我想绘制一个包含3D WPF中一些顶点和边的法线图。 这意味着顶点将成为球体,边缘将成为圆柱体。
我想首先绘制一些Spheres,然后将它们与Cylinders连接起来。我可以使用Practical WPF Graph Programming文本中的示例在自由空间中分别绘制球体和圆柱体。我没有得到任何帮助加入这些。 怎么办呢?
答案 0 :(得分:5)
这是两个球体,通过圆柱体连接,在3D空间中旋转。 Init
方法需要两点,但我担心如果你想要正确连接球体,你只能改变Z轴。
代码有点乱,从许多来源编译,包括您在另一个问题中发布的自己的球体生成代码。
使用ViewPort的XAML:
<Window x:Class="wpfspin.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="300" Width="300">
<StackPanel>
<Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Height="300">
<Viewport3D.Camera>
<PerspectiveCamera
LookDirection="0,0,-20"
UpDirection="0,1,0"
Position="0,0,100"
/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup x:Name="group3d">
<SpotLight Position="30,30,30" x:Name="mySpotLight" Color="Yellow" InnerConeAngle="100" OuterConeAngle="1000" Range="100" />
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</StackPanel>
</Window>
代码隐藏:
using System;
using System.Collections.Generic;
using System.Timers;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Threading;
namespace wpfspin
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : Window
{
public Window1()
{
InitializeComponent();
Init(new Point3D(0, 0, 30), new Point3D(0, 0, -30));
}
private Timer _timer;
private readonly List<ModelVisual3D> _models = new List<ModelVisual3D>();
private double _angle;
public void Init(Point3D firstPoint, Point3D secondPoint)
{
var midPoint = firstPoint - secondPoint;
_models.Add(CreateSphere(firstPoint, 10, 10, 10, Colors.AliceBlue ));
_models.Add(CreateSphere(secondPoint, 10, 10, 10, Colors.AliceBlue));
_models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), secondPoint, 2, midPoint.Z));
_models.ForEach(x => mainViewport.Children.Add(x));
_timer = new Timer(10);
_timer.Elapsed += TimerElapsed;
_timer.Enabled = true;
}
void TimerElapsed(object sender, ElapsedEventArgs e)
{
Dispatcher.Invoke(DispatcherPriority.Normal, new Action<double>(Transform), 0.5d);
}
public MaterialGroup GetSurfaceMaterial(Color colour)
{
var materialGroup = new MaterialGroup();
var emmMat = new EmissiveMaterial(new SolidColorBrush(colour));
materialGroup.Children.Add(emmMat);
materialGroup.Children.Add(new DiffuseMaterial(new SolidColorBrush(colour)));
var specMat = new SpecularMaterial(new SolidColorBrush(Colors.White), 30);
materialGroup.Children.Add(specMat);
return materialGroup;
}
public ModelVisual3D GetCube(MaterialGroup materialGroup, Point3D point, Size3D size)
{
var farPoint = new Point3D(point.X - (size.X / 2), point.Y - (size.Y / 2), point.Z - (size.Z / 2));
var nearPoint = new Point3D(point.X + (size.X / 2), point.Y + (size.Y / 2), point.Z + (size.Z / 2));
var cube = new Model3DGroup();
var p0 = new Point3D(farPoint.X, farPoint.Y, farPoint.Z);
var p1 = new Point3D(nearPoint.X, farPoint.Y, farPoint.Z);
var p2 = new Point3D(nearPoint.X, farPoint.Y, nearPoint.Z);
var p3 = new Point3D(farPoint.X, farPoint.Y, nearPoint.Z);
var p4 = new Point3D(farPoint.X, nearPoint.Y, farPoint.Z);
var p5 = new Point3D(nearPoint.X, nearPoint.Y, farPoint.Z);
var p6 = new Point3D(nearPoint.X, nearPoint.Y, nearPoint.Z);
var p7 = new Point3D(farPoint.X, nearPoint.Y, nearPoint.Z);
//front side triangles
cube.Children.Add(CreateTriangleModel(materialGroup, p3, p2, p6));
cube.Children.Add(CreateTriangleModel(materialGroup, p3, p6, p7));
//right side triangles
