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WPF 3D变换应用

时间:2018-07-30 17:17:36      阅读:261      评论:0      收藏:0      [点我收藏+]

标签:变化   模型   idt   就是   handle   bsp   epo   string   不同的   

 WPF可以提供的3D模型使我们可以轻松地创建3D实体,虽然目前来看还很有一些性能上的问题,不过对于一些简单的3D应用应该是可取的,毕竟其开发效率高,而且也容易上手。

        下面给大家演示的是使用在WPF 3D上实现视角变换,通过鼠标拖动来变换观察视角,通过滚轮来放缩视距。 

        首先创建一个3D立方体,立方体是由六个面构成(F1, F2 ....F6)其XAML代码如下:

<Viewport3D>

    <Viewport3D.Camera>

        <PerspectiveCamera Position="8,8,8" LookDirection="-1 -1 -1" FieldOfView="75" UpDirection="-1 1 -1" x:Name="camera"></PerspectiveCamera>

    </Viewport3D.Camera>

    <Viewport3D.Children>

        <ModelVisual3D x:Name="light">

            <ModelVisual3D.Content>

                <AmbientLight />

            </ModelVisual3D.Content>

        </ModelVisual3D>

        <ModelVisual3D x:Name="magicCube">

            <ModelVisual3D.Content>

                <!--    0: 0,0,0    1: 0,0,2    2: 2,0,2    3: 2,0,0    4: 2,2,0    5: 0,2,0    6: 0,2,2    7: 2,2,2    -->

                <Model3DGroup x:Name="cube">

                    <Model3DGroup.Transform>

                        <TranslateTransform3D OffsetX="-1" OffsetY="-1" OffsetZ="-1" />

                    </Model3DGroup.Transform>

                    <!--F1: 0,3,2,1-->

                    <GeometryModel3D x:Name="F1">

                        <GeometryModel3D.Material>

                            <DiffuseMaterial Brush="Blue"/>

                        </GeometryModel3D.Material>

                        <GeometryModel3D.Geometry>

                            <MeshGeometry3D Positions="0,0,0 2,0,0 2,0,2 0,0,2" TriangleIndices="0,1,2 0,2,3"></MeshGeometry3D>

                        </GeometryModel3D.Geometry>

                    </GeometryModel3D>

                    <!--F2: 0,1,6,5-->

                    <GeometryModel3D x:Name="F2">

                        <GeometryModel3D.Material>

                            <DiffuseMaterial Brush="Green"/>

                        </GeometryModel3D.Material>

                        <GeometryModel3D.Geometry>

                            <MeshGeometry3D Positions="0,0,0 0,0,2 0,2,2 0,2,0" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>

                        </GeometryModel3D.Geometry>

                    </GeometryModel3D>

                    <!--F3: 4,5,6,7-->

                    <GeometryModel3D x:Name="F3">

                        <GeometryModel3D.Material>

                            <DiffuseMaterial Brush="Red"/>

                        </GeometryModel3D.Material>

                        <GeometryModel3D.Geometry>

                            <MeshGeometry3D Positions="2,2,0 0,2,0 0,2,2 2,2,2" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>

                        </GeometryModel3D.Geometry>

                    </GeometryModel3D>

                    <!--F4: 2,3,4,7-->

                    <GeometryModel3D x:Name="F4">

                        <GeometryModel3D.Material>

                            <DiffuseMaterial Brush="Yellow"/>

                        </GeometryModel3D.Material>

                        <GeometryModel3D.Geometry>

                            <MeshGeometry3D Positions="2,0,2 2,0,0 2,2,0 2,2,2" TriangleIndices="0 1 2 0 2 3" TextureCoordinates="0,0 0,1 1,1 1,0">

                            </MeshGeometry3D>

                        </GeometryModel3D.Geometry>

                    </GeometryModel3D>

                    <!--F5: 1,2,7,6-->

                    <GeometryModel3D x:Name="F5">

                        <GeometryModel3D.Material>

                            <DiffuseMaterial Brush="White"/>

                        </GeometryModel3D.Material>

                        <GeometryModel3D.Geometry>

                            <MeshGeometry3D Positions=" 0,0,2 2,0,2 2,2,2 0,2,2" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>

                        </GeometryModel3D.Geometry>

                    </GeometryModel3D>

                    <!--F6: 0,5,4,3-->

                    <GeometryModel3D x:Name="F6">

                        <GeometryModel3D.Material>

                            <DiffuseMaterial Brush="Orange"/>

                        </GeometryModel3D.Material>

                        <GeometryModel3D.Geometry>

                            <MeshGeometry3D Positions=" 0,0,0 0,2,0 2,2,0 2,0,0" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>

                        </GeometryModel3D.Geometry>

                    </GeometryModel3D>

                </Model3DGroup>

            </ModelVisual3D.Content>

        </ModelVisual3D>

    </Viewport3D.Children>

</Viewport3D>

 

         在Viewport中用六个面构成一个立方体, 每一个面都是一个GeometryModel3D。

下面就是如何来实现通过鼠标拖动来变换视角的功能。首先给Window对象添加几个有关的鼠标的事件:MouseMove、MouseLeftButtonDown和MouseWheel。

 

<Window x:Class="MagicCube.MainWindow"

        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"

        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"

        Title="MainWindow" Height="295" Width="525" Background="Black"

