// Make rows of bars in the X and Z directions. private void MakeRowColumnBars(double xmin, double ymin, double zmin, double dx, double gap, double[,] values, string[] frontLabels, string[] sideLabels, Brush[,] barBrushes, Brush[] bgBrushes, Brush[] fgBrushes, FontFamily ff, Model3DGroup group) { int numX = values.GetUpperBound(0) + 1; int numZ = values.GetUpperBound(1) + 1; double x = xmin; double z; double fontSize = 0.3; for (int ix = 0; ix < numX; ix++) { z = zmin; for (int iz = 0; iz < numZ; iz++) { // Make the bar. MeshGeometry3D barMesh = new MeshGeometry3D(); Point3D corner = new Point3D(x, ymin, z); barMesh.AddBox(corner, D3.XVector(dx), D3.YVector(YScale * values[ix, iz]), D3.ZVector(dx)); group.Children.Add(barMesh.MakeModel(barBrushes[ix, iz])); z += dx + gap; } // Display the front label. const double textWid = 2; MakeLabel(frontLabels[ix], new Point3D(x + dx, ymin, z + textWid), D3.ZVector(-textWid), D3.XVector(-dx), bgBrushes[ix], fgBrushes[ix], fontSize, ff, HorizontalAlignment.Left, VerticalAlignment.Center, group); x += dx + gap; } // Display the side labels. z = zmin + dx; double xmax = xmin + numX * dx + (numX - 1) * gap; for (int iz = 0; iz < numZ; iz++) { const double textWid = 2; MakeLabel(sideLabels[iz], new Point3D(xmax + gap, ymin, z), D3.XVector(textWid), D3.ZVector(-dx), Brushes.Transparent, Brushes.Black, fontSize, ff, HorizontalAlignment.Left, VerticalAlignment.Center, group); //MakeLabel(sideLabels[iz], // new Point3D(xmin - textWid - gap, ymin, z), // D3.XVector(textWid), D3.ZVector(-dx), // Brushes.Transparent, Brushes.Black, fontSize, ff, // HorizontalAlignment.Left, VerticalAlignment.Center, group); z += dx + gap; } }
// 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; } }
// Make a row of stacked bars in the X direction. private void MakeStackedBars(double xmin, double ymin, double zmin, double dx, double gap, double[,] values, string[] frontLabels, Brush[] barBrushes, Brush bgBrush, Brush fgBrush, FontFamily ff, Model3DGroup group) { double x = xmin; int numX = values.GetUpperBound(0) + 1; int numZ = values.GetUpperBound(1) + 1; double fontSize = 0.45; for (int ix = 0; ix < numX; ix++) { double y = ymin; for (int iz = 0; iz < numZ; iz++) { // Make this piece of the bar. MeshGeometry3D barMesh = new MeshGeometry3D(); Point3D corner = new Point3D(x, y, zmin); barMesh.AddBox(corner, D3.XVector(dx), D3.YVector(YScale * values[ix, iz]), D3.ZVector(dx)); group.Children.Add(barMesh.MakeModel(barBrushes[iz])); y += YScale * values[ix, iz]; } // Display the front label. const double textWid = 1.5; MakeLabel(frontLabels[ix], new Point3D(x + dx, ymin, textWid + zmin + dx + gap), D3.ZVector(-textWid), D3.XVector(-dx), bgBrush, fgBrush, fontSize, FontFamily, HorizontalAlignment.Left, VerticalAlignment.Center, 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[] values = LoadData(); Brush[] brushes = { Brushes.Red, Brushes.Green, Brushes.Blue, Brushes.Pink, Brushes.LightGreen, Brushes.LightBlue, }; double radius1 = 2; double radius2 = 4; double height = 1; MakeCircleChart(origin, radius1, radius2, height, values, brushes, 60, group); // Title. FontFamily ff = new FontFamily("Franklin Gothic Demi"); Point3D ll = new Point3D(-radius2, origin.Y + height + 2, radius2); double fontSize = 0.9; MakeLabel("Bachelor's", ll, D3.ZVector(-2 * radius2), D3.YVector(1.25), Brushes.Transparent, Brushes.Blue, fontSize, ff, HorizontalAlignment.Center, VerticalAlignment.Center, group); ll.Y -= 1; MakeLabel("Degrees", ll, D3.ZVector(-2 * radius2), D3.YVector(1.25), Brushes.Transparent, Brushes.Blue, fontSize, ff, HorizontalAlignment.Center, VerticalAlignment.Center, group); // Key. const double patchWid = 1; const double labelWid = 3; const double hgt = 0.6; const double xgap = 0.1; const double ygap = 0.1; string[] labels = { "Business", "Health", "Soc. Science", "Psychology", "Bio. Science", "Engineering", }; int numLabels = labels.Length; double keyWid = patchWid + xgap + labelWid; double keyHgt = numLabels * hgt + (numLabels - 1) * ygap; double y = origin.Y + height + keyHgt; fontSize = 0.4; for (int row = 0; row < numLabels; row++) { double x = -keyWid / 2; ll = new Point3D(x, y, -radius2); MeshGeometry3D mesh = new MeshGeometry3D(); Point3D[] points = { ll, ll + D3.XVector(patchWid), ll + D3.XVector(patchWid) + D3.YVector(hgt), ll + D3.YVector(hgt), }; mesh.AddPolygon(points); group.Children.Add(mesh.MakeModel(brushes[row])); ll.X += patchWid + xgap; MakeLabel(labels[row], ll, D3.XVector(labelWid), D3.YVector(hgt), Brushes.Transparent, Brushes.Black, fontSize, ff, HorizontalAlignment.Left, VerticalAlignment.Center, group); y -= hgt + ygap; } }
// 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)); } } }