I am making a WPF application that will let the user draw and resize shapes.
The resizing part is done using adorners, and the shapes are my own classes derived from Shape.
For example I have a Polyline, and for each of it's points I am adorning a Thumb with a handler on it's DragDelta event:
void Thumb_DragDelta(object sender, DragDeltaEventArgs e)
{
PolylineEx polyline = this.AdornedElement as PolylineEx;
ResizingThumb thumb = sender as ResizingThumb;
int index = (int)thumb.Tag;
Point newPoint = new Point(
polyline.Points[index].X + e.HorizontalChange,
polyline.Points[index].Y + e.VerticalChange);
Trace.WriteLine(String.Format("Arranging point {0}:{1},{2}", index, newPoint.X, newPoint.Y));
polyline.Points[index] = newPoint;
}
Well, the problem is that sometimes (often), dragging a thumb is not smooth at all. First I thought it was a performance issue, because of a new Point being created every time (and other things), but then I noticed that sometimes the point is set up at weird coordinates that have nothing to do with the position of the mouse.
I've also uploaded a sample project HERE, could someone who knows his way around wpf take a look and enlighten me of what is happening?
Also, if anyone thinks of a better way for doing this, any feedback would be highly appreciated.
Thank you.
Edit: HERE is a new link to the project files.
I'm ending up answering my own question :)
I think the problem was here:
protected override System.Windows.Media.Geometry DefiningGeometry
{
get
{
StreamGeometry geometry = new StreamGeometry();
using (StreamGeometryContext context = geometry.Open())
{
context.BeginFigure(Points[0], false, true);
foreach (Point pt in Points)
{
context.LineTo(pt, true, true);
}
geometry.Freeze();
return geometry;
}
}
}
I switched to using PathGeometry & LineSegments and it works fine now.
Related
I'm using HelixToolkit to see and interact with STL files. I need to draw or mark a point clicked by user on the window. I have the coordinates, I know where to draw that point, but I don't know how to draw it, can someone help me? I post some code to explain what I have right now:
private void vierport3d_MouseRightClick(object sender, MouseButtonEventArgs e)
{
Point mousePos = e.GetPosition(viewPort3d);
PointHitTestParameters hitParams = new PointHitTestParameters(mousePos);
VisualTreeHelper.HitTest(viewPort3d, null, ResultCallback, hitParams);
}
public HitTestResultBehavior ResultCallback(HitTestResult result)
{
RayHitTestResult rayResult = result as RayHitTestResult;
if (rayResult != null)
{
RayMeshGeometry3DHitTestResult rayMeshResult = rayResult as RayMeshGeometry3DHitTestResult;
//HERE I HAVE THE LOCATION TO DRAW
MessageBox.Show(rayMeshResult.PointHit.X + " " + rayMeshResult.PointHit.Y + " " + rayMeshResult.PointHit.Z);
if (rayMeshResult != null)
{
// I THINK I HAVE TO DRAW THE POINT HERE
}
}
return HitTestResultBehavior.Continue;
}
PD: I show the stl on a viewport3d.
We had same scenario in our project and used a sphere to visually indicate the point.
<ht:SphereVisual3D Radius="0.75" Fill="Red" Center="{Binding ContactPoint}" />
ContactPoint is a Point3D type.
This might help, but its probably not the most effecient.
Try the following:
This will create a 3D sphere that can be rendered at the given coordinates.
var sphereSize = 0.025;
/* keep these values low, the higher the values the more detailed the sphere which may impact your rendering perfomance.*/
var phi = 12;
var theta = 12;
MeshBuilder meshBuilder = new MeshBuilder();
Pass in your x,y,z to the first parameter. i.e. the click 3D location.
meshBuilder.AddSphere( new Point3D(x,y,z), sphereSize , theta, phi);
GeometryModel3D sphereModel = new GeometryModel3D(meshBuilder.ToMesh(),MaterialHelper.CreateMaterial(Brushes.Green,null,null,1,0));
Rendering the Point in your viewport
You will need a ModelVisual3D component as a child of the HelixViewport. ( This can be implemented in C# or in XAML) its up to you, ill show both ways.
