How to move a WPF shape using an animation - c#

I want to move a shape using an animation and am currently using the following code. However this does not result in the object actually moving, it just seems to change the location the object is rendered in, which is expected given we are setting the crossHair.RenterTransform.
EDIT:
To clarify - I am using the animation to simulate what an input file instructions contain and as a result think I can only build the animations in code when parsing the input files. I could be wrong about this but can't see how one could do this in XAML. The input file format is not in XAML.
Because there are a number of sequential moves contained in the input file I an currently using the shapes current position as the start point for the next animation, however this does not work because it seems the animation is not actually moving the shape.
As a work around I am now changing the shapes actual position in the animations completion handler. This seems to be working.
So the question remains as to how can I use the same transform to actually move the shape rather than simply rendering it in a different position ?
private Storyboard MoveCrossHairToPoint(double x, double y)
{
// Adjust for crosshair size so its centered on the x
double xPos = x;
double yPos = y;
double xStart = Canvas.GetLeft(crossHair)+crossHair.Width/2;
double yStart = Canvas.GetTop(crossHair)+crossHair.Height/2;
// Create a NameScope for the page so that 
// we can use Storyboards.
NameScope.SetNameScope(this, new NameScope());
// Create a MatrixTransform. This transform 
// will be used to move the crossHair.
MatrixTransform crossHairMatrixTransform = new MatrixTransform();
crossHair.RenderTransform = crossHairMatrixTransform;
// Register the transform's name with the page 
// so that it can be targeted by a Storyboard. 
this.RegisterName("MoveCrossHairMatrixTransform", crossHairMatrixTransform);
// Create the animation path.
PathGeometry animationPath = new PathGeometry();
PathFigure pFigure = new PathFigure();
pFigure.StartPoint = new Point(xStart, yStart);
LineSegment lineSegment = new LineSegment(new Point(x, y),true);
pFigure.Segments.Add(lineSegment);
animationPath.Figures.Add(pFigure);
// Create a path to follow
Path path = new Path();
path.Data = animationPath;
path.Stroke = System.Windows.Media.Brushes.Green;
this.bedCanvas.Children.Add(path);
// Freeze the PathGeometry for performance benefits.
animationPath.Freeze();
// Create a MatrixAnimationUsingPath to move the 
// button along the path by animating 
// its MatrixTransform.
MatrixAnimationUsingPath matrixAnimation =
new MatrixAnimationUsingPath();
matrixAnimation.PathGeometry = animationPath;
double time = GetTimeForVelocityOverPath(animationPath, this.velocityMove);
matrixAnimation.Duration = TimeSpan.FromSeconds(time);
//matrixAnimation.RepeatBehavior = RepeatBehavior.;
// Set the animation's DoesRotateWithTangent property 
// to true so that rotates the rectangle in addition 
// to moving it.
matrixAnimation.DoesRotateWithTangent = false;
// Set the animation to target the Matrix property 
// of the MatrixTransform named "ButtonMatrixTransform".
Storyboard.SetTargetName(matrixAnimation, "MoveCrossHairMatrixTransform");
Storyboard.SetTargetProperty(matrixAnimation,
new PropertyPath(MatrixTransform.MatrixProperty));
// Create a Storyboard to contain and apply the animation.
Storyboard pathAnimationStoryboard = new Storyboard();
pathAnimationStoryboard.Children.Add(matrixAnimation);
return pathAnimationStoryboard;
}

