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  • WPF 3D变换应用

     WPF可以提供的3D模型使我们可以轻松地创建3D实体,虽然目前来看还很有一些性能上的问题,不过对于一些简单的3D应用应该是可取的,毕竟其开发效率高,而且也容易上手。

            下面给大家演示的是使用在WPF 3D上实现视角变换,通过鼠标拖动来变换观察视角,通过滚轮来放缩视距。 

            首先创建一个3D立方体,立方体是由六个面构成(F1, F2 ....F6)其XAML代码如下:

     <Viewport3D>
            <Viewport3D.Camera>
                <!--<camera Position="15,15,15" LookDirection="-1,-1,-1" Width="15"></camera>-->
                <!--<camera Position="-5,-5,-5" LookDirection="1,1,1" Width="10" x:Name="camera"></camera>-->
                <!--<PerspectiveCamera Position="-5,-5,-5" LookDirection="1 1 1" FieldOfView="90"></PerspectiveCamera>-->
                <!--<PerspectiveCamera Position="-4,-4,-4" LookDirection="1 1 1" FieldOfView="75" x:Name="camera"></PerspectiveCamera>-->
                <PerspectiveCamera Position="8,8,8" LookDirection="-1 -1 -1" FieldOfView="75" UpDirection="-1 1 -1" x:Name="camera"></PerspectiveCamera>
            </Viewport3D.Camera>
            <Viewport3D.Children>
                <ModelVisual3D x:Name="light">
                    <ModelVisual3D.Content>
                        <AmbientLight />
                    </ModelVisual3D.Content>
                </ModelVisual3D>
                <ModelVisual3D x:Name="magicCube">
                    <ModelVisual3D.Content>
                        <!--    0: 0,0,0    1: 0,0,2    2: 2,0,2    3: 2,0,0    4: 2,2,0    5: 0,2,0    6: 0,2,2    7: 2,2,2    -->
                        <Model3DGroup x:Name="cube">
                            <Model3DGroup.Transform>
                                <TranslateTransform3D OffsetX="-1" OffsetY="-1" OffsetZ="-1" />
                            </Model3DGroup.Transform>
                            <!--F1: 0,3,2,1-->
                            <GeometryModel3D x:Name="F1">
                                <GeometryModel3D.Material>
                                    <DiffuseMaterial Brush="Blue"/>
                                </GeometryModel3D.Material>
                                <GeometryModel3D.Geometry>
                                    <MeshGeometry3D Positions="0,0,0 2,0,0 2,0,2 0,0,2" TriangleIndices="0,1,2 0,2,3"></MeshGeometry3D>
                                </GeometryModel3D.Geometry>
                            </GeometryModel3D>
                            <!--F2: 0,1,6,5-->
                            <GeometryModel3D x:Name="F2">
                                <GeometryModel3D.Material>
                                    <DiffuseMaterial Brush="Green"/>
                                </GeometryModel3D.Material>
                                <GeometryModel3D.Geometry>
                                    <MeshGeometry3D Positions="0,0,0 0,0,2 0,2,2 0,2,0" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>
                                </GeometryModel3D.Geometry>
                            </GeometryModel3D>
                            <!--F3: 4,5,6,7-->
                            <GeometryModel3D x:Name="F3">
                                <GeometryModel3D.Material>
                                    <DiffuseMaterial Brush="Red"/>
                                </GeometryModel3D.Material>
                                <GeometryModel3D.Geometry>
                                    <MeshGeometry3D Positions="2,2,0 0,2,0 0,2,2 2,2,2" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>
                                </GeometryModel3D.Geometry>
                            </GeometryModel3D>
                            <!--F4: 2,3,4,7-->
                            <GeometryModel3D x:Name="F4">
                                <GeometryModel3D.Material>
                                    <!--<DiffuseMaterial>
                                        <DiffuseMaterial.Brush>
                                            <VisualBrush>
                                                <VisualBrush.Visual>
                                                    <Image Source="cubesurface.jpg">
                                                        <Image.Style>
                                                            <Style>
                                                                <Setter Property="Image.Opacity" Value="0.6"></Setter>
                                                            </Style>
                                                        </Image.Style>
                                                    </Image>
                                                </VisualBrush.Visual>
                                            </VisualBrush>
                                        </DiffuseMaterial.Brush>
                                    </DiffuseMaterial>-->
                                    <DiffuseMaterial Brush="Yellow"/>
                                </GeometryModel3D.Material>
                                    
