我是WPF的初学者,所以我不完全了解C#如何与XAML一起制作应用程序。
我正在尝试制作一个用于绘制和操纵3D几何图形的软件。我已经按照this example的操作来创建3D场景,并且操作成功。
但是,当我尝试将Viewport3D
放在XAML的canvas
内时(以便可以将其他元素(如按钮)放置在UI中以操纵3D场景),找出为什么Viewport3D
不显示的原因。
我不想在XAML中定义Viewport3D
的所有内容,因为我计划进行更复杂的图形绘制和几何操作。而且我认为最好使用C#。
C#文件中的MainWindow与XAML文件中的MainWindow不同吗?
这是我得到的窗口:
代码如下:
XAML
<Window x:Name="Geology3D_MainWindow" x:Class="Geology3D.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:Geology3D"
mc:Ignorable="d"
Title="Geology3D" Height="600" Width="800" Background="Silver">
<Canvas x:Name="Canvas3D" Background="White" Margin="10,29,16.6,7.4">
<Viewport3D x:Name="ViewPort3D">
</Viewport3D>
</Canvas>
</Window>
C#
using System;
using System.Diagnostics;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
namespace Geology3D
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
//Viewport3D ViewPort3D = new Viewport3D();
Model3DGroup ModelsGroup = new Model3DGroup();
ModelVisual3D GModelVisual3D = new ModelVisual3D();
GeometryModel3D CubeGeometryModel = new GeometryModel3D();
GeometryModel3D PlaneGeometryModel = new GeometryModel3D();
PerspectiveCamera Camera = new PerspectiveCamera();
// Specify where in the 3D scene the camera is.
Camera.Position = new Point3D(-5, 5, -5);
// Specify the direction that the camera is pointing.
Camera.LookDirection = new Vector3D(1, -1, 1);
// Asign the camera to the viewport
ViewPort3D.Camera = Camera;
// Define the lights cast in the scene. Without light, the 3D object cannot
// be seen. Note: to illuminate an object from additional directions, create
// additional lights.
DirectionalLight GDirectionalLight = new DirectionalLight();
GDirectionalLight.Color = Colors.White;
GDirectionalLight.Direction = new Vector3D(-1, -1, -1);
ModelsGroup.Children.Add(GDirectionalLight);
// The material specifies the material applied to the 3D object.
// Define material and apply to the mesh geometries.
DiffuseMaterial BlueMaterial = new DiffuseMaterial(new SolidColorBrush(Colors.DodgerBlue));
DiffuseMaterial PlaneMaterial = new DiffuseMaterial(new SolidColorBrush(Colors.Gray));
CubeGeometryModel.Material = BlueMaterial;
PlaneGeometryModel.Material = PlaneMaterial;
// Apply the mesh to the geometry model.
CubeGeometryModel.Geometry = DrawCube();
PlaneGeometryModel.Geometry = DrawPlane();
// Apply a transform to the object. In this sample, a rotation transform is applied,
// rendering the 3D object rotated.
RotateTransform3D GRotateTransform3D = new RotateTransform3D();
AxisAngleRotation3D GAxisAngleRotation3d = new AxisAngleRotation3D();
GAxisAngleRotation3d.Axis = new Vector3D(0, 1, 0);
GAxisAngleRotation3d.Angle = 0;
GRotateTransform3D.Rotation = GAxisAngleRotation3d;
CubeGeometryModel.Transform = GRotateTransform3D;
// Add the geometry model to the model group.
ModelsGroup.Children.Add(CubeGeometryModel);
ModelsGroup.Children.Add(PlaneGeometryModel);
// Add the group of models to the ModelVisual3d.
GModelVisual3D.Content = ModelsGroup;
ViewPort3D.Children.Add(GModelVisual3D);
}
MeshGeometry3D DrawCube()[...]
MeshGeometry3D DrawPlane()[...]
}
}
答案 0 :(得分:0)
如果打算覆盖UI元素,则可能更容易将画布和Viewport3D嵌套在网格中。
<Grid>
<Viewport3D>
...
</Viewport3D>
<Canvas/>
</Grid>
这样,视口和画布将始终具有相同的大小,并且添加到画布中的元素将始终位于顶部。