3D变换WPF [英] 3D transformation WPF

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本文介绍了3D变换WPF的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我画两个领域中3D WPF里面有个像三维点(0,0,0)和三维点(-1.0,1.0,2.0)与半径为0.10

I draw two spheres in 3d WPF which has points like Point3D(0,0,0) and Point3D(-1.0,1.0,2.0) with the radius is 0.10

现在我要画一个圆柱连接这些领域,我唯一有这个半径是0.02。我想知道如何计算的三维点,高度,方向等这个缸。

Now i want to draw a Cylinder joining these spheres, the only thing i have for this is radius 0.02. I want to know how to calculate the 3d point, height, direction etc for this cylinder.

我试图通过找到所述中点顺便说一句球面上的点,它的放置在气缸中这两个球体的中间而不是在正确的方向。我想旋转在直角圆柱体。我用Vector3D.angleBetween(V1,V2)找角度它给我NAN。我把我用在下面的code。

I tried by finding the midpoint btw sphere points, it's placing the cylinder in the middle of those two spheres but not in the right direction. I want to rotate the cylinder in the right angle. I used Vector3D.angleBetween(v1,v2) to find the angle it's giving me "NaN". I put the code which i am using in below.

    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;

首先非常感谢你的反应。我有这个code它的工作好与你的例子一些问题。但我的观点 这不是拉缸BTW两个圆点在正确的方向,也不会直到终点(它只是连接到第二点)还有一件事, 如果Z轴的中间点为(midpoint.Z = 0),则甚至不绘制气缸

First of all thank you so much for the response. I am having some issues with this code it's working good with your example. but with my points It's not drawing the cylinder btw the two circle points in a right direction and also not until the end point (it's only connecting to second point) One more thing, if the mid point of the Z-axis is (midpoint.Z = 0), it not even drawing the cylinder.

我只是想知道,是它的方式,因为我画我的圈子里。请看看

I am just wondering, is it because of the way i am drawing my circle. Please take a look

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);
        }
    }

几乎相同的code>

almost same as your code>

      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)

我想提请缸BTW P1到P2,P1到P3,P1到P4                              P2到P3,P2至P4

i want to draw cylinders btw p1 to p2 ,p1 to p3, p1 to p4 p2 to p3 , p2 to p4

请让我知道如果你需要更多的澄清,我一定要得到这一点。 感谢您的时间。

Please Let me know if you need any more clarification, I have to get this out. Thanks for all your time.

推荐答案

我已经整合你的球code以我的例子,它工作正常 - 气缸连接这两个领域

I've integrated your sphere code with my example and it works fine - the cylinder connects both spheres.

继承人的code ...

Heres the code ...

干杯,安迪

作为前视口...

<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>

...和继承人的背后...

... and heres the code behind ...

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;
    }

}

}

这篇关于3D变换WPF的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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