示例#1
0
        public override Pose Calculate()
        {
            Col.Calculate();
            Prev.Calculate();
            Enabled.Calculate();
            if (!Enabled.value.value_b)
            {
                return(Prev.value);
            }
            YPRScale.Calculate();
            YPROmega.Calculate();
            YPRPhi.Calculate();
            OffsetScale.Calculate();
            OffsetOmega.Calculate();
            OffsetPhi.Calculate();
            Tick.Calculate();
            Duration.Calculate();
            Falloff.Calculate();

            if (controller != null && controller.executor != null)
            {
                Pose pose = Prev.value;

                float t = Tick.value.value_f;
                float d = Mathf.Max(0.001f, Duration.value.value_f);
                float f = Mathf.Max(0.001f, Falloff.value.value_f);
                if (t < d && t >= 0)
                {
                    float scale = Mathf.Pow(1f - t / d, f);
                    pose.yaw   += Mathf.Sin((YPROmega.value.value_v.x * t + YPRPhi.value.value_v.x) * 2.0f * Mathf.PI) * YPRScale.value.value_v.x * scale;
                    pose.pitch += Mathf.Sin((YPROmega.value.value_v.y * t + YPRPhi.value.value_v.y) * 2.0f * Mathf.PI) * YPRScale.value.value_v.y * scale;
                    pose.roll  += Mathf.Sin((YPROmega.value.value_v.z * t + YPRPhi.value.value_v.z) * 2.0f * Mathf.PI) * YPRScale.value.value_v.z * scale;

                    Vector3 right   = pose.rotation * Vector3.right;
                    Vector3 up      = pose.rotation * Vector3.up;
                    Vector3 forward = pose.rotation * Vector3.forward;

                    Vector3 ofs = Vector3.zero;
                    ofs += right * Mathf.Sin((OffsetOmega.value.value_v.x * t + OffsetPhi.value.value_v.x) * 2.0f * Mathf.PI) * OffsetScale.value.value_v.x * scale;
                    ofs += up * Mathf.Sin((OffsetOmega.value.value_v.y * t + OffsetPhi.value.value_v.y) * 2.0f * Mathf.PI) * OffsetScale.value.value_v.y * scale;
                    ofs += forward * Mathf.Sin((OffsetOmega.value.value_v.z * t + OffsetPhi.value.value_v.z) * 2.0f * Mathf.PI) * OffsetScale.value.value_v.z * scale;

                    pose.position += ofs;

                    return(pose);
                }
                else
                {
                    return(pose);
                }
            }

            return(Pose.Default);
        }
示例#2
0
        public double QueueImage(BeeImage bi)
        {
            BeeImage.SetShowingImage(bi);

            if (m_imgOld != null)
            {
                GridImage.Children.Remove(m_imgOld);
            }

            m_imgOld = m_imgNew;
            m_imgNew = new Image
            {
                Source = bi.BitmapFrame,

                // Start with 0 opacity
                Opacity = 0,
                Stretch = Stretch.None
            };

            GridImage.Children.Add(m_imgNew);

            DoubleAnimation animFadeIn = new DoubleAnimation(1, TimeSpan.FromSeconds(m_fadeSeconds));

            ScaleTransform scaleTransform = new ScaleTransform(1, 1);

            m_imgNew.RenderTransformOrigin = new Point(0, 0);
            m_imgNew.RenderTransform       = scaleTransform;

            OffsetScale os1 = bi.GetStartOffsetScale(new BeeRect(0, 0, GridImage.ActualWidth, GridImage.ActualHeight));
            OffsetScale os2 = bi.GetEndOffsetScale(new BeeRect(0, 0, GridImage.ActualWidth, GridImage.ActualHeight));

            // Let's animate a random amount of time between 0.25 and 1.0 of the configuration value.
            double mult       = (m_rng.NextDouble() * 0.75) + 0.25;
            double panSeconds = mult * m_panSeconds;


            TimeSpan tsAnim = TimeSpan.FromSeconds(panSeconds + m_fadeSeconds);

            m_currentStoryboard = new Storyboard
            {
                Duration = tsAnim
            };

            DoubleAnimation animScaleX  = new DoubleAnimation(os1.Scale, os2.Scale, tsAnim);
            DoubleAnimation animScaleY  = new DoubleAnimation(os1.Scale, os2.Scale, tsAnim);
            DoubleAnimation animOffsetX = new DoubleAnimation(-os1.OffsetX, -os2.OffsetX, tsAnim);
            DoubleAnimation animOffsetY = new DoubleAnimation(-os1.OffsetY, -os2.OffsetY, tsAnim);

            Storyboard.SetTarget(animScaleX, m_imgNew);
            Storyboard.SetTargetProperty(animScaleX, new PropertyPath("RenderTransform.ScaleX"));
            m_currentStoryboard.Children.Add(animScaleX);

            Storyboard.SetTarget(animScaleY, m_imgNew);
            Storyboard.SetTargetProperty(animScaleY, new PropertyPath("RenderTransform.ScaleY"));
            m_currentStoryboard.Children.Add(animScaleY);

            Storyboard.SetTarget(animOffsetX, m_imgNew);
            Storyboard.SetTargetProperty(animOffsetX, new PropertyPath("RenderTransform.CenterX"));
            m_currentStoryboard.Children.Add(animOffsetX);

            Storyboard.SetTarget(animOffsetY, m_imgNew);
            Storyboard.SetTargetProperty(animOffsetY, new PropertyPath("RenderTransform.CenterY"));
            m_currentStoryboard.Children.Add(animOffsetY);

            if (m_imgOld != null)
            {
                DoubleAnimation animFadeOut = new DoubleAnimation(0, TimeSpan.FromSeconds(m_fadeSeconds));
                Storyboard.SetTarget(animFadeOut, m_imgOld);
                Storyboard.SetTargetProperty(animFadeOut, new PropertyPath("Opacity"));
                m_currentStoryboard.Children.Add(animFadeOut);
            }


            Storyboard.SetTarget(animFadeIn, m_imgNew);
            Storyboard.SetTargetProperty(animFadeIn, new PropertyPath("Opacity"));
            m_currentStoryboard.Children.Add(animFadeIn);
            m_currentStoryboard.Duration = new Duration(tsAnim);

            m_currentStoryboard.Begin();

            return(panSeconds);
        }