private void CreateTestScene() { var boxMesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(1, 1, 1), 1, 1, 1).Geometry; var sphereMesh = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 0.7, 30).Geometry; int modelsXCount = 10; int modelsYCount = 1; int modelsZCount = 10; _objectsModel3DGroup = new Model3DGroup(); AddModels(_objectsModel3DGroup, boxMesh, new Point3D(0, 5, 0), new Size3D(500, modelsYCount * 10, 500), 10, modelsXCount, modelsYCount, modelsZCount); AddModels(_objectsModel3DGroup, sphereMesh, new Point3D(25, 5, 25), new Size3D(500, modelsYCount * 10, 500), 10, modelsXCount, modelsYCount, modelsZCount); MainViewport.Children.Add(_objectsModel3DGroup.CreateContentVisual3D()); // It would be optimal to use WireGridVisual3D to create a wire grid. // But because WireGridVisual3D creates a MultiLineVisual3D behind the scene, all the lines can have only a single color. // Therefore we create multiple lines for this sample so we can easily change color of individual lines. // And what is more, this way the object id map can get us the hit 3D lines (otherwise the whole MultiLineVisual3D would be hit) // <visuals:WireGridVisual3D CenterPosition="0 0 0" Size="500 500" WidthCellsCount="20" HeightCellsCount="20" LineColor="#555555" LineThickness="5"/> var contentVisual3D = CreateWireGridLines(new Point3D(0, 0, 0), new Size(500, 500), 20, 20, new Vector3D(1, 0, 0), new Vector3D(0, 0, 1), Colors.Gray, 5); MainViewport.Children.Add(contentVisual3D); }
private void CreateInstancedObjects() { MainViewport.Children.Clear(); _currentMeshType = (MeshTypes)Enum.Parse(typeof(MeshTypes), (string)ObjectsTypeComboBox.SelectedItem); _screenSize = (float)ScreenSizeComboBox.SelectedItem; MeshGeometry3D mesh; switch (_currentMeshType) { case MeshTypes.Box: mesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(1, 1, 1), 1, 1, 1).Geometry; break; case MeshTypes.Sphere: mesh = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 0.5, 30).Geometry; break; case MeshTypes.Arrow: mesh = new Ab3d.Meshes.ArrowMesh3D(new Point3D(-0.5, 0, 0), new Point3D(0.5, 0, 0), 0.1, 0.2, 45, 30, false).Geometry; break; default: mesh = null; break; } var instancedData = GetInstancedData(_currentMeshType, _screenSize); _instancedMeshGeometryVisual3D = new InstancedMeshGeometryVisual3D(mesh); _instancedMeshGeometryVisual3D.InstancesData = instancedData; // To enable screen-space scaling, set the UseScreenSpaceScaling to true. // // IMPORTANT: // For this to work correctly, the size of the instance mesh must be 1 and the center of the mesh must be at (0, 0, 0). // In this case the mesh will be scaled correctly to the screen size that is defined in the instance matrix's scale component. _instancedMeshGeometryVisual3D.UseScreenSpaceScaling = UseScreenSpaceScaleCheckBox.IsChecked ?? false; MainViewport.Children.Add(_instancedMeshGeometryVisual3D); _instanceWorldPositions = null; // Reset array of instance positions that is used for finding the closest instance in screen coordinates _selectedInstanceIndex = -1; // Because we have cleared all MainViewport.Children, this also removed the camera's light. // Call Refresh to recreate the light Camera1.Refresh(); }
private void CreateRootModel() { switch (ObjectComboBox.SelectedIndex) { case 0: Ab3d.Meshes.BoxMesh3D box = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(130, 60, 100), 1, 1, 1); _rootMesh = box.Geometry; break; case 1: Ab3d.Meshes.BoxMesh3D box2 = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(130, 60, 100), 4, 4, 4); _rootMesh = box2.Geometry; break; case 2: Ab3d.Meshes.SphereMesh3D sphere = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 80, 10); _rootMesh = sphere.Geometry; break; case 3: Ab3d.Meshes.SphereMesh3D sphere2 = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 80, 5); _rootMesh = sphere2.Geometry; break; case 4: Ab3d.Meshes.CylinderMesh3D cylinder = new Ab3d.Meshes.CylinderMesh3D(new Point3D(0, -50, 0), 60, 100, 12, true); _rootMesh = cylinder.Geometry; break; case 5: Ab3d.Meshes.ConeMesh3D cone = new Ab3d.Meshes.ConeMesh3D(new Point3D(0, -50, 0), 30, 60, 100, 12, true); _rootMesh = cone.Geometry; break; case 6: Ab3d.Meshes.ConeMesh3D cone2 = new Ab3d.Meshes.ConeMesh3D(new Point3D(0, -50, 0), 30, 60, 100, 6, false); _rootMesh = cone2.Geometry; break; case 7: var readerObj = new Ab3d.ReaderObj(); var teapotModel = readerObj.ReadModel3D(System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Resources\ObjFiles\Teapot.obj")) as GeometryModel3D; if (teapotModel == null) { return; } // Get the teapot MeshGeometry3D _rootMesh = (MeshGeometry3D)teapotModel.Geometry; break; default: _rootMesh = null; break; } var geometryModel3D = new GeometryModel3D(_rootMesh, new DiffuseMaterial(Brushes.Silver)); MainViewport.Children.Clear(); MainViewport.Children.Add(geometryModel3D.CreateModelVisual3D()); MeshInspector.MeshGeometry3D = _rootMesh; }
