Healthcare Prototype

Prototype of next generation healthcare application using WPF. A large codebase provided here with many interesting data visualization techniques.

C# (15.7 MB)
 
 
 
 
 
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3/1/2011
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C#
//---------------------------------------------------------------------------
//
// <copyright file="Trackball.cs" company="Microsoft">
//    Copyright (c) Microsoft Corporation.  All rights reserved.
// </copyright>
// 
//
// Description: A trackball controls that allows rotation and scaling
// of a 3D scene.  It will require further work to be a general
// component.
//
// History:
//
//  11/14/2003 : danwo - Created
//
//---------------------------------------------------------------------------
 
/*
Trackball is a little controller for rotating 3D visuals.  It's going
to own/use/replace the transform on the Model3DGroup at the top
of the RetainedVisual3D.  There are other, perhaps better, ways to do
this but this'll work for now.  (Generally I'd have the trackball
adjust the camera matrix, but that's a little bit painful with the
non-matrix cameras.

Clicking and dragging rotates.  If the right button is down when the
click is initiated then it scales.

Rotation is around the lookatpoint of the first slave's
ProjectionCamera.  This will fail if it doesn't have a projection
camera.

While the user is dragging the trackball maintains a delta rotation on
top of the initial rotation that the trackball stored and was using at
the beginning of the rotation.  This is so that eventually I could
handle an "escape" key and revert to the state before the drag started.

Furthermore it's very useful to have double-click (or something)
restore the state before any user interaction.  Rotation's are not
that bad but with translation and scale control it's easy to lose your
place.
*/

using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Media3D;

namespace IdentityMine.Avalon.Controls
{
    public class Trackball
    {
        public Trackball()
        {
            Vector3D _translate = new Vector3D(0, 0, 0);
            Vector3D _translateDelta = new Vector3D(0, 0, 0);

            Reset();
        }

        public void Attach(FrameworkElement element)
        {
            element.MouseMove += this.MouseMoveHandler;
            element.MouseRightButtonDown += this.MouseDownHandler;
            element.MouseRightButtonUp += this.MouseUpHandler;
            element.MouseWheel += this.OnMouseWheel;
        }

        public void Detach(FrameworkElement element)
        {
            element.MouseMove -= this.MouseMoveHandler;
            element.MouseRightButtonDown -= this.MouseDownHandler;
            element.MouseRightButtonUp -= this.MouseUpHandler;
            element.MouseWheel -= this.OnMouseWheel;
        }

        public List<Viewport3D> Slaves
        {
            get
            {
                if (_slaves == null)
                    _slaves = new List<Viewport3D>();

                return _slaves;
            }
            set
            {
                _slaves = value;
            }
        }

        public bool Enabled
        {
            get
            {
                return _enabled && (_slaves != null) && (_slaves.Count > 0);
            }
            set
            {
                _enabled = value;
            }
        }

        // Updates the matrices of the slaves using the rotation quaternion.
        private void UpdateSlaves(Quaternion q, double s, Vector3D t)
        {
            //BugBug
            //RotateTransform3D rotation = new RotateTransform3D(q,_center);
            //ScaleTransform3D scale = new ScaleTransform3D(new Vector3D(s,s,s));
            //Transform3DCollection rotateAndScale = new Transform3DCollection(rotation,scale);

            if (_slaves != null)
            {
                foreach (Viewport3D i in _slaves)
                {
                    ModelVisual3D mv = i.Children[0] as ModelVisual3D;
                    Transform3DGroup t3dg = mv.Transform as Transform3DGroup;

                    ScaleTransform3D _GroupScaleTransform = t3dg.Children[0] as ScaleTransform3D;
                    RotateTransform3D _GroupRotateTransform = t3dg.Children[1] as RotateTransform3D;
                    TranslateTransform3D _GroupTranslateTransform = t3dg.Children[2] as TranslateTransform3D;
                    _GroupScaleTransform.ScaleX = s;
                    _GroupScaleTransform.ScaleY = s;
                    _GroupScaleTransform.ScaleZ = s;
                    _GroupRotateTransform.Rotation = new AxisAngleRotation3D(q.Axis, q.Angle);
                    _GroupTranslateTransform.OffsetX = t.X;
                    _GroupTranslateTransform.OffsetY = t.Y;
                    _GroupTranslateTransform.OffsetZ = t.Z;

