WPF-3D圖形
WPF的3D功能可以在不編寫任何c#程式碼的情況下進行繪製,只需要使用xaml即可完成3D圖形的渲染。本文主要講述了WPF-3D中的關鍵概念, 以及常用到的命中測試、2d控制元件如何在3D物件中進行渲染,除此之外,還演示瞭如何匯入外部3D模型。
關鍵概念
視口
視口指的是影像要展示在哪裡,可以理解為展示圖形的舞臺。在WPF中視口使用Viewport3D
標籤表示。
相機
如果把視口比作舞臺,那相機就可以理解為觀眾的眼睛,不同的眼睛位置會看到不同的角度。
<Viewport3D>
<!--相機-->
<Viewport3D.Camera>
<!--透視相機-->
<PerspectiveCamera Position="8,5,10"
LookDirection="-7,-2,-10"
FarPlaneDistance="40"
NearPlaneDistance="10"
FieldOfView="60">
<PerspectiveCamera.Transform>
<RotateTransform3D CenterX="1.5" CenterY="1" CenterZ="0.5">
<RotateTransform3D.Rotation>
<AxisAngleRotation3D Angle="45" Axis="0,1,0"/>
</RotateTransform3D.Rotation>
</RotateTransform3D>
</PerspectiveCamera.Transform>
</PerspectiveCamera>
<!--正交相機,用法類似-->
<!--<OrthographicCamera/>-->
</Viewport3D.Camera>
光源
沒有光源也就看不到3D物件
<!--光線-->
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<!--散射光線-->
<AmbientLight Color="#FFF"/>
<!--平行光-->
<!--<DirectionalLight Color="#FFF" Direction="0,-1,0"/>-->
<!--點光源-->
<!--<PointLight Position="0,0,0"/>-->
<!--錐形輻射光:手電筒-->
<!--<SpotLight Position="0,0,0" Direction="0,0,-3"/>-->
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
材質
3D幾何物件只是將輪廓定義出來,表面是沒有定義的,所以需要使用材質來展現出不同的物體表面。也可以理解為3D幾何物件只是勾勒出物體的輪廓,而材質則是上顏色。
<ModelUIElement3D >
<ModelUIElement3D.Model>
<GeometryModel3D>
<!--材質-->
<GeometryModel3D.Material>
<!--散射材質-->
<DiffuseMaterial Brush="Blue"/>
<!--鏡面材質-->
<!--<SpecularMaterial SpecularPower="1" Brush="Blue"/>-->
<!--自發光材質-->
<!--<EmissiveMaterial Color="Green" />-->
</GeometryModel3D.Material>
<GeometryModel3D.Geometry>
<MeshGeometry3D Positions="0,0,1 0,2,1 3,2,1 3,0,1
0,0,0 0,2,0 3,2,0 3,0,0"
TriangleIndices="2,3,7 7,6,2 1,5,4 0,1,4"/>
</GeometryModel3D.Geometry>
</GeometryModel3D>
</ModelUIElement3D.Model>
</ModelUIElement3D>
3D物件
3D物件則是具體的物件,在WPF中視口使用<ModelUIElement3D>
標籤表示。在WPF中,圖形是以三角面片作為最基本的展示單元,因為三角形是最穩定的即三個點可以確定出唯一的一個平面,任何複雜的圖形都是由多個三角面片組成的。在給TriangleIndices
屬性賦值時,一定注意三個點的順序。
命中測試(滑鼠互動)
想要使用滑鼠點選得到某個圖形,可以在具體的某個3D物件中,增加MouseLeftButtonDown
事件
<ModelUIElement3D MouseLeftButtonDown="ModelUIElement3D_MouseLeftButtonDown">
事件中可以進行改變顏色等操作
private void ModelUIElement3D_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
ModelUIElement3D mui3d = sender as ModelUIElement3D;
var model = mui3d.Model as GeometryModel3D;
(model.Material as DiffuseMaterial).Brush = Brushes.Orange;
}
如果有很多3D物件,在每個具體的物件上面增加事件會很麻煩,也可以直接在Viewport3D
中增加事件
<Viewport3D MouseLeftButtonDown="Viewport3D_MouseLeftButtonDown">
在時間中急性轉換處理
private void Viewport3D_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
Viewport3D viewport3D=sender as Viewport3D;
Point location=e.GetPosition(viewport3D);
HitTestResult hitTestResult=VisualTreeHelper.HitTest(viewport3D, location);
if (hitTestResult != null)
{
...//具體操作
}
}
3D物件中2D控制元件渲染
如果要在3D物件中增加控制元件,可以使用Viewport2DVisual3D
標籤,實現如下圖所示的效果。
<Viewport3D>
<Viewport2DVisual3D>
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="0,0,1 0,2,1 3,2,1 3,0,1
0,0,0 0,2,0 3,2,0 3,0,0"
TriangleIndices="0,2,1 0,3,2 6,4,5 6,7,4"
TextureCoordinates="0,1 0,0 1,0 1,1"/>
<!--TextureCoordinates:表示的二維平面座標,原點:左上角-->
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial Viewport2DVisual3D.IsVisualHostMaterial="True" Brush="White"/>
</Viewport2DVisual3D.Material>
<Viewport2DVisual3D.Visual>
<Border BorderThickness="1" BorderBrush="Yellow">
<StackPanel>
<TextBlock Text="Hello World" Foreground="Green" />
<Button Content="Button" Click="Button_Click"/>
</StackPanel>
</Border>
</Viewport2DVisual3D.Visual>
</Viewport2DVisual3D>
<Viewport3D>
外部匯入3D模型
在wpf中繪製3D模型還是非常麻煩的,在實際工作中用的比較多的是從外部匯入已有的3d模型。推薦一個比較好的第三方庫HelixToolKit
<Window x:Class="WpfApp2.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:WpfApp2"