private void CreateScene() { int xCount = 40; int yCount = 1; int zCount = 40; float sphereRadius = 10; float sphereMargin = 10; var sphereMeshGeometry3D = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), sphereRadius, 10).Geometry; _oneMeshTriangleIndicesCount = sphereMeshGeometry3D.TriangleIndices.Count; PositionNormalTexture[] vertexBuffer; int[] indexBuffer; var size = new Vector3(xCount * (sphereRadius + sphereMargin), yCount * (sphereRadius + sphereMargin), zCount * (sphereRadius + sphereMargin)); SubMeshesSample.CreateMultiMeshBuffer(center: new Vector3(0, 0, 0), size: size, xCount: xCount, yCount: yCount, zCount: zCount, meshGeometry3D: sphereMeshGeometry3D, vertexBuffer: out vertexBuffer, indexBuffer: out indexBuffer); _multiMaterialMesh = new SimpleMesh <PositionNormalTexture>(vertexBuffer, indexBuffer, inputLayoutType: InputLayoutType.Position | InputLayoutType.Normal | InputLayoutType.TextureCoordinate); // Create all 3 SubMeshes at the beginning. // Though at first only the first SubMesh will be rendered (the other two have IndexCount set to 0), // this will allow us to simply change the StartIndexLocation and IndexCount of the SubMeshes // to show selected part without adding or removing any SubMesh (this would regenerate the RenderingQueues). // This way the selection is almost a no-op (only changing a few integer values and rendering the scene again). _multiMaterialMesh.SubMeshes = new SubMesh[] { // First sub-mesh will render triangles from the first to the start of selection (or all triangles if there is no selection) new SubMesh("MainSubMesh1") { MaterialIndex = 0, StartIndexLocation = 0, IndexCount = indexBuffer.Length }, // Second sub-mesh will render triangles after the selection (this one follows the first on to preserve the same material) new SubMesh("MainSubMesh2") { MaterialIndex = 0, StartIndexLocation = 0, IndexCount = 0 }, // The third sub-mesh will render selected triangles and will use the second material for that. new SubMesh("SelectionSubMesh") { MaterialIndex = 1, StartIndexLocation = 0, IndexCount = 0 }, }; _disposables.Add(_multiMaterialMesh); // Create OctTree from vertexBuffer. // This will significantly improve hit testing performance (check this with uncommenting the dxScene.GetClosestHitObject call in OnMouseMouse method). _octTree = new OctTree(vertexBuffer, indexBuffer); var materials = new Ab3d.DirectX.Material[] { new Ab3d.DirectX.Materials.StandardMaterial() { DiffuseColor = Colors.Green.ToColor3() }, new Ab3d.DirectX.Materials.StandardMaterial() { DiffuseColor = Colors.Red.ToColor3() } }; _meshObjectNode = new Ab3d.DirectX.MeshObjectNode(_multiMaterialMesh, materials); _disposables.Add(_meshObjectNode); // Use SceneNodeVisual3D to show SceneNode in DXViewportView var sceneNodeVisual3D = new SceneNodeVisual3D(_meshObjectNode); MainViewport.Children.Add(sceneNodeVisual3D); }
private void CreateRootModel() { bool show3DLine = false; switch (ObjectComboBox.SelectedIndex) { case 0: Ab3d.Meshes.SphereMesh3D sphere = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 80, 10); _rootMesh = sphere.Geometry; break; case 1: Ab3d.Meshes.SphereMesh3D sphere2 = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 80, 5); _rootMesh = sphere2.Geometry; break; case 2: // NOTE: Here we create an optimized version of sphere but it does not have texture coordinates // If we do not need texture coordinates (do not need to show texture), than we can slightly simplify the sphere model. // When we also need to create texture coordinates, the top most position that represent the same point in space is defined multiple times // - each time with slightly different texture coordinate (so that the whole top line on the texture is shown around the top sphere position). // Also there are x + 1 position around the sphere (in one row) - one additional position is added that the first and last position in the "row" are in the same space position, // but