C# version
NB: You need a reference to the helixviewport if its defined in xaml. Set the x:Name:"" to something appropriate. e.g x:Name="helixViewPort"
ModelVisual3D visualizer = new ModelVisual3D();
visualizer.Content = sphereModel;
helixViewPort.Children.Add(visualizer);
XAML version
I'll assume your xaml code has at least a helix view port so you'll have to add a ModelVisual3D child to the helix viewport if there's none.
<h:HelixViewport3D x:Name="HelixPlotViewPort" >
<h:DefaultLights/>
<ModelVisual3D x:Name="Visualizer">
</ModelVisual3D>
</h:HelixViewport3D>
//Then in C# add the following
Visualizer.Content = sphereModel;
That should do it, hope it helps, do inform us if you find a better solution. :)
I know we have some similar questions already but all of them can not help me solve my issue (because of the difference platform). So I put my question here with a hope that someone can help me.
I am working on a xamarin project and using Google Map API ver 2 to make a map.
When I touch on the map, I will add a new marker by using this code.
public void AddPoint(LatLng pointPossition)
{
MarkerOptions markerPoint = new MarkerOptions();
markerPoint.Anchor (0.5f, 1.0f);//The same issue occur when I remove this line
markerPoint.InvokeIcon(m_PointMoveableIcon);
markerPoint.SetPosition (pointPossition);
markerPoint.Draggable (true);
Marker marker = m_Map.AddMarker(markerPoint);//m_Map is the Google Map
m_Markers.Add(marker);//m_Markers is a list to store all created markers
}
By that way, I can create some makers on the map
All markers are draggable, so I can long click on any marker and drag it to another position, but unfortunately, the dragged marker change position suddenly, and this behavior is really bad.
I tried many solutions but not work. So, I hope someone can help me.
Thank in advance.
I had this quest now. And it's my solution is code below.
Why first number is it, i don't know, but it's works for my debugger. And 0.5 probably is half marker position.
private void Map_PinDragging(object sender, PinDragEventArgs e)
{
int m = map.Pins.IndexOf(e.Pin);
map.Pins.ElementAt(m).Position = new Xamarin.Forms.GoogleMaps.Position(e.Pin.Position.Latitude - (0.001347153801 * 0.5), e.Pin.Position.Longitude);
}
private void Map_PinDragStart(object sender, PinDragEventArgs e)
{
int m = map.Pins.IndexOf(e.Pin);
map.Pins.ElementAt(m).Position = new Xamarin.Forms.GoogleMaps.Position(e.Pin.Position.Latitude - (0.001347153801 * 0.5), e.Pin.Position.Longitude);
}
Pin DragPin;
private void Map_PinDragEnd(object sender, PinDragEventArgs e)
{
int m = map.Pins.IndexOf(e.Pin);
map.Pins.ElementAt(m).Position = new Xamarin.Forms.GoogleMaps.Position(e.Pin.Position.Latitude - (0.001347153801*0.5), e.Pin.Position.Longitude);
}
And...
This value change with my map Zoom. Needs some math there.
I'm experiencing a discrepancy between a GraphicsPath drawn in World coordinates on a UserControl and the results of GraphicsPath.IsVisible() to Hit Test the shape with the mouse.
I performed a little test that made a map of where IsVisible() returned true, relative to the GraphicsPath shape that was drawn. The results show a very "low resolution" version of the shape I'm drawing.
Link to shared Google Drive image showing the results:
http://goo.gl/zd6xiM
Is there something I'm doing or not doing correctly that's causing this?
Thanks!
Here's the majority of my OnMouseMove() event handler:
protected override void OnMouseMove(MouseEventArgs e)
{
//base.OnMouseMove(e);
debugPixel = Point.Empty;
PointF worldPosition = ScreenToWorld(PointToClient(Cursor.Position));
if (_mouseStart == Point.Empty) // Just moving mouse around, no buttons pressed
{
_objectUnderMouse = null;
// Hit test mouse position against each canvas object to see if we're overtop of anything
for (int index = 0; index < _canvasObjects.Count; index++) // Uses front to back order
{
NPCanvasObject canvasObject = _canvasObjects[index];
if (canvasObject is NPCanvasPart)
{
NPCanvasPart canvasPart = (canvasObject as NPCanvasPart);
NPPart part = canvasPart.Part;
GraphicsPath gp = canvasPart.GraphicsPath;
// Set the object under the mouse cursor, and move it to the "front" so it draws on top of everythign else
if (gp.IsVisible(worldPosition))
{
// DEBUG
debugPixel.X = e.X;
debugPixel.Y = e.Y;
_objectUnderMouse = canvasObject;
_canvasObjects.MoveItemAtIndexToFront(_canvasObjects.IndexOf(canvasObject));
break; // Since we're modifying the collection we're iterating through, we can't reliably continue past this point
}
}
}
}
else
{
...
