A visual element that shows a set of grid lines.
상속: MeshElement3D
예제 #1
0
 GridLinesVisual3D defineGrid(double maxLegLength) {
     var grid = new GridLinesVisual3D();
     grid.Fill = Brushes.LightGray;
     grid.Width = maxLegLength * 2.1;
     grid.Length = grid.Width;
     grid.Thickness = grid.Width / 2000;
     grid.MajorDistance = grid.Width / 6;
     grid.MinorDistance = grid.MajorDistance / 4;
     return grid;
 }
        // Not used - looks weird and is hard to line up properly
        public GridLinesVisual3D GetGrid()
        {
            GridLinesVisual3D grid = new GridLinesVisual3D();

            grid.Width = 50;
            grid.Length = 50;
            grid.MajorDistance = 5;
            grid.MinorDistance = 1;
            grid.Thickness = 0.01;

            return grid;
        }
예제 #3
0
        void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target)
        {
            switch (connectionId)
            {
            case 1:

            #line 15 "..\..\..\UI\MainWindow.xaml"
                ((System.Windows.Input.CommandBinding)(target)).Executed += new System.Windows.Input.ExecutedRoutedEventHandler(this.OnPause);

            #line default
            #line hidden
                return;

            case 2:

            #line 16 "..\..\..\UI\MainWindow.xaml"
                ((System.Windows.Input.CommandBinding)(target)).Executed += new System.Windows.Input.ExecutedRoutedEventHandler(this.OnHelp);

            #line default
            #line hidden
                return;

            case 3:

            #line 17 "..\..\..\UI\MainWindow.xaml"
                ((System.Windows.Input.CommandBinding)(target)).Executed += new System.Windows.Input.ExecutedRoutedEventHandler(this.SwitchCameraCommand_OnExecuted);

            #line default
            #line hidden
                return;

            case 4:
                this.CameraViewsCombobox = ((System.Windows.Controls.ComboBox)(target));
                return;

            case 5:
                this.TogglePause = ((System.Windows.Controls.CheckBox)(target));

            #line 33 "..\..\..\UI\MainWindow.xaml"
                this.TogglePause.Checked += new System.Windows.RoutedEventHandler(this.ToggleButton_OnChanged);

            #line default
            #line hidden

            #line 33 "..\..\..\UI\MainWindow.xaml"
                this.TogglePause.Unchecked += new System.Windows.RoutedEventHandler(this.ToggleButton_OnChanged);

            #line default
            #line hidden
                return;

            case 6:
                this.ButtonExit = ((System.Windows.Controls.Button)(target));

            #line 34 "..\..\..\UI\MainWindow.xaml"
                this.ButtonExit.Click += new System.Windows.RoutedEventHandler(this.ButtonExit_OnClick);

            #line default
            #line hidden
                return;

            case 7:
                this.ViewPort = ((HelixToolkit.Wpf.HelixViewport3D)(target));

            #line 39 "..\..\..\UI\MainWindow.xaml"
                this.ViewPort.CameraChanged += new System.Windows.RoutedEventHandler(this.ViewPort_CameraChanged);

            #line default
            #line hidden
                return;

            case 8:
                this.Grid = ((HelixToolkit.Wpf.GridLinesVisual3D)(target));
                return;

            case 9:
                this.BoatBearing = ((System.Windows.Media.Media3D.AxisAngleRotation3D)(target));
                return;

            case 10:
                this.BoatPosition = ((System.Windows.Media.Media3D.TranslateTransform3D)(target));
                return;

            case 11:
                this.FileModelVisual3D = ((HelixToolkit.Wpf.FileModelVisual3D)(target));
                return;

            case 12:
                this.Waypoint = ((AutoPilotSimulation.UI.DraggableSphere)(target));
                return;

            case 13:
                this.InfoBox = ((AutoPilotSimulation.UI.InfoBox)(target));
                return;
            }
            this._contentLoaded = true;
        }
예제 #4
0
 private Visual3D CreateFaceGrid( Point3D V, Vector3D V2 )
 {
     GridLinesVisual3D grid = new GridLinesVisual3D();
     grid.Thickness = 0.4;
     grid.Length = this.Size * _size;
     grid.Width = this.Size * _size;
     grid.MinorDistance = _size;
     grid.Center = new Point3D( V.X, V.Y, V.Z);
     grid.Normal = V2;
     return grid;
 }
예제 #5
0
        public World() {
            // instantiate our world
            WorldObjects = new ModelVisual3D();
            Cubes = new ModelVisual3D();
            JointObjects = new ModelVisual3D();

            // create something to represent where the kinect is
            Kinect = new CubeVisual3D() {
                SideLength = 0.1,
                Center = new Point3D(0, 0, 0),
                Material = MaterialHelper.CreateMaterial(_Constants.KinectBrush, _Constants.KinectBrush)
            };

            // something to represent the floor
            RectangleVisual3D Floor = new RectangleVisual3D() {
                LengthDirection = new Vector3D(0, 0, 1),
                Normal = new Vector3D(0, 1, 0),
                Origin = new Point3D(0, -0.01, 0),
                Length = 20,
                Width = 20,
                Fill = Brushes.White,
                Material = MaterialHelper.CreateMaterial(Brushes.White, Brushes.White)
            };
            WorldObjects.Children.Add(Floor);

            // grid lines to layer on top of the floor
            GridLines = new GridLinesVisual3D() {
                LengthDirection = new Vector3D(0, 0, 1),
                Normal = new Vector3D(0, 1, 0),
                Transform = new ScaleTransform3D(0.025, 0.025, 0.025),
                Center = new Point3D(0, 0, 100),
            };
            WorldObjects.Children.Add(GridLines);

            // and a reference co-ordinate system
            CoordinateSystem = new CoordinateSystemVisual3D() {
                ArrowLengths = 0.3
            };
            WorldObjects.Children.Add(CoordinateSystem);

            // setup our world transformations
            FloorTransform = new TranslateTransform3D();
            AngleRotationTransform = new RotateTransform3D(Rotation3D.Identity, Kinect.Center);
            WorldTransforms = new Transform3DGroup();
            WorldTransforms.Children.Add(FloorTransform);
            WorldTransforms.Children.Add(AngleRotationTransform);
            Kinect.Transform = WorldTransforms;
            JointObjects.Transform = FloorTransform;
        }