the first position has x texture coordinate 0, the last position has x texture coordinate 1 - this shows the whole texture nicely around the sphere. // If texture coordinates are not needed, than we do not need to define more than one upper and bottom positions, // and also do not need to add another position to the row. // Optimized sphere can be created only with SphereMesh3D object (not with SphereVisual3D) Ab3d.Meshes.SphereMesh3D sphere3 = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 80, 12, false); // false: generateTextureCoordinates _rootMesh = sphere3.Geometry; break; case 3: Ab3d.Meshes.BoxMesh3D box = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(130, 60, 100), 1, 1, 1); _rootMesh = box.Geometry; break; case 4: Ab3d.Meshes.BoxMesh3D box2 = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(130, 60, 100), 4, 4, 4); _rootMesh = box2.Geometry; break; case 5: Ab3d.Meshes.CylinderMesh3D cylinder = new Ab3d.Meshes.CylinderMesh3D(new Point3D(0, -50, 0), 60, 100, 12, true); _rootMesh = cylinder.Geometry; break; case 6: Ab3d.Meshes.ConeMesh3D cone = new Ab3d.Meshes.ConeMesh3D(new Point3D(0, -50, 0), 30, 60, 100, 12, true); _rootMesh = cone.Geometry; break; case 7: Ab3d.Meshes.ConeMesh3D cone2 = new Ab3d.Meshes.ConeMesh3D(new Point3D(0, -50, 0), 30, 60, 100, 6, false); _rootMesh = cone2.Geometry; break; case 8: var readerObj = new Ab3d.ReaderObj(); var teapotModel = readerObj.ReadModel3D(System.IO.Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Resources\ObjFiles\Teapot.obj")) as GeometryModel3D; if (teapotModel == null) { return; } // Get the teapot MeshGeometry3D _rootMesh = (MeshGeometry3D)teapotModel.Geometry; break; case 9: var line = new Ab3d.Visuals.LineVisual3D() { StartPosition = new Point3D(0, 0, 0), EndPosition = new Point3D(100, 0, 0), LineColor = Colors.Silver, LineThickness = 20 }; Show3DLines(line); show3DLine = true; break; case 10: var polyLineVisual3D = new Ab3d.Visuals.PolyLineVisual3D() { Positions = new Point3DCollection(new Point3D[] { new Point3D(-75, 50, 0), new Point3D(-25, 0, 0), new Point3D(25, 50, 0), new Point3D(75, 0, 0) }), LineThickness = 20 }; Show3DLines(polyLineVisual3D); show3DLine = true; break; case 11: // This is the same line as in the previous sample (PolyLineVisual3D), but this time // it is created as diconnected list of lines - note that this requires that the positions are duplicated. var multiLineVisual3D = new Ab3d.Visuals.MultiLineVisual3D() { Positions = new Point3DCollection(new Point3D[] { new Point3D(-75, 50, 0), new Point3D(-25, 0, 0), new Point3D(-25, 0, 0), new Point3D(25, 50, 0), new Point3D(25, 50, 0), new Point3D(75, 0, 0) }), LineThickness = 20 }; Show3DLines(multiLineVisual3D); show3DLine = true; break; default: _rootMesh = null; break; } // If we were looking at 3D lines before and now we are looking an standard 3D models, // we adjust the camera back to the side view (from direct front view) if (_isShowing3DLines && !show3DLine) { Camera1.Heading = 30; Camera1.Attitude = -20; Camera1.Distance = 300; } _isShowing3DLines = show3DLine; _rootModel = new GeometryModel3D(); _rootModel.Geometry = _rootMesh; _rootModel.Material = new DiffuseMaterial(Brushes.DarkBlue); ObjectModelVisual.Content = _rootModel; Ab3d.Utilities.ModelEventSource3D modelEventSource = new Ab3d.Utilities.ModelEventSource3D(); modelEventSource.TargetModel3D = _rootModel; modelEventSource.MouseClick += new Ab3d.Common.EventManager3D.MouseButton3DEventHandler(modelEventSource_MouseClick); _eventsManager.ResetEventSources3D(); _eventsManager.RegisterEventSource3D(modelEventSource); MainViewport.Cursor = Cursors.Hand; }
public DXEventManager3DSample() { InitializeComponent(); Box1Visual3D.SetName("Box1Visual3D"); BoxesGroupVisual3D.SetName("BoxesGroupVisual3D"); Box2Visual3D.SetName("Box2Visual3D"); Box3Visual3D.SetName("Box3Visual3D"); Box4Visual3D.SetName("Box4Visual3D"); Line1.SetName("Line1"); Line2.SetName("Line2"); Rectangle1.SetName("Rectangle1"); var meshGeometry3D = new Ab3d.Meshes.SphereMesh3D(centerPosition: new Point3D(0, 0, 0), radius: 5, segments: 20, generateTextureCoordinates: false).Geometry; // The following method prepare InstanceData array with data for each instance (WorldMatrix and Color) InstanceData[] instancedData = DXEnginePerformance.InstancedMeshGeometry3DTest.CreateInstancesData(center: new Point3D(0, 0, 0), size: new Size3D(200, 50, 50), modelScaleFactor: 