                                <GeometryModel3D.Geometry>
                                    <MeshGeometry3D Positions="2,0,2 2,0,0 2,2,0 2,2,2" TriangleIndices="0 1 2 0 2 3" TextureCoordinates="0,0 0,1 1,1 1,0">
                                    </MeshGeometry3D>
                                </GeometryModel3D.Geometry>
                            </GeometryModel3D>
                            <!--F5: 1,2,7,6-->
                            <GeometryModel3D x:Name="F5">
                                <GeometryModel3D.Material>
                                    <DiffuseMaterial Brush="White"/>
                                </GeometryModel3D.Material>
                                <GeometryModel3D.Geometry>
                                    <MeshGeometry3D Positions=" 0,0,2 2,0,2 2,2,2 0,2,2" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>
                                </GeometryModel3D.Geometry>
                            </GeometryModel3D>
                            <!--F6: 0,5,4,3-->
                            <GeometryModel3D x:Name="F6">
                                <GeometryModel3D.Material>
                                    <DiffuseMaterial Brush="Orange"/>
                                </GeometryModel3D.Material>
                                <GeometryModel3D.Geometry>
                                    <MeshGeometry3D Positions=" 0,0,0 0,2,0 2,2,0 2,0,0" TriangleIndices="0 1 2 0 2 3"></MeshGeometry3D>
                                </GeometryModel3D.Geometry>
                            </GeometryModel3D>
                        </Model3DGroup>
                    </ModelVisual3D.Content>
                </ModelVisual3D>
            </Viewport3D.Children>
        </Viewport3D>

             在Viewport中用六个面构成一个立方体, 每一个面都是一个GeometryModel3D。

    下面就是如何来实现通过鼠标拖动来变换视角的功能。首先给Window对象添加几个有关的鼠标的事件:MouseMove、MouseLeftButtonDown和MouseWheel。

     

    <Window x:Class="MagicCube.MainWindow"
            xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
            xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
            Title="MainWindow" Height="295" Width="525" Background="Black"
            MouseMove="Viewport3D_MouseMove"
            MouseLeftButtonDown="Viewport3D_MouseLeftButtonDown"
            MouseWheel="Viewport3D_MouseWheel"
            KeyDown="Window_KeyDown">
        <Viewport3D >
    </Window>

    说明一下使用到的几个变量:
            

    其中MouseLeftButtonDown是用来获取鼠标在进入拖动状态之前的位置,这样我们就可以根据鼠标位置的改变类变换视角。
    Point mouseLastPosition;

    private void Viewport3D_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
    {
        mouseLastPosition = e.GetPosition(this);
    }

           下面是MouseMove事件,实现视角的变换。首先鼠标在拖动的过程中,可能发生水平方向上的变化和垂直方向上的变化,所以,我们将对不同的变化方向进行不同的变换。这里我将水平变换和垂直变换已经分别封装至两个方法中:HorizontalTransform(水平变换)和VerticalTransform(垂直变换)

    private void Viewport3D_MouseMove(object sender, MouseEventArgs e)
    {
        if (Mouse.LeftButton == MouseButtonState.Pressed)
        {
            Point newMousePosition = e.GetPosition(this); 
            if (mouseLastPosition.X != newMousePosition.X)
            {
                HorizontalTransform(mouseLastPosition.X < newMousePosition.X, mouseDeltaFactor);//水平变换
            } 
    
            if (mouseLastPosition.Y != newMousePosition.Y)// change position in the horizontal direction
            { 
                VerticalTransform(mouseLastPosition.Y > newMousePosition.Y, mouseDeltaFactor);//垂直变换
            }
    
            mouseLastPosition = newMousePosition;
        }
    }

      接下来我们就来看一下这两个变换方法的具体实现:

    垂直变换:

     
    private void VerticalTransform(bool upDown, double angleDeltaFactor)
    {
        Vector3D postion = new Vector3D(camera.Position.X, camera.Position.Y, camera.Position.Z);
        Vector3D rotateAxis = Vector3D.CrossProduct(postion, camera.UpDirection);
        RotateTransform3D rt3d = new RotateTransform3D();
        AxisAngleRotation3D rotate = new AxisAngleRotation3D(rotateAxis, angleDeltaFactor * (upDown ? -1 : 1));
        rt3d.Rotation = rotate;
        Matrix3D matrix = rt3d.Value;
        Point3D newPostition = matrix.Transform(camera.Position);
        camera.Position = newPostition;
        camera.LookDirection = new Vector3D(-newPostition.X, -newPostition.Y, -newPostition.Z);

        //update the up direction
        Vector3D newUpDirection = Vector3D.CrossProduct(camera.LookDirection, rotateAxis);
        newUpDirection.Normalize();
        camera.UpDirection = newUpDirection;
    }
    水平变换:
    private void HorizontalTransform(bool leftRight, double angleDeltaFactor)
    {
        Vector3D postion = new Vector3D(camera.Position.X, camera.Position.Y, camera.Position.Z);
        Vector3D rotateAxis = camera.UpDirection;
        RotateTransform3D rt3d = new RotateTransform3D();
        AxisAngleRotation3D rotate = new AxisAngleRotation3D(rotateAxis, angleDeltaFactor * (leftRight ? -1 : 1));
        rt3d.Rotation = rotate;
        Matrix3D matrix = rt3d.Value;
        Point3D newPostition = matrix.Transform(camera.Position);
        camera.Position = newPostition;
        camera.LookDirection = new Vector3D(-newPostition.X, -newPostition.Y, -newPostition.Z);
    }
     

    最后还有一个鼠标滚轮调节视距的变换,如下:

     
    private void Viewport3D_MouseWheel(object sender, MouseWheelEventArgs e)
    {
        double scaleFactor = 3;
        //120 near ,   -120 far
        System.Diagnostics.Debug.WriteLine(e.Delta.ToString());
        Point3D currentPosition = camera.Position;
        Vector3D lookDirection = camera.LookDirection;//new Vector3D(camera.LookDirection.X, camera.LookDirection.Y, camera.LookDirection.Z);
        lookDirection.Normalize();
        lookDirection *= scaleFactor;

        if (e.Delta == 120)//getting near
        {
            if ((currentPosition.X + lookDirection.X) * currentPosition.X > 0)
            {
                currentPosition += lookDirection;
            }
        }

        if (e.Delta == -120)//getting far
        {
            currentPosition -= lookDirection;
        }

        Point3DAnimation positionAnimation = new Point3DAnimation();
        positionAnimation.BeginTime = new TimeSpan(0, 0, 0);
        positionAnimation.Duration = TimeSpan.FromMilliseconds(100);
        positionAnimation.To = currentPosition; 
        positionAnimation.From = camera.Position;
        positionAnimation.Completed += new EventHandler(positionAnimation_Completed);
        camera.BeginAnimation(PerspectiveCamera.PositionProperty, positionAnimation, HandoffBehavior.Compose);
    }
     

    有了这个小程序之后,我们以后如果需要制作WPF 3D实体,也可以通过它来360度全方位地观测构建的3D实体。

    演示程序 源代码

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  • 原文地址:https://www.cnblogs.com/DreamRecorder/p/9391485.html
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