        MouseMove="Viewport3D_MouseMove"

        MouseLeftButtonDown="Viewport3D_MouseLeftButtonDown"

        MouseWheel="Viewport3D_MouseWheel"

        KeyDown="Window_KeyDown">

    <Viewport3D >

</Window>

 

说明一下使用到的几个变量:
        

其中MouseLeftButtonDown是用来获取鼠标在进入拖动状态之前的位置,这样我们就可以根据鼠标位置的改变类变换视角。
Point mouseLastPosition;

private void Viewport3D_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)

{

    mouseLastPosition = e.GetPosition(this);

}

 

       下面是MouseMove事件,实现视角的变换。首先鼠标在拖动的过程中,可能发生水平方向上的变化和垂直方向上的变化,所以,我们将对不同的变化方向进行不同的变换。这里我将水平变换和垂直变换已经分别封装至两个方法中:HorizontalTransform(水平变换)和VerticalTransform(垂直变换)

private void Viewport3D_MouseMove(object sender, MouseEventArgs e)

{

    if (Mouse.LeftButton == MouseButtonState.Pressed)

    {

        Point newMousePosition = e.GetPosition(this); 

        if (mouseLastPosition.X != newMousePosition.X)

        {

            HorizontalTransform(mouseLastPosition.X < newMousePosition.X, mouseDeltaFactor);//水平变换

        } 

        if (mouseLastPosition.Y != newMousePosition.Y)// change position in the horizontal direction

        { 

            VerticalTransform(mouseLastPosition.Y > newMousePosition.Y, mouseDeltaFactor);//垂直变换

        }

        mouseLastPosition = newMousePosition;

    }

}

 

  接下来我们就来看一下这两个变换方法的具体实现:

 

垂直变换:

 
private void VerticalTransform(bool upDown, double angleDeltaFactor)
{
    Vector3D postion = new Vector3D(camera.Position.X, camera.Position.Y, camera.Position.Z);
    Vector3D rotateAxis = Vector3D.CrossProduct(postion, camera.UpDirection);
    RotateTransform3D rt3d = new RotateTransform3D();
    AxisAngleRotation3D rotate = new AxisAngleRotation3D(rotateAxis, angleDeltaFactor * (upDown ? -1 : 1));
    rt3d.Rotation = rotate;
    Matrix3D matrix = rt3d.Value;
    Point3D newPostition = matrix.Transform(camera.Position);
    camera.Position = newPostition;
    camera.LookDirection = new Vector3D(-newPostition.X, -newPostition.Y, -newPostition.Z);

    //update the up direction
    Vector3D newUpDirection = Vector3D.CrossProduct(camera.LookDirection, rotateAxis);
    newUpDirection.Normalize();
    camera.UpDirection = newUpDirection;
}
水平变换:
private void HorizontalTransform(bool leftRight, double angleDeltaFactor)
{
    Vector3D postion = new Vector3D(camera.Position.X, camera.Position.Y, camera.Position.Z);
    Vector3D rotateAxis = camera.UpDirection;
    RotateTransform3D rt3d = new RotateTransform3D();
    AxisAngleRotation3D rotate = new AxisAngleRotation3D(rotateAxis, angleDeltaFactor * (leftRight ? -1 : 1));
    rt3d.Rotation = rotate;
    Matrix3D matrix = rt3d.Value;
    Point3D newPostition = matrix.Transform(camera.Position);
    camera.Position = newPostition;
    camera.LookDirection = new Vector3D(-newPostition.X, -newPostition.Y, -newPostition.Z);
}
 

最后还有一个鼠标滚轮调节视距的变换,如下:

 

 
private void Viewport3D_MouseWheel(object sender, MouseWheelEventArgs e)
{
    double scaleFactor = 3;
    //120 near ,   -120 far
    System.Diagnostics.Debug.WriteLine(e.Delta.ToString());
    Point3D currentPosition = camera.Position;
    Vector3D lookDirection = camera.LookDirection;//new Vector3D(camera.LookDirection.X, camera.LookDirection.Y, camera.LookDirection.Z);
    lookDirection.Normalize();

    lookDirection *= scaleFactor;

    if (e.Delta == 120)//getting near
    {
        if ((currentPosition.X + lookDirection.X) * currentPosition.X > 0)
        {
            currentPosition += lookDirection;
        }
    }
    if (e.Delta == -120)//getting far
    {
        currentPosition -= lookDirection;
    }

    Point3DAnimation positionAnimation = new Point3DAnimation();
    positionAnimation.BeginTime = new TimeSpan(0, 0, 0);
    positionAnimation.Duration = TimeSpan.FromMilliseconds(100);
    positionAnimation.To = currentPosition; 
    positionAnimation.From = camera.Position;
    positionAnimation.Completed += new EventHandler(positionAnimation_Completed);
    camera.BeginAnimation(PerspectiveCamera.PositionProperty, positionAnimation, HandoffBehavior.Compose);
}
 

 

有了这个小程序之后,我们以后如果需要制作WPF 3D实体,也可以通过它来360度全方位地观测构建的3D实体。

演示程序 源代码

WPF 3D变换应用

标签:变化   模型   idt   就是   handle   bsp   epo   string   不同的   

原文地址:https://www.cnblogs.com/DreamRecorder/p/9391485.html

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