1, xCount: 10, yCount: 3, zCount: 3, useTransparency: false); // Create InstancedGeometryVisual3D with selected meshGeometry and InstancesData _instancedMeshGeometryVisual3D = new InstancedMeshGeometryVisual3D(meshGeometry3D); _instancedMeshGeometryVisual3D.InstancesData = instancedData; _instancedMeshGeometryVisual3D.SetName("InstancedMeshGeometryVisual3D"); _instancedMeshGeometryVisual3D.Transform = new TranslateTransform3D(0, 50, 0); MainViewport3D.Children.Add(_instancedMeshGeometryVisual3D); _selectedInstanceIndex = -1; var model3DGroup = new Model3DGroup(); model3DGroup.SetName("Model3DGroup"); var frozenModel3DGroup = new Model3DGroup(); frozenModel3DGroup.SetName("FrozenModel3DGroup"); var box1Material = new DiffuseMaterial(Brushes.LightPink); var box2Material = new DiffuseMaterial(Brushes.LightCyan); var boxModel3D = Ab3d.Models.Model3DFactory.CreateBox(new Point3D(-100, 2, 25), new Size3D(60, 4, 50), box2Material); frozenModel3DGroup.Children.Add(boxModel3D); var pyramidModel3D = Ab3d.Models.Model3DFactory.CreatePyramid(new Point3D(-100, 2, 20), new Size3D(20, 20, 20), box2Material); frozenModel3DGroup.Children.Add(pyramidModel3D); for (int i = 0; i < 5; i++) { var geometryModel3D = new GeometryModel3D(meshGeometry3D, box1Material); geometryModel3D.Transform = new TranslateTransform3D(-130 + i * 15, 5, 80); geometryModel3D.SetName("GroupedSphere_" + i.ToString()); model3DGroup.Children.Add(geometryModel3D); geometryModel3D = new GeometryModel3D(meshGeometry3D, box2Material); geometryModel3D.Transform = new TranslateTransform3D(-130 + i * 15, 10, 50); geometryModel3D.SetName("FrozenGroupedSphere_" + i.ToString()); frozenModel3DGroup.Children.Add(geometryModel3D); } frozenModel3DGroup.Freeze(); MainViewport3D.Children.Add(model3DGroup.CreateModelVisual3D()); MainViewport3D.Children.Add(frozenModel3DGroup.CreateModelVisual3D()); _dxEventManager3D = new DXEventManager3D(MainDXViewportView); RegisterEventSource(Box1Visual3D); RegisterEventSource(BoxesGroupVisual3D); RegisterEventSource(Line1); RegisterEventSource(Line2); RegisterEventSource(Rectangle1); RegisterEventSource(_instancedMeshGeometryVisual3D); RegisterEventSource(model3DGroup); RegisterEventSource(frozenModel3DGroup); // Prevent TransparentPlaneVisual3D to be used by hit-testing _dxEventManager3D.RegisterExcludedVisual3D(TransparentPlaneVisual3D); this.PreviewMouseMove += delegate(object sender, MouseEventArgs args) { var position = args.GetPosition(this); MousePositionTextBlock.Text = $"Mouse pos: {position.X:0} {position.Y:0}"; }; this.PreviewMouseDown += delegate(object sender, MouseButtonEventArgs e) { var position = e.GetPosition(this); if (position == _lastMouseDownPosition) { return; } System.Diagnostics.Debug.WriteLine("Mouse position: " + position.ToString()); _lastMouseDownPosition = position; }; // IMPORTANT: // It is very important to call Dispose method on DXSceneView after the control is not used any more (see help file for more info) this.Unloaded += (sender, args) => MainDXViewportView.Dispose(); }
// See also: // - Objects3D/BooleanOperationsSample to see other boolean operations // - Utilities/TextureCoordinatesGeneratorSample to see other options to define TextureCoordinates that are needed to show texture images public ModelingWithBooleanOperations() { InitializeComponent(); _orangeMaterial = new MaterialGroup(); _orangeMaterial.Children.Add(new DiffuseMaterial(Brushes.Orange)); _orangeMaterial.Children.Add(new SpecularMaterial(Brushes.White, 16)); // We will start with a simple box // Create it manually with MeshGeometry3D MeshGeometry3D initialBoxMesh3D = new Ab3d.Meshes.BoxMesh3D(new Point3D(-100, 25, 0), new Size3D(200, 50, 100), 1, 1, 1).Geometry; // Without boolean operations, we could simply create the box with: //var boxVisual3D = new BoxVisual3D() //{ // CenterPosition = new Point3D(-100, 25, 0), // Size = new Size3D(200, 50, 100), // UseCachedMeshGeometry3D = false, // we should not use the cached // Material = _orangeMaterial //}; // Define MeshGeometry3D objects that will be used for subtractions var centerSphereMesh = new Ab3d.Meshes.SphereMesh3D(new Point3D(-100, 50, 0), 40, 16).Geometry; var box1Mesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(-180, 0, -30), new Size3D(10, 200, 10), 1, 1, 1).Geometry; var box2Mesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(-180, 0, 0), new Size3D(10, 200, 10), 1, 1, 1).Geometry; var