Related

How to animate using Path with Storyboard in C#

So, I am trying to move my rectangular boxes around a grid like this -
For this, I am using a Story board.
I am using DoubleAnimation to move the boxes on X-Axis and Y-Axis in one of my Class. I am calling this class from MainWindow class. But, for every box, and for every turn, I have to create a new Double animation, assign the offset values, the start time, the duration etc. like this -
//Code to move Boxes 1-4 to first grid point in their path
TranslateTransform moveTransform = new TranslateTransform();
moveTransform.X = 0;
moveTransform.Y = 0;
x.RenderTransform = moveTransform;
Storyboard s = new Storyboard();
DoubleAnimation Move1= new DoubleAnimation();
Move1.From = 0;
Move1.To = xPosition; // calculate correct offset here
Move1.Duration = new Duration(TimeSpan.FromSeconds(hops));
if (x==Box2)
{
Move1.BeginTime = TimeSpan.FromSeconds(5);//For Box 2, the first move will be across Y-Axis and hence X-Axis move will be delayed by 5 seconds.
}
else
{
Move1.BeginTime = TimeSpan.Zero;
}
Storyboard.SetTarget(Move1, x);
Storyboard.SetTargetProperty(Move1, new PropertyPath("(UIElement.RenderTransform).(X)"));
s.Children.Add(Move1);
I know there is a way to define the path to reach the destination from source, but I am not sure how to do it? Also, I am not sure if what I am doing here is the optimal way.
So, my question is -
What is the better way to do this? How can we define paths for animation?
I am a newbie to C# so please do not mind if this sounds silly.
Thank you!
I was able to do it without using path.
For every move, I created a new double animation.
So for Left - Down - Right movement, I created 3 double animations with
X-Axis, Y-Axis and X-Axis again.

Animation AutoReverse = false but does it anyway and starts from the wrong starting point

I'm trying to get an image from the bottom right corner of a canvas to the top left corner of the canvas an repeating this behavior forever. The image should never do the reverse animation from the top left corner to the top right corner. I am new with animation, so I used this example.
At the moment my image is moving from the top left corner to the right bottom corner and back. I tried changing the start position of the image in the canvas, with the result, that the animation used this position as new starting point. I also tried using negative values, to get the image moving to the opposite direction. Reducing the amount of points in the segment got me a shorter animation path, but nothing else. I also set AutoReverse=false, without any changes in the animation behavior.
My ideas are,
- The segment class is building a circle out of the points, but which other class to use?
- The start position has to change, but how do I get the object to move up instead of down the screen?
My Code,
Storyboard animationSB = new Storyboard();
//Image book = createImage(model.keywordCollection[0].cover.small);
Image rope1 = createImage("pack://application:,,,/GUI;component/Resources/rope_trans.png");
rope1.Height = 360.0;
rope1.Width = 185.0;
//Transform to move the book image
TranslateTransform aniRope1 = new TranslateTransform();
this.RegisterName("AnimatedRope1", aniRope1);
rope1.RenderTransform = aniRope1;
Canvas.SetLeft(rope1, 258.659);
Canvas.SetTop(rope1, 583.212);
LeftRope.Children.Add(rope1);
//Anitmation path
PathGeometry animationPath1 = new PathGeometry();
PathFigure pathFigure1 = new PathFigure();
PolyLineSegment lineSegments1 = new PolyLineSegment();
lineSegments1.Points.Add(new Point(LeftRope.ActualWidth, LeftRope.ActualHeight));
lineSegments1.Points.Add(new Point(258.659, 583.212));
lineSegments1.Points.Add(new Point(120.596, 272.665));
lineSegments1.Points.Add(new Point(0, 0));
pathFigure1.Segments.Add(lineSegments1);
animationPath1.Figures.Add(pathFigure1);
animationPath1.Freeze();
//Animate transform to move image along the path on the x-axis
DoubleAnimationUsingPath translateXAnimation1 = new DoubleAnimationUsingPath();
translateXAnimation1.PathGeometry = animationPath1;
translateXAnimation1.Duration = TimeSpan.FromSeconds(6);
translateXAnimation1.Source = PathAnimationSource.X;
translateXAnimation1.AutoReverse = false;
Storyboard.SetTargetName(translateXAnimation1, "AnimatedRope1");
Storyboard.SetTargetProperty(translateXAnimation1, new PropertyPath(TranslateTransform.XProperty));
//Animate transform to move image along the path on the y-axis
DoubleAnimationUsingPath translateYAnimation1 = new DoubleAnimationUsingPath();
translateYAnimation1.PathGeometry = animationPath1;
translateYAnimation1.Duration = TimeSpan.FromSeconds(6);
translateYAnimation1.Source = PathAnimationSource.Y;
translateYAnimation1.AutoReverse = false;
Storyboard.SetTargetName(translateYAnimation1, "AnimatedRope1");
Storyboard.SetTargetProperty(translateYAnimation1, new PropertyPath(TranslateTransform.YProperty));
//Create Storyboard containing and applying the animation
//animationSB.RepeatBehavior = RepeatBehavior.Forever;
animationSB.Children.Add(translateXAnimation1);
animationSB.Children.Add(translateYAnimation1);
animationSB.AutoReverse = false;
The storyboard is started in another method.
I am developing on windows 8.1N with .Net 4.5.1 C# an desktop application.
You should replace the line:
lineSegments1.Points.Add(new Point(LeftRope.ActualWidth, LeftRope.ActualHeight));
with
pathFigure1.StartPoint = new Point(LeftRope.ActualWidth, LeftRope.ActualHeight);
It turns out that if you don't specify the StartPoint for PathFigure, it automatically closes the figure, i.e. connects last and first points from the points collection.

