示例#1
0
        public CameraModel3D()
        {
            var b1 = new MeshBuilder();

            b1.AddBox(new Vector3(), 1f, 1f, 1.2f, BoxFaces.All);
            var body = new MeshGeometryModel3D()
            {
                CullMode = CullMode.Back
            };

            body.Geometry = b1.ToMeshGeometry3D();
            body.Material = PhongMaterials.Gray;
            body.SceneNode.OnSetRenderTechnique = (h) => { return(h.EffectsManager[DefaultRenderTechniqueNames.Diffuse]); };
            this.Children.Add(body);
            b1 = new MeshBuilder();
            b1.AddCone(new Vector3(0, 0, -1.2f), new Vector3(0, 0f, 0), 0.4f, true, 12);
            var lens = new MeshGeometryModel3D()
            {
                CullMode = CullMode.Back
            };

            lens.Geometry = b1.ToMeshGeometry3D();
            lens.Material = PhongMaterials.Yellow;
            lens.SceneNode.OnSetRenderTechnique = (h) => { return(h.EffectsManager[DefaultRenderTechniqueNames.Diffuse]); };
            this.Children.Add(lens);

            var builder = new LineBuilder();

            builder.AddLine(Vector3.Zero, new Vector3(2, 0, 0));
            builder.AddLine(Vector3.Zero, new Vector3(0, 2, 0));
            builder.AddLine(Vector3.Zero, new Vector3(0, 0, -2));

            var mesh           = builder.ToLineGeometry3D();
            var arrowMeshModel = new LineGeometryModel3D();

            arrowMeshModel.Geometry         = mesh;
            arrowMeshModel.Color            = System.Windows.Media.Colors.White;
            arrowMeshModel.IsHitTestVisible = false;
            int segment = mesh.Positions.Count / 3;
            var colors  = new Core.Color4Collection(Enumerable.Repeat <Color4>(Color.Black, mesh.Positions.Count));
            int i       = 0;

            for (; i < segment; ++i)
            {
                colors[i] = Color.Red;
            }
            for (; i < segment * 2; ++i)
            {
                colors[i] = Color.Green;
            }
            for (; i < segment * 3; ++i)
            {
                colors[i] = Color.Blue;
            }
            mesh.Colors = colors;
            this.Children.Add(arrowMeshModel);
            SceneNode.OnTransformChanged += SceneNode_OnTransformChanged;
        }
示例#2
0
        /// <summary>
        /// Generates a square grid with a step of 1.0
        /// </summary>
        /// <returns></returns>
        public static LineGeometry3D GenerateGrid(Vector3 plane, int min = 0, int max = 10)
        {
            var grid = new LineBuilder();

            //int width = max - min;
            if (plane == Vector3.UnitX)
            {
                for (int i = min; i <= max; i++)
                {
                    grid.AddLine(new Vector3(0, i, min), new Vector3(0, i, max));
                    grid.AddLine(new Vector3(0, min, i), new Vector3(0, max, i));
                }
            }
            else if (plane == Vector3.UnitY)
            {
                for (int i = min; i <= max; i++)
                {
                    grid.AddLine(new Vector3(i, 0, min), new Vector3(i, 0, max));
                    grid.AddLine(new Vector3(min, 0, i), new Vector3(max, 0, i));
                }
            }
            else
            {
                for (int i = min; i <= max; i++)
                {
                    grid.AddLine(new Vector3(i, min, 0), new Vector3(i, max, 0));
                    grid.AddLine(new Vector3(min, i, 0), new Vector3(max, i, 0));
                }
            }

            return(grid.ToLineGeometry3D());
        }
示例#3
0
        public LineGeometryModel3D GetGrid()
        {
            var lineBilder = new LineBuilder();

            for (int x = -1000; x < 1000; x += 100)
            {
                lineBilder.AddLine(new Vector3(x, 0, -1000), new Vector3(x, 0, 1000));
            }

            for (int z = -1000; z < 1000; z += 100)
            {
                lineBilder.AddLine(new Vector3(-1000, 0, z), new Vector3(1000, 0, z));
            }

            LineGeometryModel3D m = new LineGeometryModel3D();
            m.Geometry = lineBilder.ToLineGeometry3D();
            m.Color = Color.Black;
            m.Transform = new TranslateTransform3D(new Vector3D(0, 0, 0));
            m.Attach(Viewport.RenderHost);

            return m;
        }
示例#4
0
        public static LineGeometry3D GenerateGrid(Vector3 plane, int min0 = 0, int max0 = 10, int min1 = 0, int max1 = 10, int sizew = 1, int sizeh = 1)
        {
            var grid = new LineBuilder();