box3Mesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(-180, 0, 30), new Size3D(10, 200, 10), 1, 1, 1).Geometry; var cylinder1Mesh3D = new Ab3d.Meshes.CylinderMesh3D(new Point3D(-20, 0, -30), 8, 200, segments: 16, isSmooth: false).Geometry; var cylinder2Mesh3D = new Ab3d.Meshes.CylinderMesh3D(new Point3D(-20, 0, 0), 8, 200, segments: 16, isSmooth: false).Geometry; var cylinder3Mesh3D = new Ab3d.Meshes.CylinderMesh3D(new Point3D(-20, 0, 30), 8, 200, segments: 16, isSmooth: false).Geometry; // When doing multiple boolean operations one after another, // it is recommended (and mush faster) to use BooleanMesh3D object. var booleanMesh3D = new Ab3d.Meshes.BooleanMesh3D(initialBoxMesh3D); booleanMesh3D.Subtract(centerSphereMesh); booleanMesh3D.Subtract(box1Mesh); booleanMesh3D.Subtract(box2Mesh); booleanMesh3D.Subtract(box3Mesh); booleanMesh3D.Subtract(cylinder1Mesh3D); booleanMesh3D.Subtract(cylinder2Mesh3D); booleanMesh3D.Subtract(cylinder3Mesh3D); // It is also possible to use Subtract method on BoxVisual3D object: //boxVisual3D.Subtract(centerSphereMesh); //boxVisual3D.Subtract(box1Mesh); //boxVisual3D.Subtract(box2Mesh); //boxVisual3D.Subtract(box3Mesh); //boxVisual3D.Subtract(cylinder1Mesh3D); //boxVisual3D.Subtract(cylinder2Mesh3D); //boxVisual3D.Subtract(cylinder3Mesh3D); // We could also use the static methods on Ab3d.Utilities.MeshBooleanOperations class: //Ab3d.Utilities.MeshBooleanOperations.Subtract(boxVisual3D, sphereMesh); //Ab3d.Utilities.MeshBooleanOperations.Subtract(boxVisual3D, boxMesh); // When calling the Geometry getter, the BooleanMesh3D converts the internal object into MeshGeometry3D. var meshGeometry3D = booleanMesh3D.Geometry; var initialGeometryModel3D = new GeometryModel3D(meshGeometry3D, _orangeMaterial); var boxVisual3D = initialGeometryModel3D.CreateModelVisual3D(); // Now add the changed box to the scene MainViewport.Children.Add(boxVisual3D); // When working with more complex meshes, the boolean operations can take some time. // To prevent blocking UI thread, we can do the boolean operations in the background thread. // To do this we need to freeze the MeshGeometry3D that are send to the background thread and back to UI thread. // // The following code is using spheres with 30 segments to demonstrate a longer boolean operations. // // First define the original MeshGeometry3D initialBoxMesh3D = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 25, 0), new Size3D(100, 50, 100), 1, 1, 1).Geometry; ShowNewOriginalMesh(initialBoxMesh3D); var initialBooleanMesh3D = new Ab3d.Meshes.BooleanMesh3D(initialBoxMesh3D); var sphereCenters = new Point3D[] { new Point3D(-50, 50, 50), new Point3D(50, 50, 50), new Point3D(50, 50, -50), new Point3D(-50, 50, -50), new Point3D(-50, 0, 50), new Point3D(50, 0, 50), new Point3D(50, 0, -50), new Point3D(-50, 0, -50) }; // We can create the MeshGeometry3D and prepare the BooleanMesh3D in parallel - each can be created in its own thread var sphereBooleanMeshes = sphereCenters.AsParallel().Select(sphereCenter => { //System.Diagnostics.Debug.WriteLine($"Start creating SphereMesh3D with {sphereCenter} on {System.Threading.Thread.CurrentThread.ManagedThreadId}"); var sphereMeshGeometry3D = new Ab3d.Meshes.SphereMesh3D(sphereCenter, radius: 15, segments: 30).Geometry; var sphereBooleanMesh3D = new Ab3d.Meshes.BooleanMesh3D(sphereMeshGeometry3D); return(sphereBooleanMesh3D); }); // After that we can subtract each of the sphere meshes from the initialBooleanMesh3D. // This can be done in background thread (we use Dispatcher.Invoke to "send" the mesh to the UI thread) Task.Factory.StartNew(() => { // Note the order in which the sphereBooleanMesh are created is not determined (as the BooleanMesh3D are created, they get available to the foreach) foreach (var sphereBooleanMesh in sphereBooleanMeshes) { // Subtract the sphereBooleanMesh from the initialBooleanMesh3D initialBooleanMesh3D.Subtract(sphereBooleanMesh); // Get the MeshGeometry3D var mesh = initialBooleanMesh3D.Geometry; // Freeze the MeshGeometry3D // This will allow using the mesh in UI thread (different thread as the mesh was created) mesh.Freeze(); // Send it to UI thread this.Dispatcher.BeginInvoke(new Action(() => { ShowNewOriginalMesh(mesh); })); } }) // After all the boolean operations are completed, we generate texture coordinates // so we will be able to use texture image as material (meshes that are created with boolean operations do not have texture coordinates defined) .ContinueWith(_ => GenerateTextureCoordinates(), TaskScheduler.FromCurrentSynchronizationContext()); // The last one is run on UI thread }