                    // Note that we don't copy constantly here, we copy the first time someone tries to
                    // trackball a frozen Models, but we replace it with a ChangeableReference
                    // and so subsequent interactions go through without a copy.
                    /*
                    if (i.Models.Transform.IsChangeable)
                    {
                        Model3DGroup mutableCopy = i.Models.Copy();
                        mutableCopy.StatusOfNextUse = UseStatus.ChangeableReference;
                        i.Models = mutableCopy;
                    }
                    i.Models.Transform = rotateAndScale;
                    */
                }
            }
        }


        private void MouseMoveHandler(object sender, System.Windows.Input.MouseEventArgs e)
        {
            if (!Enabled) return;
            e.Handled = true;

            UIElement el = (UIElement)sender;

            if (el.IsMouseCaptured)
            {
                Vector delta = _point - e.MouseDevice.GetPosition(el);
                Vector3D t = new Vector3D();

                delta /= 2;
                Quaternion q = _rotation;

                if (_rotating == true)
                {
                    // We can redefine this 2D mouse delta as a 3D mouse delta
                    // where "into the screen" is Z
                    Vector3D mouse = new Vector3D(delta.X, -delta.Y, 0);
                    Vector3D axis = Vector3D.CrossProduct(mouse, new Vector3D(0, 0, 1));
                    double len = axis.Length;
                    if (len < 0.00001 || _scaling)
                        _rotationDelta = new Quaternion(new Vector3D(0, 0, 1), 0);
                    else
                        _rotationDelta = new Quaternion(axis, len);

                    q = _rotationDelta * _rotation;
                }
                else
                {
                    delta /= 20;
                    _translateDelta.X = delta.X * -1;
                    _translateDelta.Y = delta.Y;
                }

                t = _translate + _translateDelta;

                UpdateSlaves(q, _scale * _scaleDelta, t);

            }
        }

        private void MouseDownHandler(object sender, MouseButtonEventArgs e)
        {
            if (!Enabled) return;
            e.Handled = true;


            if (Keyboard.IsKeyDown(Key.F1) == true)
            {
                Reset();
                return;
            }

            UIElement el = (UIElement)sender;
            _point = e.MouseDevice.GetPosition(el);
            // Initialize the center of rotation to the lookatpoint
            if (!_centered)
            {
                ProjectionCamera camera = (ProjectionCamera)_slaves[0].Camera;
                _center = camera.LookDirection;
                _centered = true;
            }

            _scaling = (e.MiddleButton == MouseButtonState.Pressed);

            if (Keyboard.IsKeyDown(Key.Space) == false)
                _rotating = true;
            else
                _rotating = false;

            el.CaptureMouse();
        }

        private void MouseUpHandler(object sender, MouseButtonEventArgs e)
        {
            if (!_enabled) return;
            e.Handled = true;

            // Stuff the current initial + delta into initial so when we next move we
            // start at the right place.
            if (_rotating == true)
                _rotation = _rotationDelta * _rotation;
            else
            {
                _translate += _translateDelta;
                _translateDelta.X = 0;
                _translateDelta.Y = 0;
            }

            //_scale = _scaleDelta*_scale;
            UIElement el = (UIElement)sender;
            el.ReleaseMouseCapture();
        }

        void OnMouseWheel(object sender, System.Windows.Input.MouseWheelEventArgs e)
        {
            e.Handled = true;

            _scaleDelta += (double)((double)e.Delta / (double)1000);
            Quaternion q = _rotation;

            UpdateSlaves(q, _scale * _scaleDelta, _translate);
        }

        private void MouseDoubleClickHandler(object sender, MouseButtonEventArgs e)
        {
            Reset();
        }

        private void Reset()
        {
            _rotation = new Quaternion (0,0,0,1);
            _scale = 1;
            _translate.X = 0;
            _translate.Y = 0;
            _translate.Z = 0;
            _translateDelta.X = 0;
            _translateDelta.Y = 0;
            _translateDelta.Z = 0;

            // Clear delta too, because if reset is called because of a double click then the mouse
            // up handler will also be called and this way it won't do anything.
            _rotationDelta = Quaternion.Identity;
            _scaleDelta = 1;
            UpdateSlaves(_rotation, _scale, _translate);
        }

        public void Refresh()
        {
            UpdateSlaves(_rotation, _scale, _translate);
        }

        // The state of the trackball
        private bool _enabled;
        private Vector3D _center;
        private bool _centered;     // Have we already determined the rotation center?
        private double _scale;
        private Vector3D _translate;
        private Quaternion _rotation;
        private List<Viewport3D> _slaves;

        // The state of the current drag
        private bool _scaling;              // Are we scaling?  NOTE otherwise we're rotating
        private double _scaleDelta;          // Change to scale because of this drag
        private Quaternion _rotationDelta;  // Change to rotation because of this drag
        private Point _point;               // Initial point of drag
        private Vector3D _translateDelta;
        private bool _rotating;
    }
}