Reputation: 21
I found this nice example, and it works perfectly. I am really bad with maths, so rotating and adding inertia is really easy this way. My problem is that I need to normalize rotation angle to 0 to 360. So after complete one spin in one direction to other I can pick value from 0 to 360, clockwise or 360 to 0 (anti-clockwise) I would appreciate it if somebody could help me with this.
<UserControl x:Class="Rotatable.MyRotatableControl"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300"
IsManipulationEnabled="True"
ManipulationStarting="OnManipulationStarting"
ManipulationDelta="OnManipulationDelta"
ManipulationInertiaStarting="OnManipulationInertiaStarting"
RenderTransformOrigin="0.5,0.5">
<UserControl.RenderTransform>
<RotateTransform x:Name="MyRotateTransform"/>
</UserControl.RenderTransform>
<Grid Background="Aqua">
<Viewbox>
<TextBlock Text="Rotate me plz!"/>
</Viewbox>
</Grid>
</UserControl>
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
namespace Rotatable
{
/// <summary>
/// Interaction logic for MyRotatableControl.xaml
/// </summary>
public partial class MyRotatableControl : UserControl
{
public MyRotatableControl()
{
InitializeComponent();
}
private void OnManipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
e.Handled = true;
// Rotate the control according to the manipulation delta
MyRotateTransform.Angle += e.DeltaManipulation.Rotation;
}
private void OnManipulationInertiaStarting(object sender, ManipulationInertiaStartingEventArgs e)
{
// Enable inertia by setting the initial rotation velocity and the desired ratio of deceleration
e.RotationBehavior = new InertiaRotationBehavior
{
InitialVelocity = e.InitialVelocities.AngularVelocity,
DesiredDeceleration = 0.001
};
}
private void OnManipulationStarting(object sender, ManipulationStartingEventArgs e)
{
e.Handled = true;
UIElement container = VisualParent as UIElement;
// Enable single input rotation
e.IsSingleTouchEnabled = true;
e.ManipulationContainer = container;
// Only allow rotation
e.Mode = ManipulationModes.Rotate;
// Set the pivot
Point localCenter = new Point(ActualWidth / 2, ActualHeight / 2);
Point localCenterInContainer = TranslatePoint(localCenter, container);
e.Pivot = new ManipulationPivot(localCenterInContainer, Math.Max(ActualWidth / 2, ActualHeight / 2));
}
}
}
Upvotes: 0
Views: 5613
Reputation: 137148
You just need to check that if the angle is in range and if it goes out of range, bring it back into range:
If the angle is in degrees, then check against 360:
MyRotateTransform.Angle += e.DeltaManipulation.Rotation;
while (MyRotateTransform.Angle > 360)
{
MyRotateTransform.Angle -= 360;
}
while (MyRotateTransform.Angle < 360)
{
MyRotateTransform.Angle += 360;
}
If angles are in radians, you need to check against 2 * pi:
MyRotateTransform.Angle += e.DeltaManipulation.Rotation;
while (MyRotateTransform.Angle > 2 * Math.PI)
{
MyRotateTransform.Angle -= 2 * Math.PI;
}
while (MyRotateTransform.Angle < 2 * Math.PI)
{
MyRotateTransform.Angle += 2 * Math.PI;
}
As long as your rotation isn't large there shouldn't really be a need to loop, but you never know.
Upvotes: 2
Reputation: 791
Any transform in WPF - it's a Matrix. A rotation matrix is:
Cos(a) -Sin(a)
Sin(a) Cos(a)
where 'a' - the rotation angle in radians.
That means you can do:
Visual v = this; // your Rotatable.MyRotatableControl class instance.
Matrix m = PresentationSource.FromVisual(v).CompositionTarget.TransformToDevice;
double rotationAngleInDegrees = Math.Acos(m.M11) * 180 / Math.PI;
Upvotes: 1