1、坐标系
屏幕向上为X,右为Y、向外为Z;曲面的法向方向为正表面,可显示,反表面不显示。
2、摄像机沿Z轴正向观察
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera Position="0,0,-50" LookDirection="0,0,1" FieldOfView="50" UpDirection="0,1,0"/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<AmbientLight Color="White"/>
<DirectionalLight Color="White" Direction="0,0,-1"/>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D
Positions="0,0,0 10,0,0 10,10,0 0,10,0"
TriangleIndices="0 2 1 0 3 2"/>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Brush="LightPink"/>
</GeometryModel3D.Material>
</GeometryModel3D>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
3、摄像机沿Z轴负向观察
如果将摄像机看正方形的反表面,则看不到任何显示,这时需要调整曲面法向量的方向。
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera Position="0,0,50" LookDirection="0,0,-1" FieldOfView="50" UpDirection="0,1,0"/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<AmbientLight Color="White"/>
<DirectionalLight Color="White" Direction="0,0,-1"/>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D
Positions="0,0,0 10,0,0 10,10,0 0,10,0"
TriangleIndices="0 1 2 2 3 0"/>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Brush="LightGreen"/>
</GeometryModel3D.Material>
</GeometryModel3D>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>