public ExtensionMethods() { InitializeComponent(); var point1 = new Point3D(10, 10, 10); var vector1 = point1.ToVector3D(); var vector2 = new Vector3D(10, 10, 10); var point2 = vector2.ToPoint3D(); var sphereMesh = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 10, 30).Geometry; var sphereModel3D = new GeometryModel3D(sphereMesh, new DiffuseMaterial(Brushes.Gold)); var sphereModelVisual = sphereModel3D.CreateModelVisual3D(); Point3D centerPosition = sphereModel3D.Bounds.GetCenterPosition(); // Load sample model var readerObj = new Ab3d.ReaderObj(); var rootModel3DGroup = readerObj.ReadModel3D("pack://application:,,,/Ab3d.PowerToys.Samples;component/Resources/ObjFiles/robotarm.obj") as Model3DGroup; Viewport3D MainViewport3D = new Viewport3D(); MainViewport3D.Name = "MainViewport3D"; MainViewport3D.Children.Add(rootModel3DGroup.CreateModelVisual3D()); var redDiffuseMaterial = new DiffuseMaterial(Brushes.Red); MainViewport3D.Children.ForEachGeometryModel3D((geometryModel3D) => { // This code is called for every GeometryModel3D inside rootModel3DGroup geometryModel3D.Material = redDiffuseMaterial; }); int totalPositions = 0; rootModel3DGroup.ForEachGeometryModel3D((geometryModel3D) => { // This code is called for every GeometryModel3D inside rootModel3DGroup var meshGeometry3D = geometryModel3D.Geometry as MeshGeometry3D; if (meshGeometry3D != null && meshGeometry3D.Positions != null) { totalPositions += meshGeometry3D.Positions.Count; } }); MainViewport3D.Children.ForEachVisual3D((modelVisual3D) => { // This code is called for every ModelVisual3D in MainViewport3D var sphereVisual3D = modelVisual3D as Ab3d.Visuals.SphereVisual3D; if (sphereVisual3D != null) { sphereVisual3D.Radius *= 1.2; } }); var allPositions = new List <Point3D>(); Ab3d.Utilities.ModelIterator.IterateGeometryModel3DObjects(model3D : rootModel3DGroup, parentTransform3D : null, callback : delegate(GeometryModel3D geometryModel3D, Transform3D transform3D) { // This code is called for every GeometryModel3D inside rootModel3DGroup // transform3D is set to the Transform3D with all parent transformations or to null if there is no parent transformation var meshGeometry3D = geometryModel3D.Geometry as MeshGeometry3D; if (meshGeometry3D != null) { var positions = meshGeometry3D.Positions; if (positions != null) { int positionsCount = positions.Count; for (var i = 0; i < positionsCount; i++) { Point3D onePosition = positions[i]; if (transform3D != null) { onePosition = transform3D.Transform(positions[i]); } allPositions.Add(onePosition); } } } }); // MainViewport3D.DumpHierarchy() DumpHierarchyTextBlock.Text = Ab3d.Utilities.Dumper.GetObjectHierarchyString(MainViewport3D); // Most extension methods are meant to be used in Visual Studio Immediate Window // For example: geometryModel3D.Dump(); // This writes detailed information about geometryModel3D into the Immediate Window (using Console.Write) // For this sample, we do not want to display info text into Colose.Write, but instead show the text in the UI // To do this we use GetDumpString and other methods that are also used by the Dump extension. // Same as: rootModel3DGroup.Dump() string model3DGroupDumpString = Ab3d.Utilities.Dumper.GetDumpString(rootModel3DGroup); var baseMotorGeometryModel3D = readerObj.NamedObjects["BaseMotor"] as GeometryModel3D; // Same as: geometryModel3D.Dump(); string geometryModel3DDumpString = Ab3d.Utilities.Dumper.GetDumpString(baseMotorGeometryModel3D); // Same as geometryModel3D.Geometry.Dump(5, "0.0") // Max 6 lines of data // "0.0" is format string string geometryDumpString = Ab3d.Utilities.Dumper.GetDumpString(baseMotorGeometryModel3D.Geometry, 6, "0.0"); // Create a custom specular material var materialGroup = new MaterialGroup(); materialGroup.Children.Add(new DiffuseMaterial(Brushes.Gold)); materialGroup.Children.Add(new SpecularMaterial(Brushes.White, 16)); // Same as: materialGroup.Dump(); string materialDump = Ab3d.Utilities.Dumper.GetDumpString(materialGroup); var axisAngleRotation3D = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 30); var rotateTransform3D = new RotateTransform3D(axisAngleRotation3D, 100, 200, 300); var transform3DGroup = new