// Make a row of bars in the X direction. private void MakeBars(double xmin, double ymin, double zmin, double dx, double gap, double[] values, string[] frontLabels, string[] topLabels, Brush[] barBrushes, Brush[] bgBrushes, Brush[] fgBrushes, FontFamily ff, Model3DGroup group) { double x = xmin; double fontSize = 0.4; for (int i = 0; i < values.Length; i++) { // Make the bar. MeshGeometry3D barMesh = new MeshGeometry3D(); Point3D corner = new Point3D(x, ymin, zmin); barMesh.AddBox(corner, D3.XVector(dx), D3.YVector(YScale * values[i]), D3.ZVector(dx)); group.Children.Add(barMesh.MakeModel(barBrushes[i])); // Display the front label. const double textWid = 1.8; MakeLabel(frontLabels[i], new Point3D(x + dx, ymin, textWid + zmin + dx + gap), D3.ZVector(-textWid), D3.XVector(-dx), bgBrushes[i], fgBrushes[i], fontSize, ff, HorizontalAlignment.Left, VerticalAlignment.Center, group); // Display the top label. MakeLabel(topLabels[i], new Point3D(x, ymin + YScale * values[i], zmin - 0.1), D3.XVector(dx), D3.YVector(dx), Brushes.Transparent, fgBrushes[i], fontSize, ff, HorizontalAlignment.Center, VerticalAlignment.Bottom, group); x += dx + gap; } }
// Define the model. private void DefineModel(Model3DGroup group) { // Axes. //MeshExtensions.AddAxes(group); // General positioning parameters. Point3D origin = new Point3D(0, -1, 0); double barDx = 1; double barGap = 0.25; // Load the data. double[] values = LoadData(); int numValues = values.Length; string[] frontLabels = { " Sofa", " Bathroom", " Dresser", " Fridge or\n Freezer", " Outside", " Other" }; string[] topLabels = new string[numValues]; for (int i = 0; i < numValues; i++) { topLabels[i] = values[i].ToString("P0"); } Brush[] barBrushes = { Brushes.Red, Brushes.Green, Brushes.Blue, Brushes.Yellow, Brushes.Orange, Brushes.Fuchsia, }; Brush[] bgBrushes = { Brushes.HotPink, Brushes.LightGreen, Brushes.LightBlue, new SolidColorBrush(Color.FromArgb(255, 255, 255, 100)), new SolidColorBrush(Color.FromArgb(255, 255, 220, 100)), new SolidColorBrush(Color.FromArgb(255, 255, 128, 255)), }; Brush[] fgBrushes = { Brushes.Black, Brushes.Black, Brushes.Black, Brushes.Black, Brushes.Black, Brushes.Black, }; // See how big the bars will be. double wid = numValues * barDx + (numValues - 1) * barGap; double hgt = values.Max() * YScale; double barXmin = origin.X - wid / 2; double barXmax = barXmin + wid; double barYmin = origin.Y; double barYmax = barYmin + hgt; double barZmin = origin.Z - barDx / 2; double barZmax = barZmin + barDx; // Bars. FontFamily ff = new FontFamily("Franklin Gothic Demi"); MakeBars(barXmin, barYmin, barZmin, barDx, barGap, values, frontLabels, topLabels, barBrushes, bgBrushes, fgBrushes, ff, group); // Title. double fontSize = 0.75; MakeLabel("Where's My", new Point3D(barXmin, barYmax - 1, barZmin - 0.1), D3.XVector(wid), D3.YVector(1), Brushes.Transparent, Brushes.DarkBlue, fontSize, ff, HorizontalAlignment.Center, VerticalAlignment.Center, group); MakeLabel("Remote?", new Point3D(barXmin, barYmax - 0.75 - 1, barZmin - 0.1), D3.XVector(wid), D3.YVector(1), Brushes.Transparent, Brushes.DarkBlue, fontSize, ff, HorizontalAlignment.Center, VerticalAlignment.Center, group); }
