[英]WPF DoubleAnimation rotation direction without storyboard
I have an UserControl that needs to rotate and translate according to external infomration that I receive (X,Y and Angle in degrees) inside a canvas where I dinamically add usercontrols.我有一个 UserControl,需要根据我在 canvas 中接收到的外部信息(X、Y 和角度,单位为度数)旋转和平移,我在其中动态地添加用户控件。
I use doubleanimations and a trasnformgroup to do it.我使用双动画和一个 trasnformgroup 来做到这一点。
The problem I am experiencing is that when the objects needs to update its position from an angle > 0 to and angle < 360, for example rotating from 5° to 355°, the animation prefers the counterclockwise rotation instead to the clockwise, which I need.我遇到的问题是,当对象需要更新其 position 从角度 > 0 到角度 < 360,例如从 5° 旋转到 355° 时,animation 更喜欢逆时针旋转而不是顺时针旋转,我需要.
this is a part of the code, where body is my UserControl added to the canvas:这是代码的一部分,其中 body 是我添加到 canvas 的 UserControl:
var bodymove = new TranslateTransform();
var bodygrp = new TransformGroup();
bodygrp.Children.Add(bodyrot);
bodygrp.Children.Add(bodymove);
body.RenderTransform = bodygrp;
private void RotateBody(AgvStatus status, Duration duration, double newx, double newy)
{
// correct bouncing around zero degrees
if (-lastangle[status.Agv - 1] >= 0 && status.Angle < 360 && status.Angle > 355)
{
status.Angle = -lastangle[status.Agv - 1];
}
// Set and begin AGV bodyrot
DoubleAnimation animrot = new DoubleAnimation(lastangle[status.Agv - 1], -status.Angle, duration);
bodyrot.BeginAnimation(RotateTransform.AngleProperty, animrot);
lastangle[status.Agv - 1] = -status.Angle;
}
I managed to correct if I receive angles that bounces around zero, so the control stops rotating back and forward, for example if I receve 0 then 360 then 0 then 360 etc...如果我收到在零附近反弹的角度,我设法纠正,所以控制停止来回旋转,例如,如果我收到 0 然后 360 然后 0 然后 360 等等......
What I can't correct is if the object starts from a position greater than zero and goes to a posisition less that 360 (it is rotating clockwise), in the program it rotates counterclockwise.我无法纠正的是,如果 object 从大于零的 position 开始并到达小于 360 的位置(顺时针旋转),在程序中它逆时针旋转。
I have no storyboard for this animation.对于这个 animation,我没有 storyboard。
So, thanks to @GazTheDestroyer comment I managed solving the problem going above 360 if rotation has to be counterclockwise from angles <= 360, and going lower than 0 angles if rotation has to be clockwise with angles starting above 0 degrees:因此,感谢@GazTheDestroyer 评论,如果旋转必须从角度<= 360 逆时针旋转,我设法解决了超过 360 的问题,如果旋转必须顺时针旋转,角度从 0 度以上开始,则低于 0 角度:
private void RotateBody(AgvStatus status, Duration duration)
{
// correct rotation if new angle received (status.Angle) is bouncing around 0/360 degrees
var destAngle = 0d;
var lastAngle = lastangle[status.Agv - 1];
if (-lastAngle >= 0 && -lastAngle <= 2 && status.Angle > 358)
{
destAngle = 0;
}
else if (-lastAngle <= 360 && -lastAngle >= 358 && status.Angle > 0 && status.Angle < 2)
{
destAngle = 360;
}
else if (-lastAngle >= 0 && -lastAngle <= 15 && status.Angle <= 360 && status.Angle >= 340)
{
destAngle = 360 - status.Angle;
}
else if (-lastAngle <= 360 && -lastAngle >= 345 && status.Angle >= 0 && status.Angle <= 15)
{
destAngle = 360 + status.Angle;
}
else
{
destAngle = status.Angle;
}
var animrot = new DoubleAnimation(lastangle[status.Agv - 1], -destAngle, duration); // Set and begin AGV bodyrot
bodyrot.BeginAnimation(RotateTransform.AngleProperty, animrot);
lastangle[status.Agv - 1] = -status.Angle;
}
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