0}][{1}] ({2,8:F},{3,8:F})", col, row, position.X, position.Y); this.maxOrbit = MathHelper.Max(this.maxOrbit, Math.Abs(position.X)); // set position by animations // transformItem.Local = Matrix.CreateTranslation(heading); TwitchManager.GetVector3 get = delegate(Object param) { return(Vector3.Zero); }; TwitchManager.SetVector3 set = delegate(Vector3 value, Object param) { ITransform transformObject = param as ITransform; if (transformObject != null) { transformObject.Local.Translation = value; transformObject.Compose(); } }; TwitchManager.Vector3Twitch twitch = new TwitchManager.Vector3Twitch( get, set, position, 0.2f, TwitchCurve.Shape.EaseOut, transformItem); twitch.Play(); } /* * // layout items into position on a grid starting top left * // * int ring = 1; * int cols = 3; // first ring is 3x3 * int colEnd = (cols / 2); * int col = -(colEnd); * int row = -(colEnd); * int colInc = 1; * int rowInc = 0; * * float itemWidth = this.maxItemRadius * 2.0f; * * for (int indexItem = 0; indexItem < items.Count; indexItem++) * { * OrbitalSelector.ItemData itemData = items[indexItem] as OrbitalSelector.ItemData; * IBounding boundingItem = itemData.item as IBounding; * ITransform transformItem = itemData.item as ITransform; * * * Vector3 position = new Vector3((float)col * itemWidth, (float)row * -itemWidth, 0.0f); * Debug.Print("[{0}][{1}] ({2,8:F},{3,8:F})", col, row, position.X, position.Y); * * col += colInc; * row += rowInc; * // reached right * if (col > colEnd) * { * col = colEnd; * colInc = 0; * rowInc = 1; * row += rowInc; * } * // reached bottom * if (row > colEnd) * { * row = colEnd; * colInc = -1; * rowInc = 0; * col += colInc; * } * // reached left * if (col < -colEnd) * { * col = -colEnd; * colInc = 0; * rowInc = -1; * row += rowInc; * } * // reached top * if (col == -colEnd && row == -colEnd) * { * cols += 2; * colEnd = (cols / 2); * col = -(colEnd); * row = -(colEnd); * colInc = 1; * rowInc = 0; * } * * // set position by animations * // transformItem.Local = Matrix.CreateTranslation(heading); * TwitchManager.GetVector3 get = delegate(Object param) * { * return Vector3.Zero; * }; * TwitchManager.SetVector3 set = delegate(Vector3 value, Object param) * { * ITransform transformObject = param as ITransform; * if (transformObject != null) * { * transformObject.Local.Translation = value; * transformObject.Compose(); * } * }; * TwitchManager.Vector3Twitch twitch = new TwitchManager.Vector3Twitch( * get, * set, * position, * 0.2f, * TwitchCurve.Shape.EaseOut, * transformItem); * twitch.Play(); * } * this.maxOrbit = colEnd * itemWidth; */ }
public Union(IBounding a, IBounding b) { this.a = a; this.b = b; }