WPF 3D 小小小小引擎 - ·WPF 3D变换应用

时间:2024-03-24 13:37:02

原文:WPF 3D 小小小小引擎 - ·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。

WPF 3D 小小小小引擎 - ·WPF 3D变换应用

有关3D的基础知识可以参考MSDN文档:三维图形概述

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>

<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 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