在WPF中构建网格的机制非常低级。例如,您必须提供顶点和索引。 WPF中是否有帮助程序,或者我可以使用.NET 4.0框架中的任何位置?或者我是否必须诉诸第三方图书馆?
答案 0 :(得分:1)
这是我用来构建Sphere的一大段XNA 3.1代码。我在渲染循环中应用了一个变换矩阵,允许我拉伸和定向它。计算顶点是相当简单的...计算指数是我发现更难的。不过,这应该会给你一个想法。其他基元(例如锥形,圆柱形,立方体......)计算起来要简单得多。
m_iSegments参数只允许我定义我想要将球体划分为多少个切片...分段越多,顶点越多,球体越平滑。
m_Appearance参数是着色器的包装器。
/// <summary>
/// This method constructs ellipsoid vertices, indices, and normals.
/// Equations are performed using the parameterized equations:
///
/// x = a cos(B)cos(L)
/// y = b cos(B)sin(L)
/// z = c sin(B)
///
/// Where:
///
/// B = latitude and,
/// L = longitude
///
/// </summary>
/// <seealso cref="http://en.wikipedia.org/wiki/Ellipsoid">Wikipedia - Ellipsoid</seealso>
public override void BuildVertices()
{
#region Declarations
int iIndex = 0; // Stores the index of the vertex array.
int iBeta = 0; // Stores the beta increment.
int iLambda = 0; // Stores the lambda increment.
float Beta = 0.0f; // Beta0 - Stores the latitude.
float Lambda = 0.0f; // Lambda0 - Stores the longitude.
float BetaStep = MathHelper.Pi / m_iSegments; // Latitude Segements, in degrees.
float LambdaStep = MathHelper.TwoPi / m_iSegments; // Longitude Segments, in degrees.
Vector3 vectPos = Vector3.Zero; // Vertex Position Vector
Vector3 vectNor = Vector3.Zero; // Vertex Normal Vector
Vector2 vectTex = Vector2.Zero; // Vertex Texture Coordinate
#endregion
#region Build the vertices.
int[] iIndices = new int[6 * m_iSegments * m_iSegments];
Vector3[] vVertices = new Vector3[(m_iSegments + 1) * (m_iSegments + 1)];
Vector2[] vTexCrds = new Vector2[vVertices.Length];
iIndex = 0;
for (iBeta = 0; iBeta <= m_iSegments; iBeta++)
{
// Compute the latitude.
Beta = MathHelper.Clamp((-MathHelper.PiOver2) + (iBeta * BetaStep), -MathHelper.PiOver2, MathHelper.PiOver2);
for (iLambda = 0; iLambda <= m_iSegments; iLambda++)
{
// Compute the current longitude.
Lambda = MathHelper.Clamp((-MathHelper.Pi) + (iLambda * LambdaStep), -MathHelper.Pi, MathHelper.Pi);
// Compute the current vertex.
vVertices[iIndex] = new Vector3((float)(Math.Cos(Beta) * Math.Sin(Lambda)),
(float)(Math.Sin(Beta)),
(float)(Math.Cos(Beta) * Math.Cos(Lambda)));
// Compute the triangle indices.
if (iBeta < m_iSegments &&
iLambda < m_iSegments)
{
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 0] = iIndex;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 1] = iIndex + m_iSegments + 1;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 2] = iIndex + m_iSegments + 2;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 3] = iIndex;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 4] = iIndex + m_iSegments + 2;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 5] = iIndex + 1;
}
// Compute the texture coordinates.
vTexCrds[iIndex] = new Vector2((float)iLambda / (float)m_iSegments, 1.0f - (float)iBeta / (float)m_iSegments);
iIndex++;
}
}
# endregion
#region Build the normals.
Vector3[] vNormals = new Vector3[vVertices.Length];
for (iIndex = 0; iIndex < vVertices.Length; iIndex++)
{
vNormals[iIndex] = vVertices[iIndex] - this.AbsolutePosition;
vNormals[iIndex].Normalize();
}
#endregion
#region Build the buffers.
VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[vVertices.Length];
for (iIndex = 0; iIndex < vVertices.Length; iIndex++)
vertices[iIndex] = new VertexPositionNormalTexture(vVertices[iIndex], vNormals[iIndex], vTexCrds[iIndex]);
m_pAppearance.SetBuffers(vertices, iIndices);
#endregion
}