WPF TranslateTransform

Im trying to use the TranslateTransform class to move a image on a Grid on Y axis. I need this movment to be smooth so i can not use SetMargin or SetCanvas. I try this in code behind:
public void MoveTo(Image target, double oldY, double newY)
{
var trans = new TranslateTransform();
var anim2 = new DoubleAnimation(0, newY, TimeSpan.FromSeconds(2))
{EasingFunction = new SineEase()};
target.RenderTransform = trans;
trans.BeginAnimation(TranslateTransform.YProperty, anim2);
}
The object i want to use (a Image control) is placed on a Grid.
For the first time everything works fine.
The problems comes when i try to move the object again using the same function.
The object (a Image control) first move to the start position (initial Y coordinate) then the animation begins.
Is it not suposed for the TranslateTransform to change the coordinates (in my case the Margin property) too?
Thank you.
The transform does not change the original values.they are your point of origin. If you want a new point of origin each time you move you can handle the animation completed event. Or from your transform you can get your current offset and make that your new start point for the animation.
In other words your start values would always be your last move to values
The TranslateTransform is a specific kind of render transformation. Rather that changing properties of the control (such as the Margin property), it simply affects how the control is displayed on the screen.
You have to use the By property of DoubleAnimation.
Try that:
//everytime you execute this anmation your object will be moved 2.0 further
double offset = 2.0
var anim2 = new DoubleAnimation(newY, TimeSpan.FromSeconds(2));
anim2.To = null;
anim2.By = offset;
You've explicitly told the animation to start from 0. It's doing what you've told it.
Just remove the explicit zero fromvalue and everything will work.
var anim2 = new DoubleAnimation(newY, TimeSpan.FromSeconds(2))
{ EasingFunction = new SineEase() };

