我在3d WPF中绘制两个球体,其中包含Point3D(0,0,0)和Point3D(-1.0,1.0,2.0)等点,半径为0.10
现在我想绘制一个连接这些球体的圆柱体,我唯一拥有的是半径0.02。我想知道如何计算这个圆柱体的3d点,高度,方向等。
我尝试通过找到中点btw球体点,它将圆柱体放置在这两个球体的中间但不是正确的方向。我想以正确的角度旋转圆柱体。我使用Vector3D.angleBetween(v1,v2)来找到它给我“NaN”的角度。我把我正在使用的代码放在下面。
Vector3D v1 = new Vector3D(0, 0, 0);
Vector3D v2 = new Vector3D(1.0, -1.0, 2.0);
Vector3D center = v1+ v2/2;
Vector3D axis = Vector3D.CrossProduct(v1, v2);
double angle = Vector3D.AngleBetween(v1, v2);
AxisAngleRotation3D axisAngle = new AxisAngleRotation3D(axis, angle);
RotateTransform3D myRotateTransform = new RotateTransform3D(axisAngle, center);
center.X = myRotateTransform.CenterX;
center.Y = myRotateTransform.CenterY;
center.Z = myRotateTransform.CenterZ;
[编辑]
首先非常感谢你的回应。我在使用这个代码时遇到了一些问题。但有了我的观点 它不是沿着正确的方向向两个圆点绘制圆柱体,也不是直到终点(它只连接到第二点)还有一件事, 如果Z轴的中点是(中点.Z = 0),它甚至没有画出圆柱体。
我只是想知道,是因为我画圈子的方式。请看一下
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(CreateTriangleModel(p[0], p[1], p[2], color));
spear.Children.Add(CreateTriangleModel(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);
}
}
与您的代码&gt;
几乎相同 my sample point are :
p1 = Point3D(0,0,0)
p2= Point3D(-1.0, 1.0, 2.0)
p3= Point3D(-1.0, 1.0, 2.0)
p4 =Point3D(1.0, -1.0, 2.0)
我想绘制气缸btw p1到p2,p1到p3,p1到p4 p2到p3,p2到p4
如果您需要进一步澄清,请告诉我,我必须解决这个问题。 谢谢你所有的时间。
答案 0 :(得分:0)
我不知道这对您是否有用,但您评论了我最近发布的一些类似代码,请求帮助 - 所以我想我会将该代码转换为两个对象,通过圆柱旋转连接在3D空间中 - Init()方法需要两个点,在点处创建10x10x10立方体,然后用圆柱连接它们。
我认为这大致是你想要实现的目标,虽然我承认我的例子有点做作,(你只能在!!!中的两个点上改变Z轴),但希望你能从中得到一些东西!
对不起,代码有点乱,但是我已经从我的一些课程中编译了它,将它变成一个简单的剪切和粘贴的块!
无论如何,希望这会有所帮助......
继承人XAML ......这只是设置了ViewPort和光源......
<Window x:Class="WpfApplication1.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>
......并且背后的代码......
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 WpfApplication1
{
/// <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;
var size = new Size3D(10,10,10);
_models.Add(GetCube(GetSurfaceMaterial(Colors.Green), firstPoint, size));
_models.Add(GetCube(GetSurfaceMaterial(Colors.Green), secondPoint, size));
_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 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;
}
}
}
答案 1 :(得分:0)
我已经将你的球体代码与我的例子进行了整合,并且工作正常 - 圆柱连接两个球体。
继承代码......
干杯,安迪
ViewPort和以前一样......
<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>
......并且背后的代码......
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;
}
}
}
答案 2 :(得分:0)
再次,它是一个拼凑的例子,你必须改进。
请注意,转换代码发生了巨大的变化,我只是自己掌握了WPF 3D,并且我意识到我做了很多错事。我每次都在重新创建Transform3DGroup,而不仅仅是改变已经应用的Transform的角度。
查看代码并注意altTransform组 - 我正在做的是为此alt组添加额外的转换。然后我在圆柱体和球体上使用altTransform,否则它将与其他圆柱体和球体处于同一位置。我已将这个圆柱标记为绿色,以便您可以看到它是哪一个。
我的建议是,您在同一轴上创建所有球体和圆柱体,然后将它们转换为您想要的位置。
我还将球体和圆柱体尺寸更改为您在之前评论中所要求的尺寸。
看一下代码,看看你的想法?
干杯,
安迪
<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="600" Width="600">
<StackPanel>
<Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Height="600">
<Viewport3D.Camera>
<PerspectiveCamera
LookDirection="0,0,-5"
UpDirection="0,1,0"
Position="0,0,10"
/>
</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>
并且背后的代码......
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();
}
private Timer _timer;
private readonly List<ModelVisual3D> _models = new List<ModelVisual3D>();
private double _angle;
private Transform3DGroup _transform3DGroup;
private AxisAngleRotation3D _axisAngleRotation3D;
private Transform3DGroup _altTransform;
public void Init()
{
_models.Add(CreateSphere(new Point3D(0,0,0), 0.1, 10, 10, Colors.AliceBlue));
_models.Add(CreateSphere(new Point3D(0,0,2), 0.1, 10, 10, Colors.AliceBlue));
//notice that the following two spheres are created in the same place
_models.Add(CreateSphere(new Point3D(0, 0, -2), 0.1, 10, 10, Colors.AliceBlue));
_models.Add(CreateSphere(new Point3D(0, 0, -2), 0.1, 10, 10, Colors.AliceBlue));
_models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), new Point3D(0,0,0), 0.02, 2));
//notice that the following to cylinders are also created in the same place
_models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, 0), 0.02, -2));
_models.Add(GetCylinder(GetSurfaceMaterial(Colors.Green), new Point3D(0, 0, 0), 0.02, -2));
_transform3DGroup = new Transform3DGroup();
_models.ForEach(x => x.Transform = _transform3DGroup);
//heres my alt transform that i'm just using for the duplicate sphere and cylinder
_altTransform = new Transform3DGroup();
_models[3].Transform = _altTransform;
_models[6].Transform = _altTransform;
var rotateTransform3D = new RotateTransform3D { CenterX = 0, CenterZ = 0 };
_axisAngleRotation3D = new AxisAngleRotation3D { Axis = new Vector3D(1, 1, 1), Angle = _angle };
rotateTransform3D.Rotation = _axisAngleRotation3D;
//i'm adding the animation rotation to both groups so that all my models spin
_transform3DGroup.Children.Add(rotateTransform3D);
_altTransform.Children.Add(rotateTransform3D);
//but my alt transform gets an extra transformation
var altRotate = new RotateTransform3D { CenterX = 0, CenterZ = 0 };
var altAxis = new AxisAngleRotation3D { Axis = new Vector3D(0, 1, 1), Angle = 90 };
altRotate.Rotation = altAxis;
_altTransform.Children.Add(altRotate);
_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;
_axisAngleRotation3D.Angle = _angle;
}
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;
}
}
}