1 MeshGeometry3D 类
MeshGeometry3D 类,用于生成三维形状的三角形基元;
类的参考在此;
https://learn.microsoft.com/zh-cn/dotnet/api/system.windows.media.media3d.meshgeometry3d?view=windowsdesktop-7.0
写在xaml语法里面是<MeshGeometry3D Positions=...... TriangleIndices=....../> ,如果写到C#语言里面就要new一个此类的对象;
Positions属性就是来表示组成3D图形的所有三角形的顶点的;
TriangleIndices通过将Positions的顶点集合按一定顺序组合起来,组成所需要的三角形;
就是如果画一个三角形,需要3个顶点;如果画一个面,正方形面,并不是4个顶点;因为基元是三角形,只能由三角形构成其他形状;画一个正方形面,需要六个顶点,指定2个三角形来构成一个正方形面;
先看基本的三角形;按照这个示意的图来画一个基本三角形;顶点的顺序如下图的0、1、2;
三角形的三个顶点是:(0,0,0),(1,0,0),(0,1,0);把摄像机放到呈现区域的中心,屏幕外面10个值的地方,往屏幕里边看,如下图;
这时只有Positions属性,TriangleIndices将按默认;
如果增加TriangleIndices="0,1,2",加和不加都是一样;如果调整TriangleIndices点的顺序,三角形将不可见;
此时点的顺序是如下图标记;
如果画一个正方形面,四个顶点是0,0,0 1,0,0 1,1,0 0,1,0;此时需要6个顶点,画2个三角形,来组成正方形面;但是2个三角形可以共享一条边,有2个顶点是重合的;
通过给出4个顶点的坐标,然后用TriangleIndices来指定2个三角形的顶点顺序,
<MeshGeometry3D Positions="0,0,0,1,0,0,1,1,0,0,1,0" TriangleIndices="0,1,2 2,3,0"/>
TriangleIndices,0,1,2 指定一个三角形,2,3,0 指定另一个三角形,这样来绘出此正方形面;
<Page
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
<Grid>
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera Position="0,0,10" LookDirection="0,0,-2" UpDirection="0,1,0"/>
</Viewport3D.Camera>
<Viewport3D.Children>
<ModelVisual3D x:Name="Light">
<ModelVisual3D.Content>
<AmbientLight/>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D Positions="0,0,0,1,0,0,1,1,0,0,1,0" TriangleIndices="0,1,2 2,3,0"/>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Brush="Yellow" />
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D.Children>
</Viewport3D>
</Grid>
</Page>
2 从C#代码使用MeshGeometry3D类
前面了解了 MeshGeometry3D 类是生成三维形状的基元;前面的代码是在xaml里;
下面看一下从C#代码里生成三维场景和图形,以及使用MeshGeometry3D类;
using System;
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 jiyuan
{
/// <summary>
/// MainWindow.xaml 的交互逻辑
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
// Declare scene objects.
Viewport3D myViewport3D = new Viewport3D();
Model3DGroup myModel3DGroup = new Model3DGroup();
GeometryModel3D myGeometryModel = new GeometryModel3D();
ModelVisual3D myModelVisual3D = new ModelVisual3D();
PerspectiveCamera myPCamera = new PerspectiveCamera();
myPCamera.Position = new Point3D(0, 0, 2);
myPCamera.LookDirection = new Vector3D(0, 0, -1);
myPCamera.FieldOfView = 60;
myViewport3D.Camera = myPCamera;
DirectionalLight myDirectionalLight = new DirectionalLight();
myDirectionalLight.Color = Colors.White;
myDirectionalLight.Direction = new Vector3D(-0.61, -0.5, -0.61);
myModel3DGroup.Children.Add(myDirectionalLight);
MeshGeometry3D myMeshGeometry3D = new MeshGeometry3D();
Vector3DCollection myNormalCollection = new Vector3DCollection();
myNormalCollection.Add(new Vector3D(0, 0, 1));
myNormalCollection.Add(new Vector3D(0, 0, 1));
myNormalCollection.Add(new Vector3D(0, 0, 1));
myNormalCollection.Add(new Vector3D(0, 0, 1));
myNormalCollection.Add(new Vector3D(0, 0, 1));
myNormalCollection.Add(new Vector3D(0, 0, 1));
myMeshGeometry3D.Normals = myNormalCollection;
Point3DCollection myPositionCollection = new Point3DCollection();
myPositionCollection.Add(new Point3D(-0.5, -0.5, 0.5));
myPositionCollection.Add(new Point3D(0.5, -0.5, 0.5));
myPositionCollection.Add(new Point3D(0.5, 0.5, 0.5));
myPositionCollection.Add(new Point3D(0.5, 0.5, 0.5));
myPositionCollection.Add(new Point3D(-0.5, 0.5, 0.5));
myPositionCollection.Add(new Point3D(-0.5, -0.5, 0.5));
myMeshGeometry3D.Positions = myPositionCollection;
PointCollection myTextureCoordinatesCollection = new PointCollection();
myTextureCoordinatesCollection.Add(new Point(0, 0));
myTextureCoordinatesCollection.Add(new Point(1, 0));
myTextureCoordinatesCollection.Add(new Point(1, 1));
myTextureCoordinatesCollection.Add(new Point(1, 1));
myTextureCoordinatesCollection.Add(new Point(0, 1));
myTextureCoordinatesCollection.Add(new Point(0, 0));
myMeshGeometry3D.TextureCoordinates = myTextureCoordinatesCollection;
Int32Collection myTriangleIndicesCollection = new Int32Collection();
myTriangleIndicesCollection.Add(0);
myTriangleIndicesCollection.Add(1);
myTriangleIndicesCollection.Add(2);
myTriangleIndicesCollection.Add(3);
myTriangleIndicesCollection.Add(4);
myTriangleIndicesCollection.Add(5);
myMeshGeometry3D.TriangleIndices = myTriangleIndicesCollection;
myGeometryModel.Geometry = myMeshGeometry3D;
LinearGradientBrush myHorizontalGradient = new LinearGradientBrush();
myHorizontalGradient.StartPoint = new Point(0, 0.5);
myHorizontalGradient.EndPoint = new Point(1, 0.5);
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Yellow, 0.0));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Red, 0.25));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Blue, 0.75));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.LimeGreen, 1.0));
DiffuseMaterial myMaterial = new DiffuseMaterial(myHorizontalGradient);
myGeometryModel.Material = myMaterial;
RotateTransform3D myRotateTransform3D = new RotateTransform3D();
AxisAngleRotation3D myAxisAngleRotation3d = new AxisAngleRotation3D();
myAxisAngleRotation3d.Axis = new Vector3D(0, 3, 0);
myAxisAngleRotation3d.Angle = 40;
myRotateTransform3D.Rotation = myAxisAngleRotation3d;
myGeometryModel.Transform = myRotateTransform3D;
myModel3DGroup.Children.Add(myGeometryModel);
myModelVisual3D.Content = myModel3DGroup;
myViewport3D.Children.Add(myModelVisual3D);
this.Content = myViewport3D;
}
}
}
首先生成几个wpf元素,和xaml里的对应;
然后生成一个摄像机,赋值一些参数;把摄像机加入场景;
然后把光源也加入;
然后生成一个MeshGeometry3D类的对象;
然后生成向量来设置此对象的法线;
然后生成一些Point3D点来赋值给此对象的Positions属性;前面是在xaml里赋值的;
然后设置此对象的纹理坐标;
然后设置此对象的TriangleIndices属性;前面是在xaml里赋值的;
把此对象加入场景;
然后添加画刷和材质,添加一个变换;
运行,