WPF 纹理的映射及基本旋转
学习wpf时候总结地,也发在了其他一些网站,这里也发上和大家交流。习惯写后台代码,前台就放了几个按钮。前台代码有时候我看不明白,写后台一步一步的写,便于理解。
映射时方向确定比较麻烦,需要3D每个面映射都为正确的方向,在baidu上找了很多,映射基本是乱的。
通过归纳测试,有了准确的参数,需要的可参考使用,不必再费劲计算。
里面注销掉的部分,可以恢复并注销调自动转动部分,为手动点击对象转动。
通过VisualBrush写入的 image可以换为UserControl等组件,可以搞成界面的旋转。
自己添加图像0.jpg....5.jpg,建立个Images文件夹,放进去图像,把文件夹拖到项目里。
这个搞清楚了wpf的旋转就不麻烦了,代码不长,就100多行,够简易了吧。
前台代码:MainWindow.xaml
程序代码:
<Window x:Class="Test3.MainWindow" xmlns="http://schemas." xmlns:x="http://schemas." xmlns:d="http://schemas." xmlns:mc="http://schemas." mc:Ignorable="d" Title="MainWindow" Height="768" Width="1024"> <Grid x:Name="main"> <Button Content="纵向" HorizontalAlignment="Left" Margin="10,10,0,0" VerticalAlignment="Top" Width="75" Click="Button_Click"/> <Button Content="横向" HorizontalAlignment="Left" Margin="10,48,0,0" VerticalAlignment="Top" Width="75" Click="Button_Click_1"/> <Button Content="纵横" HorizontalAlignment="Left" Margin="10,85.74,0,0" VerticalAlignment="Top" Width="75" Click="Button_Click_2"/> <Button Content="横纵" HorizontalAlignment="Left" Margin="10,124.5,0,0" VerticalAlignment="Top" Width="75" Click="Button_Click_3"/> </Grid> </Window>
后台代码:MainWindow.xaml.cs
程序代码:
using System; using System.Windows; using System.Windows.Controls; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Media.Imaging; using System.Windows.Media.Media3D; namespace Test3 { public partial class MainWindow : Window { private AxisAngleRotation3D axisAngleRotation3D; public MainWindow() { InitializeComponent(); main.MouseDown += Main_MouseDown; init_draw(); } public void init_draw() { Point3DCollection[] positions = new Point3DCollection[6] { new Point3DCollection(new Point3D[] { new Point3D(0.5, 0.5, -0.5), new Point3D(- 0.5, 0.5, -0.5), new Point3D(- 0.5, 0.5, 0.5), new Point3D(- 0.5, 0.5, 0.5),new Point3D(0.5, 0.5, 0.5), new Point3D(0.5, 0.5, -0.5) }), new Point3DCollection(new Point3D[] { new Point3D(-0.5,0.5,-0.5),new Point3D(-0.5,-0.5,-0.5), new Point3D(-0.5,-0.5,0.5), new Point3D(-0.5,-0.5,0.5),new Point3D(-0.5,0.5,0.5),new Point3D(-0.5,0.5,-0.5) }), new Point3DCollection(new Point3D[] { new Point3D(-0.5,-0.5,0.5),new Point3D(0.5,-0.5,0.5),new Point3D(0.5,0.5,0.5), new Point3D(0.5,0.5,0.5),new Point3D(-0.5,0.5,0.5), new Point3D(-0.5,-0.5,0.5) }), new Point3DCollection( new Point3D[] { new Point3D(-0.5,-0.5,-0.5),new Point3D(-0.5,0.5,-0.5),new Point3D(0.5,0.5,-0.5), new Point3D(0.5,0.5,-0.5), new Point3D(0.5,-0.5,-0.5),new Point3D(-0.5,-0.5,-0.5) }), new Point3DCollection( new Point3D[] { new Point3D(-0.5,-0.5,-0.5), new Point3D(0.5,-0.5,-0.5), new Point3D(0.5,-0.5,0.5), new Point3D(0.5,-0.5,0.5),new Point3D(-0.5,-0.5,0.5), new Point3D(-0.5,-0.5,-0.5) }), new Point3DCollection( new Point3D[] { new Point3D(0.5,-0.5,-0.5),new Point3D(0.5,0.5,-0.5),new Point3D(0.5,0.5,0.5), new Point3D(0.5,0.5,0.5), new Point3D(0.5,-0.5,0.5), new Point3D(0.5,-0.5,-0.5) }) }; PointCollection[] texturepoints = new PointCollection[6] { new PointCollection {new Point(1,0), new Point(0,0), new Point(0,1), new Point(0,1), new Point(1,1),new Point(1,0) }, new PointCollection { new Point(0,0),new Point(0,1),new Point(1,1), new Point(1,1),new Point(1,0),new Point(0,0) }, new PointCollection { new Point(0,1), new Point(1,1),new Point(1,0), new Point(1,0),new Point(0,0),new Point(0,1) }, new PointCollection { new Point(1,1), new Point(1,0),new Point(0,0), new Point(0,0), new Point(0,1), new Point(1,1) }, new PointCollection { new Point(0,1), new Point(1,1), new Point(1,0),new Point(1,0), new Point(0,0), new