Merging Shapes and Attaching Partial Drag/Drop in WPF

I would like to draw two shapes in WPF and merge them together. Then, I'd like to attach a drag/drop event to ONE of the original shapes.
So basically, you can only drag if you click on a certain part of the shape, but it will drag the entire shape with you.
Here is some code:
// Set up some basic properties for the two ellipses
Point centerPoint = new Point(100, 100);
SolidColorBrush ellipseColor_1 = new SolidColorBrush(Color.FromArgb(255, 0, 0, 255));
double width_1 = 10; double height_1 = 10;
SolidColorBrush ellipseColor_2 = new SolidColorBrush(Color.FromArgb(50, 255, 0, 0));
double width_2 = 200; double height_2 = 200;
// Create the first ellipse: A small blue dot
// Then position it in the correct location (centerPoint)
Ellipse ellipse_1 = new Ellipse() { Fill = ellipseColor_1, Width = width_1, Height = height_1 };
ellipse_1.RenderTransform = new TranslateTransform(point.X - width_1 / 2, point.Y - height_1 / 2);
// Create the second ellipse: A large red, semi-transparent circle
// Then position it in the correct location (centerPoint)
Ellipse ellipse_2 = new Ellipse() { Fill = ellipseColor_2, Width = width_2, Height = height_2 };
ellipse_2.RenderTransform = new TranslateTransform(point.X - width_2 / 2, point.Y - height_2 / 2);
// ???
// How should I merge these?
// ???
// Now apply drag drop behavior to ONLY ellipse_1
MouseDragElementBehavior dragBehavior = new MouseDragElementBehavior();
dragBehavior.Attach(ellipse_1); // This may change depending on the above
// ...
// Add new element to canvas
This code creates two circles (a big one and a small one). I would like to only be able to drag if the small one is clicked, but I'd like to have them attached so they'll move together without having to manually add code that will take care of this.
If you put them both in a Grid (or Canvas, StackPanel, etc.), and set the drag behavior on the panel, they will be "merged". If you set IsHitTestVisible to false on ellipse_2, it won't respond to any mouse events, so effectively it won't be draggable.

WPF, animate over container boundaries

I'm learning WPF and have a specific goal.
Imagine you have a grid (3 rows by 3 columns), and a control, say a simple blue rectangle fills the middle cell. When I click on the cell I want the square to rotate smoothly through 180 degrees.
The specific issue I have at the moment is; as the rectangle rotates, it won't change its dimensions, so it will extend beyond the boundary of the cell. I don't want it to clip, i want it to appear on top, partially obscuring surrounding cells.
The second part of this is, if there is one cell that fills the entire window, and I click on the blue rectangle in that cell, can I make the rectangle rotate and extend beyond the sides of the form?
If that doesn't make sense, please ask. I'm finding it hard to google because I don't know the exact terms I should be using.
Thank you
The first part can be acomplished by using the attached property Panel.ZIndex, set it to a high value when you start the animation and a lower value when the animation is complete. The second part (having a control outside of the window) is more complicated. I tried a few things and this method seemed to be the best. It uses a full screen window instead of a Popup as I encountered cliping issues. A copy of the element is made using RenderTargetBitmap this is then placed in the same position. The original element is hidden whilst the copy is animated.
public void PopupAnimation(UIElement element)
{
double w = element.RenderSize.Width,h = element.RenderSize.Height;
var screen = new Canvas();
var pos = element.PointToScreen(new Point(0, 0));
var rtb = new RenderTargetBitmap((int)w,(int)h, 96, 96, PixelFormats.Pbgra32);
rtb.Render(element);
Image i = new Image { Source = rtb, Width = w, Height = h,Stretch=Stretch.Fill};
Canvas.SetLeft(i, pos.X);
Canvas.SetTop(i, pos.Y);
screen.Children.Add(i);
var window = new Window() {
Content = screen, AllowsTransparency = true,
Width=SystemParameters.PrimaryScreenWidth,Height=SystemParameters.PrimaryScreenHeight,
WindowStyle=WindowStyle.None,ShowInTaskbar=false,Topmost=true,
Background=Brushes.Transparent,ShowActivated=false,Left=0,Top=0
};
var transform = new RotateTransform();
i.RenderTransformOrigin = new Point(0.5, 0.5);
i.RenderTransform = transform;
var anim = new DoubleAnimation { To = 360 };
anim.Completed += (s,e) =>
{
element.Visibility = Visibility.Visible;
var delay = new Storyboard { Duration = TimeSpan.FromSeconds(0.1) };
delay.Completed += (s2, e2) => window.Close();
delay.Begin();
};
window.ContentRendered += (s, e) =>
{
transform.BeginAnimation(RotateTransform.AngleProperty, anim);
element.Visibility = Visibility.Hidden;
};
window.Show();
}

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