Transform3DGroup(); transform3DGroup.Children.Add(new ScaleTransform3D(1.0, 2.0, 0.5)); transform3DGroup.Children.Add(rotateTransform3D); // Same as: transform3DGroup.Value.Dump(); string matrixDump = Ab3d.Utilities.Dumper.GetMatrix3DText(transform3DGroup.Value); // Same as: transform3DGroup.Value.Dump(5); string matrix5Dump = Ab3d.Utilities.Dumper.GetMatrix3DText(transform3DGroup.Value, numberOfDecimals: 5); // Same as: transform3DGroup.Dump(); string transformDump = Ab3d.Utilities.Dumper.GetTransformText(transform3DGroup); // Same as: rootModel3DGroup.Bounds.Dump(); string boundDump = Ab3d.Utilities.Dumper.GetBoundsText(rootModel3DGroup.Bounds); string meshInitializationText = Ab3d.Utilities.Dumper.GetMeshInitializationCode(baseMotorGeometryModel3D.Geometry); ModelGroupDumpTextBlock.Text = model3DGroupDumpString; GeometryModelDumpTextBlock.Text = geometryModel3DDumpString; MeshGeometryDumpTextBlock.Text = geometryDumpString; MaterialDumpTextBlock.Text = materialDump; MatrixDumpTextBlock.Text = matrixDump; MatrixDump5TextBlock.Text = matrix5Dump; TransformDumpTextBlock.Text = transformDump; BoundsTextBlock.Text = boundDump; MeshInitializationTextBlock.Text = meshInitializationText; }
public BasicWpf3dObjectsTutorial() { InitializeComponent(); var mesh2 = new MeshGeometry3D() { Positions = new Point3DCollection(new[] { new Point3D(5, 0, 5), new Point3D(100, 0, 5), new Point3D(100, 0, 50), new Point3D(5, 0, 50) }), TriangleIndices = new Int32Collection(new[] { 0, 2, 1, 3, 2, 0 }) }; var geometryModel2 = new GeometryModel3D() { Geometry = mesh2, Material = new DiffuseMaterial(Brushes.LightGreen), BackMaterial = new DiffuseMaterial(Brushes.Red), }; var modelVisual2 = new ModelVisual3D() { Content = geometryModel2 }; //// Using CreateModelVisual3D extensiton method from Ab3d.PowerToys //var modelVisual2 = geometryModel2.CreateModelVisual3D(); //Viewport2.Children.Add(modelVisual2); //// in one line: //Viewport2.Children.Add(geometryModel2.CreateModelVisual3D()); Viewport2.Children.Add(modelVisual2); MeshInspector2.MeshGeometry3D = mesh2; // ############# var mesh3 = new MeshGeometry3D() { Positions = mesh2.Positions, TriangleIndices = new Int32Collection(new[] { 2, 0, 1, // changed from 0, 2, 1 3, 2, 0 }), Normals = new Vector3DCollection(new [] { new Vector3D(0, 1, 0), new Vector3D(0, 1, 0), new Vector3D(0, 1, 0), new Vector3D(0, 1, 0) }) // We define Normals because the automatically generated normals are not correct because the two triangles are oriented differently and this produces zero length normals for the shared positions; note that for mesh2 this was not needed because triangles are correctly oriented and WPF was able to correctly calculate normals. }; _geometryModel3 = new GeometryModel3D() { Geometry = mesh3, Material = new DiffuseMaterial(Brushes.LightGreen), BackMaterial = new DiffuseMaterial(Brushes.Red), }; var modelVisual3 = new ModelVisual3D() { Content = _geometryModel3 }; Viewport3.Children.Add(modelVisual3); MeshInspector3.MeshGeometry3D = mesh3; // ############# var modelVisual4 = new ModelVisual3D() { Content = _geometryModel3 }; Viewport4.Children.Add(modelVisual4); MeshInspector4.MeshGeometry3D = mesh3; // ############# var mesh5 = new MeshGeometry3D() { Positions = mesh2.Positions, TriangleIndices = mesh2.TriangleIndices, TextureCoordinates = new PointCollection(new[] { new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(0, 1), }) }; var textureImage = new BitmapImage(new Uri("pack://*****:*****@"c:\images\texture.png")); // Read image from file //var textureImage2 = new BitmapImage(new Uri("pack://*****:*****@"Resources\robotarm-upper-part.3ds"); var assimpWpfImporter = new AssimpWpfImporter(); var robotModel3D = assimpWpfImporter.ReadModel3D(fileName); string dumpString = Ab3d.Utilities.Dumper.GetObjectHierarchyString(robotModel3D); RobotArmSampleTextBox.Text = dumpString; //var transform3DGroup = new Transform3DGroup(); //transform3DGroup.Children.Add(new ScaleTransform3D(2, 3, 2)); //transform3DGroup.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 45))); //transform3DGroup.Children.Add(new TranslateTransform3D(100, 0, 0)); //geometryModel2.Transform = transform3DGroup; }