// Process the models. private void ProcessModels(bool invertTextures, bool zIsUp) { // Make the dictionary of materials. foreach (ObjMaterial material in AllMaterials) { // Make the material's MaterialGroup. material.MatGroup = new MaterialGroup(); // Transparency. (Not used.) byte alpha = (byte)(material.Alpha * 255); // Diffuse. byte diffR = (byte)(material.Kd.X * 255); byte diffG = (byte)(material.Kd.Y * 255); byte diffB = (byte)(material.Kd.Z * 255); Color diffColor = Color.FromArgb(255, diffR, diffG, diffB); SolidColorBrush diffBrush = new SolidColorBrush(diffColor); DiffuseMaterial diffMat = new DiffuseMaterial(diffBrush); material.MatGroup.Children.Add(diffMat); // If it has a file, use it. if (material.Filename != null) { // Use the file. string filename = material.Filename; ImageBrush imgBrush = new ImageBrush(); imgBrush.ViewportUnits = BrushMappingMode.Absolute; imgBrush.TileMode = TileMode.Tile; // Invert the texture if necessary. if (invertTextures) { TransformGroup trans = new TransformGroup(); trans.Children.Add(new ScaleTransform(1, -1)); trans.Children.Add(new TranslateTransform(0, 1)); imgBrush.Transform = trans; } imgBrush.ImageSource = new BitmapImage(new Uri(filename, UriKind.Relative)); DiffuseMaterial imgMat = new DiffuseMaterial(imgBrush); material.MatGroup.Children.Add(imgMat); } // Specular. byte specR = (byte)(material.Ks.X * 255); byte specG = (byte)(material.Ks.Y * 255); byte specB = (byte)(material.Ks.Z * 255); Color specColor = Color.FromArgb(255, specR, specG, specB); SolidColorBrush specBrush = new SolidColorBrush(specColor); SpecularMaterial specMat = new SpecularMaterial(specBrush, material.Ns); material.MatGroup.Children.Add(specMat); // We ignore Ka and Tr. // Add it to the materials dictionary. MtlMaterials.Add(material.Name, material); } // Convert the object models into meshes. foreach (ObjModel model in AllObjectModels) { // Make the mesh. MeshGeometry3D mesh = new MeshGeometry3D(); Meshes.Add(mesh); MeshNames.Add(model.Name); MaterialNames.Add(model.MaterialName); // Make a new list of smoothing groups. Dictionary <int, Dictionary <Point3D, int> > smoothingGroups = new Dictionary <int, Dictionary <Point3D, int> >(); // Entry 0 is null (no smoothing). smoothingGroups.Add(0, null); // Make the faces. foreach (ObjFace face in model.Faces) { // Make the face's vertices. int numPoints = face.Vertices.Count; Point3D[] points = new Point3D[numPoints]; for (int i = 0; i < numPoints; i++) { points[i] = AllVertices[face.Vertices[i] - 1]; } // Get texture coordinates if present. Point[] textureCoords = null; if (face.TextureCoords.Count > 0) { textureCoords = new Point[numPoints]; for (int i = 0; i < numPoints; i++) { textureCoords[i] = AllTextureCoordinates[face.TextureCoords[i] - 1]; } } // Get normals if present. Vector3D[] normals = null; if (face.Normals.Count > 0) { normals = new Vector3D[numPoints]; for (int i = 0; i < numPoints; i++) { normals[i] = AllNormals[face.Normals[i] - 1]; } } // Get the point dictionary for this smoothing group. // Add new groups if needed. if (!smoothingGroups.ContainsKey(face.SmoothingGroup)) { smoothingGroups.Add(face.SmoothingGroup, new Dictionary <Point3D, int>()); } Dictionary <Point3D, int> pointDict = smoothingGroups[face.SmoothingGroup]; // Make the polygon. mesh.AddPolygon(pointDict: pointDict, textureCoords: textureCoords, normals: normals, points: points); } // If Z is up, rotate the model. if (zIsUp) { mesh.ApplyTransformation(D3.Rotate(D3.XVector(), D3.Origin, -90)); } } }