}
}
Later in my drawing code I draw a pixel whenever debugPixel != Point.Empty . I temporarily suppressed clearing before drawing so I could see them all.
Some other info that may be asked, or could be helpful to troubleshoot:
I've tried different Graphics.InterpolationMode settings but that doesn't seem to have any effect
I've applied a TranslateTransform and ScaleTransform to the main drawing Graphics but the underlying HitTest map seems to scale and translate equal to the GraphicsPath
For my main drawing canvas, Graphics.PageUnit = GraphicsUnit.Inch, except when I'm doing pixel-based overlay stuff
I thought I had researched this thoroughly enough, but apparently not. Shortly after posting this question I did another search with slightly different terms and found this:
http://vbcity.com/forums/t/72877.aspx
...which was enough to clue me in that the GraphicsPath and my main drawing Graphics were not the same. Using the overloaded GraphicsPath.IsVisible(PointF, Graphics) solved this problem very nicely.
Essentially it was trying to check against a very aliased (pixelated) version of my shape that had been scaled to the same size but not smoothed.
I am trying to create a program where an image is processed (the details of that are irrelevant to this question, I think), and then the user can modify / "fine tune" the image by drawing lines wherever they may be needed. For the sake of accuracy, I want the line to go from the point of one mouse click to the next. I found a previously asked / answered question on Stack Overflow that seemed to provide a good template for me; here's my code:
private void imgPicture_MouseDown(object sender, MouseEventArgs e) {
if (draw) {
if (p1.X == 0) {
p1.X = e.X;
p1.Y = e.Y;
}
else {
p2.X = e.X;
p2.Y = e.Y;
p1List.Add(p1);
p2List.Add(p2);
imgPicture.Invalidate();
p1.X = 0;
}
Graphics pictureGraphic = Graphics.FromImage(imgPicture.Image);
using (var p = new Pen(Color.Black, 4)) {
for (int x = 0; x < p1List.Count; x++) {
pictureGraphic.DrawLine(p, p1List[x], p2List[x]);
}
}
}
}
The problem is, the location where my clicks are registering are way off. Here is a snip of my program; the blue line is about where I was TRYING to create the line, the red line is where it actually showed up.
It seems like the further I get from the top left corner of the screen, the farther off the capture is.
Also, while I'm asking questions, does anyone know how I can permanently dispose of all the drawn lines that are created? So that I can click a button and all the lines disappear?
Thanks for your help! Stackoverflow is a life saver!
Thanks to Sayse and Hans Passant it's working great now! As Hans pointed out, I set the SizeMode property to Normal for the duration of the drawing function, then set it back to zoom when I was done, and it works great!
For the cleanup, all I had to do was use the Clear function on my two pointer lists, and the Dispose function on my Graphic.
I have spent 20 minutes trying to find an example in C# of how to draw a line between two rectangles, and I can't find anything. I don't know if I just don't understand the paradigm of drawing 2D shapes in Silverlight, or if I'm just looking in the wrong place.
I have set up the rectangles so I can drag them around, and now I want to draw a line between the two shapes as I drag a rectangle across the canvas. I want to be able to do something like this as I drag the second rectangle:
void host1_MouseLeftButtonMove(object sender, MouseEventArgs e)
{
if (isDown)
{
this.host1TranslateTransform.X = e.GetPosition(canvas).X - x;
this.host1TranslateTransform.Y = e.GetPosition(canvas).Y - y;
Line l = new Line();
l.X1 = rect1.X; // does not work
l.X2 = e.GetPosition(canvas).X;
l.Y1 = rect1.Y; // does not work
l.Y2 = e.GetPosition(canvas).Y;
}
}
How do I get the coordinates of the first box? I can't figure out how to get the coordinates of shapes relative to the canvas in my application. I would appreciate any tutorials that give a beginner overview for how to draw simple 2D shapes.
Thanks!
try this
Canvas.GetTop(element);
Canvas.GetLeft(element);
position properties are attached properties ;)