在WPF中,我们可以轻松地使用VisualTreeHelper.GetDescendantBounds(Viewport3D)
来获取ModelVisual3D的可见2D内容边界而无需转换。但是,当ModelVisual3D变形时,GetDescendantBounds
会返回比可见内容更大的边界。如何获得可见内容的准确界限?
代码XAML:
<Grid Background="LightGray">
<Viewport3D x:Name="MyViewport">
<Viewport3D.Camera>
<OrthographicCamera Position="3 3 5" LookDirection="-3 -3 -5" Width="3"/>
</Viewport3D.Camera>
<Viewport3D.Children>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight Color="White" Direction="-1 -1 -1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D x:Name="MyVisual">
<ModelVisual3D.Content>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D Positions="0,0,0 1,0,0 0,1,0 1,1,0 0,0,1 1,0,1 0,1,1 1,1,1"
TriangleIndices="0,2,1 1,2,3 0,4,2 2,4,6 0,1,4 1,5,4 1,7,5 1,3,7 4,5,6 7,6,5 2,6,3 3,6,7"/>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Brush="Red"/>
</GeometryModel3D.Material>
<!--<GeometryModel3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D Axis="1 1 0" Angle="5"/>
</RotateTransform3D.Rotation>
</RotateTransform3D>
</GeometryModel3D.Transform>-->
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D.Children>
</Viewport3D>
<Rectangle x:Name="MyRegion" Stroke="Blue" StrokeThickness="1" VerticalAlignment="Top" HorizontalAlignment="Left"/>
</Grid>
代码behing:
var bounds = VisualTreeHelper.GetDescendantBounds(MyViewport);
MyRegion.Width = bounds.Width;
MyRegion.Height = bounds.Height;
MyRegion.Margin = new Thickness(bounds.Left, bounds.Top, 0, 0);
答案 0 :(得分:2)
如果您可以轻松找到网格几何中没有性能问题的所有三角形点,则可以尝试以下方法。我所做的是将所有Point3D转换为2D坐标并获得所有2D点的边界。
GeneralTransform3DTo2D transform = MyVisual.TransformToAncestor(MyViewport);
MeshGeometry3D geometry = (MeshGeometry3D) ((GeometryModel3D) MyVisual.Content).Geometry;
Rect wholeBounds = Rect.Empty;
if (transform != null)
{
for (int i = 0; i < geometry.TriangleIndices.Count;)
{
Polygon p = new Polygon
{
Stroke = Brushes.Blue,
StrokeThickness = 0.25
};
var tr = ((GeometryModel3D) MyVisual.Content).Transform;
p.Points.Add(transform.Transform(tr.Transform(geometry.Positions[geometry.TriangleIndices[i++]])));
p.Points.Add(transform.Transform(tr.Transform(geometry.Positions[geometry.TriangleIndices[i++]])));
p.Points.Add(transform.Transform(tr.Transform(geometry.Positions[geometry.TriangleIndices[i++]])));
foreach (Point point in p.Points)
{
wholeBounds.Union(point);
}
}
MyRegion.Width = wholeBounds.Width;
MyRegion.Height = wholeBounds.Height;
MyRegion.Margin = new Thickness(wholeBounds.Left, wholeBounds.Top, 0, 0);
}
答案 1 :(得分:1)
我改进了@ walterlv的方法以满足更复杂的层次结构。
private void MainWindow_OnMouseDoubleClick(object sender, MouseButtonEventArgs e)
{
var bounds = CalculateBounds(MyVisual);
MyRegion.Width = bounds.Width;
MyRegion.Height = bounds.Height;
MyRegion.Margin = new Thickness(bounds.Left, bounds.Top, 0, 0);
}
public static Viewport3DVisual GetViewport3DVisual(Visual3D visual3D)
{
DependencyObject obj = visual3D;
while (obj != null)
{
var visual = obj as Viewport3DVisual;
if (visual != null)
{
return visual;
}
obj = VisualTreeHelper.GetParent(obj);
}
return null;
}
public static Rect CalculateBounds(Visual3D visual)
{
var transform = visual.TransformToAncestor(GetViewport3DVisual(visual));
if (transform == null)
{
return Rect.Empty;
}
var bounds = Rect.Empty;
var modelVisual3D = visual as ModelVisual3D;
if (modelVisual3D != null)
{
bounds.Union(CalculateBounds(transform, modelVisual3D.Content, Matrix3D.Identity));
// Unio the bounds of Children
foreach (var child in modelVisual3D.Children)
{
bounds.Union(CalculateBounds(child));
}
}
else
{
// UIElement3D or Viewport2DVisual3D
bounds.Union(transform.TransformBounds(VisualTreeHelper.GetDescendantBounds(visual)));
}
return bounds;
}
public static Rect CalculateBounds(GeneralTransform3DTo2D transform, Model3D model, Matrix3D rootMatrix)
{
var region = Rect.Empty;
var matrix = Matrix3D.Identity;
matrix.Prepend(rootMatrix);
if (model.Transform != null)
{
matrix.Prepend(model.Transform.Value);
}
var geometryModel3D = model as GeometryModel3D;
if (geometryModel3D != null)
{
var meshGeometry3D = geometryModel3D.Geometry as MeshGeometry3D;
if (meshGeometry3D != null)
{
var innerTransform = new MatrixTransform3D(matrix);
foreach (var position in meshGeometry3D.Positions)
{
region.Union(transform.Transform(innerTransform.Transform(position)));
}
}
}
else
{
var model3DGroup = model as Model3DGroup;
if (model3DGroup != null)
{
foreach (var child in model3DGroup.Children)
{
region.Union(CalculateBounds(transform, child, matrix));
}
}
}
return region;
}