cube.Children.Add(CreateTriangleModel(materialGroup, p2, p1, p5));
cube.Children.Add(CreateTriangleModel(materialGroup, p2, p5, p6));
//back side triangles
cube.Children.Add(CreateTriangleModel(materialGroup, p1, p0, p4));
cube.Children.Add(CreateTriangleModel(materialGroup, p1, p4, p5));
//left side triangles
cube.Children.Add(CreateTriangleModel(materialGroup, p0, p3, p7));
cube.Children.Add(CreateTriangleModel(materialGroup, p0, p7, p4));
//top side triangles
cube.Children.Add(CreateTriangleModel(materialGroup, p7, p6, p5));
cube.Children.Add(CreateTriangleModel(materialGroup, p7, p5, p4));
//bottom side triangles
cube.Children.Add(CreateTriangleModel(materialGroup, p2, p3, p0));
cube.Children.Add(CreateTriangleModel(materialGroup, p2, p0, p1));
var model = new ModelVisual3D();
model.Content = cube;
return model;
}
private Model3DGroup CreateTriangleModel(MaterialGroup materialGroup, Triangle triangle)
{
return CreateTriangleModel(materialGroup, triangle.P0, triangle.P1, triangle.P2);
}
private Model3DGroup CreateTriangleModel(Material material, Point3D p0, Point3D p1, Point3D p2)
{
var mesh = new MeshGeometry3D();
mesh.Positions.Add(p0);
mesh.Positions.Add(p1);
mesh.Positions.Add(p2);
mesh.TriangleIndices.Add(0);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(2);
var normal = CalculateNormal(p0, p1, p2);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
var model = new GeometryModel3D(mesh, material);
var group = new Model3DGroup();
group.Children.Add(model);
return group;
}
private Vector3D CalculateNormal(Point3D p0, Point3D p1, Point3D p2)
{
var v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
var v1 = new Vector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
return Vector3D.CrossProduct(v0, v1);
}
void Transform(double adjustBy)
{
_angle += adjustBy;
var rotateTransform3D = new RotateTransform3D { CenterX = 0, CenterZ = 0 };
var axisAngleRotation3D = new AxisAngleRotation3D { Axis = new Vector3D(1, 1, 1), Angle = _angle };
rotateTransform3D.Rotation = axisAngleRotation3D;
var myTransform3DGroup = new Transform3DGroup();
myTransform3DGroup.Children.Add(rotateTransform3D);
_models.ForEach(x => x.Transform = myTransform3DGroup);
}
public ModelVisual3D GetCylinder(MaterialGroup materialGroup, Point3D midPoint, double radius, double depth)
{
var cylinder = new Model3DGroup();
var nearCircle = new CircleAssitor();
var farCircle = new CircleAssitor();
var twoPi = Math.PI * 2;
var firstPass = true;
double x;
double y;
var increment = 0.1d;
for (double i = 0; i < twoPi + increment; i = i + increment)
{
x = (radius * Math.Cos(i));
y = (-radius * Math.Sin(i));
farCircle.CurrentTriangle.P0 = midPoint;
farCircle.CurrentTriangle.P1 = farCircle.LastPoint;
farCircle.CurrentTriangle.P2 = new Point3D(x + midPoint.X, y + midPoint.Y, midPoint.Z);
nearCircle.CurrentTriangle = farCircle.CurrentTriangle.Clone(depth, true);
if (!firstPass)
{
cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle));
cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle));
cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle.P2, farCircle.CurrentTriangle.P1, nearCircle.CurrentTriangle.P2));
cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle.P2, nearCircle.CurrentTriangle.P1, farCircle.CurrentTriangle.P2));
}
else
{
farCircle.FirstPoint = farCircle.CurrentTriangle.P1;