xmlns:helix="http://helix-toolkit.org/wpf"
mc:Ignorable="d"
Title="MainWindow" Height="450" Width="800">
<Grid>
<helix:HelixViewport3D Name="viewPort3d"
ShowViewCube="True"
ViewCubeBackText="後" ViewCubeFrontText="前" ViewCubeHeight="100" ViewCubeWidth="100"
ViewCubeVerticalPosition="Bottom"
ViewCubeHorizontalPosition="Right"
ShowCoordinateSystem="True"
CoordinateSystemLabelForeground="Red"
CoordinateSystemHorizontalPosition="Left"
CoordinateSystemVerticalPosition="Bottom"
ShowFrameRate="True"
IsViewCubeEdgeClicksEnabled="False">
<helix:HelixViewport3D.Camera>
<PerspectiveCamera FieldOfView="45"
LookDirection="0,0,-414.387754871885"
FarPlaneDistance="30000"
NearPlaneDistance="0.1"
Position="9.9475983006414E-14,91.037123633789,414.387754871885"
UpDirection="0,1,0"/>
</helix:HelixViewport3D.Camera>
<helix:HelixViewport3D.Background>
<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
<GradientStop Color="#444" Offset="0"/>
<GradientStop Color="#EEE" Offset="1"/>
</LinearGradientBrush>
</helix:HelixViewport3D.Background>
<helix:GridLinesVisual3D Width="16000" Length="16000" Thickness="2" MinorDistance="500" MajorDistance="500" Fill="Gray" />
<!--很重要,沒有燈光場景是黑的-->
<helix:DefaultLights/>
<ModelVisual3D x:Name="model"></ModelVisual3D>
</helix:HelixViewport3D>
</Grid>
</Window>
namespace WpfApp2
{
public partial class MainWindow : Window
{
List<string> modelPaths = new List<string>();
string basePath = AppDomain.CurrentDomain.BaseDirectory + "\\ModelFiles\\";
public MainWindow()
{
InitializeComponent();
modelPaths.Add("IRB4600_20kg-250_LINK1_CAD_rev04.stl");
modelPaths.Add("IRB4600_20kg-250_LINK2_CAD_rev04.stl");
modelPaths.Add("IRB4600_20kg-250_LINK3_CAD_rev005.stl");
modelPaths.Add("IRB4600_20kg-250_LINK4_CAD_rev04.stl");
modelPaths.Add("IRB4600_20kg-250_LINK5_CAD_rev04.stl");
modelPaths.Add("IRB4600_20kg-250_LINK6_CAD_rev04.stl");
modelPaths.Add("IRB4600_20kg-250_LINK3_CAD_rev04.stl");
modelPaths.Add("IRB4600_20kg-250_CABLES_LINK1_rev03.stl");
modelPaths.Add("IRB4600_20kg-250_CABLES_LINK2_rev03.stl");
modelPaths.Add("IRB4600_20kg-250_CABLES_LINK3_rev03.stl");
modelPaths.Add("IRB4600_20kg-250_BASE_CAD_rev04.stl");
this.Loaded += MainWindow_Loaded;
viewPort3d.RotateGesture = new MouseGesture(MouseAction.RightClick);
viewPort3d.PanGesture = new MouseGesture(MouseAction.LeftClick);
}
private void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
viewPort3d.Camera.LookDirection = new Vector3D(2038, -5200, -2930);
viewPort3d.Camera.UpDirection = new Vector3D(-0.145, 0.372, 0.917);
viewPort3d.Camera.Position = new Point3D(-1571, 4801, 3774);
this.model.Content = InitializeModels(this.modelPaths);
}
private Model3DGroup InitializeModels(List<string> modelsNames)
{
Model3DGroup group = new Model3DGroup();
try
{
ModelImporter import = new ModelImporter();
foreach (string modelName in modelsNames)
{
var materialGroup = new MaterialGroup();
Color mainColor = Colors.White;
//EmissiveMaterial emissMat = new EmissiveMaterial(new SolidColorBrush(mainColor));
DiffuseMaterial diffMat = new DiffuseMaterial(new SolidColorBrush(mainColor));
//SpecularMaterial specMat = new SpecularMaterial(new SolidColorBrush(mainColor), 2000);
//materialGroup.Children.Add(emissMat);
materialGroup.Children.Add(diffMat);
//materialGroup.Children.Add(specMat);
var link = import.Load(basePath + modelName);
GeometryModel3D model = link.Children[0] as GeometryModel3D;
model.Material = materialGroup;
model.BackMaterial = materialGroup;
group.Children.Add(link);
}
}
catch (Exception e)
{
MessageBox.Show("未知異常:" + e.StackTrace);
}
return group;
}
}
}