private void CreateTestScene(Viewport3D wpfViewport3D) { var boxMaterial = new DiffuseMaterial(Brushes.Orange); var sphereMaterial = new MaterialGroup(); sphereMaterial.Children.Add(new DiffuseMaterial(Brushes.SkyBlue)); sphereMaterial.Children.Add(new SpecularMaterial(Brushes.White, 20)); var lightMaterialGroup = new MaterialGroup(); lightMaterialGroup.Children.Add(new DiffuseMaterial(Brushes.Black)); lightMaterialGroup.Children.Add(new EmissiveMaterial(Brushes.Yellow)); var objectsGroup = new Model3DGroup(); //var boxMesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(30, 30, 30), 1, 1, 1).Geometry; //var sphereMesh = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 15, 20, false).Geometry; //for (int y = 0; y < 5; y++) //{ // for (int x = -200; x <= 200; x += 100) // { // for (int z = -200; z <= 200; z += 100) // { // var geometryModel3D = new GeometryModel3D(); // if ((y % 2) == 0) // { // geometryModel3D.Geometry = boxMesh; // geometryModel3D.Material = boxMaterial; // } // else // { // geometryModel3D.Geometry = sphereMesh; // geometryModel3D.Material = sphereMaterial; // } // geometryModel3D.Transform = new TranslateTransform3D(x, y * 50, z); // objectsGroup.Children.Add(geometryModel3D); // } // } //} var boxMesh = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, 0, 0), new Size3D(1, 1, 1), 1, 1, 1).Geometry; var sphereMesh = new Ab3d.Meshes.SphereMesh3D(new Point3D(0, 0, 0), 10, 20, false).Geometry; double yPos = 0; double firstSize = 50; for (int y = 0; y < 5; y++) { int samples = (y * 2) + 2; int halfSamples = samples / 2; double size = 400 / (samples * 1.5); if (y == 0) { firstSize = size; } double xPos = -200; for (int x = -halfSamples; x <= halfSamples; x++) { double zPos = -200; for (int z = -halfSamples; z <= halfSamples; z++) { var geometryModel3D = new GeometryModel3D(); geometryModel3D.Geometry = boxMesh; geometryModel3D.Material = boxMaterial; var transform3DGroup = new Transform3DGroup(); transform3DGroup.Children.Add(new ScaleTransform3D(size, size, size)); transform3DGroup.Children.Add(new TranslateTransform3D(xPos, yPos, zPos)); geometryModel3D.Transform = transform3DGroup; objectsGroup.Children.Add(geometryModel3D); zPos += size * 1.5; } xPos += size * 1.5; } yPos += size + y * 7 + 10; } for (int a = 0; a < 360; a += 20) { double rad = MathUtil.DegreesToRadians(a); double x = Math.Sin(rad) * 600; double z = Math.Cos(rad) * 600; var geometryModel3D = new GeometryModel3D(); geometryModel3D.Geometry = sphereMesh; geometryModel3D.Material = sphereMaterial; var transform3DGroup = new Transform3DGroup(); transform3DGroup.Children.Add(new ScaleTransform3D(8, 8, 8)); transform3DGroup.Children.Add(new TranslateTransform3D(x, 20, z)); geometryModel3D.Transform = transform3DGroup; objectsGroup.Children.Add(geometryModel3D); } var bottomBoxModel3D = new GeometryModel3D(); bottomBoxModel3D.Geometry = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, -(firstSize / 2), 0), new Size3D(2000, 10, 2000), 1, 1, 1).Geometry; //bottomBoxModel3D.Geometry = new Ab3d.Meshes.BoxMesh3D(new Point3D(0, -(firstSize / 2), 0), new Size3D(2000, 10, 2000), 50, 1, 50).Geometry; // To see at least some spot light on bottom box in WPF, create the box from 50 x 50 mesh (or more) bottomBoxModel3D.Material = new DiffuseMaterial(Brushes.Silver); objectsGroup.Children.Add(bottomBoxModel3D); var wireGrid = new Ab3d.Visuals.WireGridVisual3D(); wireGrid.CenterPosition = new Point3D(0, -(firstSize / 2) + 11, 0); wireGrid.Size = new Size(1800, 1800); wireGrid.WidthCellsCount = 9; wireGrid.HeightCellsCount = 9; wireGrid.LineColor = Colors.SkyBlue; wireGrid.LineThickness = 3; wpfViewport3D.Children.Add(wireGrid); var lightsGroup = new Model3DGroup(); _spotLightModel = new GeometryModel3D(); _spotLightModel.Geometry = sphereMesh; _spotLightModel.Material = lightMaterialGroup; _spotLightTranslate = new TranslateTransform3D(_wpfSpotLight.Position.X, _wpfSpotLight.Position.Y, _wpfSpotLight.Position.Z); _spotLightModel.Transform = _spotLightTranslate; lightsGroup.Children.Add(_spotLightModel); _pointLightModel = new GeometryModel3D(); _pointLightModel.Geometry = sphereMesh; _pointLightModel.Material = lightMaterialGroup; _pointLightTranslate = new TranslateTransform3D(_wpfPointLight1.Position.X, _wpfPointLight1.Position.Y, _wpfPointLight1.Position.Z); _pointLightModel.Transform = _pointLightTranslate; lightsGroup.Children.Add(_pointLightModel); var modelVisual3D = new ModelVisual3D(); modelVisual3D.Content = objectsGroup; wpfViewport3D.Children.Add(modelVisual3D); var lightsVisual3D = new ModelVisual3D(); lightsVisual3D.Content = lightsGroup; wpfViewport3D.Children.Add(lightsVisual3D); }