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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 | #region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; using System.Collections; using System.ComponentModel; using System.Globalization; #endregion namespace Microsoft.Xna.Framework.Design { public class QuaternionConverter : MathTypeConverter { #region Public Constructor public QuaternionConverter() : base () { // FIXME: Initialize propertyDescriptions... how? -flibit } #endregion #region Public Methods public override object ConvertFrom( ITypeDescriptorContext context, CultureInfo culture, object value ) { string s = value as string ; if (s != null ) { string [] v = s.Split( culture.NumberFormat.NumberGroupSeparator.ToCharArray() ); return new Quaternion( float .Parse(v[0], culture), float .Parse(v[1], culture), float .Parse(v[2], culture), float .Parse(v[3], culture) ); } return base .ConvertFrom(context, culture, value); } public override object ConvertTo( ITypeDescriptorContext context, CultureInfo culture, object value, Type destinationType ) { if (destinationType == typeof ( string )) { Quaternion quat = (Quaternion) value; return string .Join( culture.NumberFormat.NumberGroupSeparator, new string [] { quat.X.ToString(culture), quat.Y.ToString(culture), quat.Z.ToString(culture), quat.W.ToString(culture) } ); } return base .ConvertTo(context, culture, value, destinationType); } public override object CreateInstance( ITypeDescriptorContext context, IDictionary propertyValues ) { return ( object ) new Quaternion( ( float ) propertyValues[ "X" ], ( float ) propertyValues[ "Y" ], ( float ) propertyValues[ "Z" ], ( float ) propertyValues[ "W" ] ); } #endregion } } |