Point(0,1)}, new PointCollection{ new Point(1,1), new Point(1,0),new Point(0,0),new Point(0,0), new Point(0,1),new Point(1,1)} }; string[] filename = new string[6] //430251 { "pack://application:,,,/Images/4.jpg", "pack://application:,,,/Images/3.jpg", "pack://application:,,,/Images/0.jpg", "pack://application:,,,/Images/2.jpg", "pack://application:,,,/Images/5.jpg", "pack://application:,,,/Images/1.jpg" }; Viewport3D viewport3D = new Viewport3D(); PerspectiveCamera perspectiveCamera = new PerspectiveCamera() { Position = new Point3D(0, 0, 3), LookDirection = new Vector3D(0, 0, -3), FieldOfView = 50, UpDirection = new Vector3D(0, 1, 0), FarPlaneDistance = 20, NearPlaneDistance = 0, }; viewport3D.Camera = perspectiveCamera; ModelVisual3D modelVisual3D = new ModelVisual3D(); Model3DGroup model3DGroup = new Model3DGroup(); for (int i = 0; i < 6; i++) { GeometryModel3D geometryModel3D = new GeometryModel3D(); DiffuseMaterial diffuse = new DiffuseMaterial(); VisualBrush visualBrush = new VisualBrush(); Image image = new Image(); image.Source = new BitmapImage(new Uri(filename[i])); visualBrush.Visual = image; diffuse.Brush = visualBrush; geometryModel3D.Material = diffuse; MeshGeometry3D meshGeometry3D = new MeshGeometry3D() { Positions = positions[i], TextureCoordinates = texturepoints[i], }; geometryModel3D.Geometry = meshGeometry3D; model3DGroup.Children.Add(geometryModel3D); } AmbientLight ambientLight = new AmbientLight(); model3DGroup.Children.Add(ambientLight); modelVisual3D.Content = model3DGroup; viewport3D.Children.Add(modelVisual3D); main.Children.Add(viewport3D); /* axisAngleRotation3D = new AxisAngleRotation3D(new Vector3D(1, 1, 0), 0); RotateTransform3D rotateTransform3D = new RotateTransform3D(axisAngleRotation3D); rotateTransform3D.Rotation = axisAngleRotation3D; modelVisual3D.Transform = rotateTransform3D; */ // 如恢复上面,以下可以注销 axisAngleRotation3D = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 0); RotateTransform3D rotate = new RotateTransform3D(axisAngleRotation3D); modelVisual3D.Transform = rotate; DoubleAnimation animation = new DoubleAnimation(); animation.From = 0; animation.To = 360; animation.Duration = new Duration(TimeSpan.FromSeconds(10.0)); animation.RepeatBehavior = RepeatBehavior.Forever; NameScope.SetNameScope(main, new NameScope()); main.RegisterName("cubeaxis", axisAngleRotation3D); Storyboard.SetTargetName(animation, "cubeaxis"); Storyboard.SetTargetProperty(animation, new PropertyPath(AxisAngleRotation3D.AngleProperty)); Storyboard RotCube = new Storyboard(); RotCube.Children.Add(animation); RotCube.Begin(main); } double tmp = 0; private void Main_MouseDown(object sender, MouseButtonEventArgs e) { // 点击对象手动转动 /* tmp = axisAngleRotation3D.Angle; if (e.LeftButton == MouseButtonState.Pressed) { tmp -= 5; } if (e.RightButton == MouseButtonState.Pressed) { tmp += 5; } axisAngleRotation3D.Angle = tmp; */ } private void Button_Click(object sender, RoutedEventArgs e) { axisAngleRotation3D.Axis = new Vector3D(1,0,0); axisAngleRotation3D.Angle = 0; } private void Button_Click_1(object sender, RoutedEventArgs e) { axisAngleRotation3D.Axis = new Vector3D(0,1,0); axisAngleRotation3D.Angle = 0; } private void Button_Click_2(object sender, RoutedEventArgs e) { axisAngleRotation3D.Axis = new Vector3D(1, 1, 0); axisAngleRotation3D.Angle = 0; } private void Button_Click_3(object sender, RoutedEventArgs e) { axisAngleRotation3D.Axis = new Vector3D(0, 1, 1); axisAngleRotation3D.Angle = 0; } } }
[此贴子已经被作者于2021-8-10 12:07编辑过]