nearCircle.FirstPoint = nearCircle.CurrentTriangle.P1;
firstPass = false;
}
farCircle.LastPoint = farCircle.CurrentTriangle.P2;
nearCircle.LastPoint = nearCircle.CurrentTriangle.P2;
}
var model = new ModelVisual3D { Content = cylinder };
return model;
}
public ModelVisual3D CreateSphere(Point3D center, double radius, int u, int v, Color color)
{
Model3DGroup spear = new Model3DGroup();
if (u < 2 || v < 2)
return null;
Point3D[,] pts = new Point3D[u, v];
for (int i = 0; i < u; i++)
{
for (int j = 0; j < v; j++)
{
pts[i, j] = GetPosition(radius,
i * 180 / (u - 1), j * 360 / (v - 1));
pts[i, j] += (Vector3D)center;
}
}
Point3D[] p = new Point3D[4];
for (int i = 0; i < u - 1; i++)
{
for (int j = 0; j < v - 1; j++)
{
p[0] = pts[i, j];
p[1] = pts[i + 1, j];
p[2] = pts[i + 1, j + 1];
p[3] = pts[i, j + 1];
spear.Children.Add(CreateTriangleFace(p[0], p[1], p[2], color));
spear.Children.Add(CreateTriangleFace(p[2], p[3], p[0], color));
}
}
ModelVisual3D model = new ModelVisual3D();
model.Content = spear;
return model;
}
private Point3D GetPosition(double radius, double theta, double phi)
{
Point3D pt = new Point3D();
double snt = Math.Sin(theta * Math.PI / 180);
double cnt = Math.Cos(theta * Math.PI / 180);
double snp = Math.Sin(phi * Math.PI / 180);
double cnp = Math.Cos(phi * Math.PI / 180);
pt.X = radius * snt * cnp;
pt.Y = radius * cnt;
pt.Z = -radius * snt * snp;
return pt;
}
public Model3DGroup CreateTriangleFace(Point3D p0, Point3D p1, Point3D p2, Color color)
{
MeshGeometry3D mesh = new MeshGeometry3D(); mesh.Positions.Add(p0); mesh.Positions.Add(p1); mesh.Positions.Add(p2); mesh.TriangleIndices.Add(0); mesh.TriangleIndices.Add(1); mesh.TriangleIndices.Add(2);
Vector3D normal = VectorHelper.CalcNormal(p0, p1, p2);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
Material material = new DiffuseMaterial(
new SolidColorBrush(color));
GeometryModel3D model = new GeometryModel3D(
mesh, material);
Model3DGroup group = new Model3DGroup();
group.Children.Add(model);
return group;
}
private class VectorHelper
{
public static Vector3D CalcNormal(Point3D p0, Point3D p1, Point3D p2)
{
Vector3D v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
Vector3D v1 = new Vector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
return Vector3D.CrossProduct(v0, v1);
}
}
}
public class CircleAssitor
{
public CircleAssitor()
{
CurrentTriangle = new Triangle();
}
public Point3D FirstPoint { get; set; }
public Point3D LastPoint { get; set; }
public Triangle CurrentTriangle { get; set; }
}
public class Triangle
{
public Point3D P0 { get; set; }
public Point3D P1 { get; set; }
public Point3D P2 { get; set; }
public Triangle Clone(double z, bool switchP1andP2)
{
var newTriangle = new Triangle();
newTriangle.P0 = GetPointAdjustedBy(this.P0, new Point3D(0, 0, z));
var point1 = GetPointAdjustedBy(this.P1, new Point3D(0, 0, z));
var point2 = GetPointAdjustedBy(this.P2, new Point3D(0, 0, z));
if (!switchP1andP2)
{
newTriangle.P1 = point1;
newTriangle.P2 = point2;
}
else
{
newTriangle.P1 = point2;
newTriangle.P2 = point1;
}
return newTriangle;
}
private Point3D GetPointAdjustedBy(Point3D point, Point3D adjustBy)
{
var newPoint = new Point3D { X = point.X, Y = point.Y, Z = point.Z };
newPoint.Offset(adjustBy.X, adjustBy.Y, adjustBy.Z);
return newPoint;
}
}
}