            //int width = max - min;
            if (plane == Vector3.UnitX)
            {
                for (int i = min0; i <= max0; i += sizew)
                {
                    grid.AddLine(new Vector3(0, i, min1), new Vector3(0, i, max1));
                }
                for (int i = min1; i <= max1; i += sizeh)
                {
                    grid.AddLine(new Vector3(0, min0, i), new Vector3(0, max0, i));
                }
            }
            else if (plane == Vector3.UnitY)
            {
                for (int i = min0; i <= max0; i += sizew)
                {
                    grid.AddLine(new Vector3(i, 0, min1), new Vector3(i, 0, max1));
                }
                for (int i = min1; i <= max1; i += sizeh)
                {
                    grid.AddLine(new Vector3(min0, 0, i), new Vector3(max0, 0, i));
                }
            }
            else
            {
                for (int i = min0; i <= max0; i += sizew)
                {
                    grid.AddLine(new Vector3(i, min1, 0), new Vector3(i, max1, 0));
                }
                for (int i = min1; i <= max1; i += sizeh)
                {
                    grid.AddLine(new Vector3(min0, i, 0), new Vector3(max0, i, 0));
                }
            }

            return(grid.ToLineGeometry3D());
        }
示例#5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="plane"></param>
        /// <param name="radius"></param>
        /// <param name="segments"></param>
        /// <returns></returns>
        public static LineGeometry3D GenerateCircle(Vector3 plane, float radius, int segments)
        {
            if (segments < 3)
            {
                throw new ArgumentNullException("too few segments, at least 3");
            }

            var circle = new LineBuilder();

            float sectionAngle = (float)(2.0 * Math.PI / segments);

            if (plane == Vector3.UnitX)
            {
                Point3D start   = new Point3D(0.0f, 0.0f, radius);
                Point3D current = new Point3D(0.0f, 0.0f, radius);
                Point3D next    = new Point3D(0.0f, 0.0f, 0.0f);

                for (int i = 1; i < segments; i++)
                {
                    next.Z = radius * (float)Math.Cos(i * sectionAngle);
                    next.Y = radius * (float)Math.Sin(i * sectionAngle);

                    circle.AddLine(current, next);

                    current = next;
                }

                circle.AddLine(current, start);
            }
            else if (plane == Vector3.UnitY)
            {
                Point3D start   = new Point3D(radius, 0.0f, 0.0f);
                Point3D current = new Point3D(radius, 0.0f, 0.0f);
                Point3D next    = new Point3D(0.0f, 0.0f, 0.0f);

                for (int i = 1; i < segments; i++)
                {
                    next.X = radius * (float)Math.Cos(i * sectionAngle);
                    next.Z = radius * (float)Math.Sin(i * sectionAngle);

                    circle.AddLine(current, next);

                    current = next;
                }

                circle.AddLine(current, start);
            }
            else
            {
                Point3D start   = new Point3D(0.0f, radius, 0.0f);
                Point3D current = new Point3D(0.0f, radius, 0.0f);
                Point3D next    = new Point3D(0.0f, 0.0f, 0.0f);

                for (int i = 1; i < segments; i++)
                {
                    next.Y = radius * (float)Math.Cos(i * sectionAngle);
                    next.X = radius * (float)Math.Sin(i * sectionAngle);

                    circle.AddLine(current, next);

                    current = next;
                }

                circle.AddLine(current, start);
            }

            return(circle.ToLineGeometry3D());
        }
示例#6
0
        /// <summary>
        /// Returns a line geometry of the axis-aligned bounding-box of the given mesh.
        /// </summary>
        /// <param name="mesh">Input mesh for the computation of the b-box</param>
        /// <returns></returns>
        public static LineGeometry3D GenerateBoundingBox(global::SharpDX.BoundingBox bb)
        {
            var cc = bb.GetCorners();
            var ll = new LineBuilder();

            ll.AddLine(cc[0], cc[1]);
            ll.AddLine(cc[1], cc[2]);
            ll.AddLine(cc[2], cc[3]);
            ll.AddLine(cc[3], cc[0]);

            ll.AddLine(cc[4], cc[5]);
            ll.AddLine(cc[5], cc[6]);
            ll.AddLine(cc[6], cc[7]);
            ll.AddLine(cc[7], cc[4]);

            ll.AddLine(cc[0], cc[4]);
            ll.AddLine(cc[1], cc[5]);
            ll.AddLine(cc[2], cc[6]);
            ll.AddLine(cc[3], cc[7]);
            return(ll.ToLineGeometry3D());
        }
示例#7
0
        public CameraModel3D()
        {
            var b1 = new MeshBuilder();

            b1.AddBox(new Vector3(), 1f, 1f, 1.2f, BoxFaces.All);
            var body = new MeshGeometryModel3D()
            {
                CullMode = CullMode.Back
            };

            body.Geometry = b1.ToMeshGeometry3D();
            body.Material = new DiffuseMaterial()
            {
                DiffuseColor = Color.Gray
            };
            this.Children.Add(body);
            b1 = new MeshBuilder();
            b1.AddCone(new Vector3(0, 0, -1.2f), new Vector3(0, 0f, 0), 0.4f, true, 12);
            var lens = new MeshGeometryModel3D()
            {
                CullMode = CullMode.Back
            };

            lens.Geometry = b1.ToMeshGeometry3D();
            lens.Material = new DiffuseMaterial()
            {
                DiffuseColor = Color.Yellow
            };
            this.Children.Add(lens);

            var builder = new LineBuilder();

            builder.AddLine(Vector3.Zero, new Vector3(2, 0, 0));
            builder.AddLine(Vector3.Zero, new Vector3(0, 2, 0));
            builder.AddLine(Vector3.Zero, new Vector3(0, 0, -2));

            var mesh           = builder.ToLineGeometry3D();
            var arrowMeshModel = new LineGeometryModel3D
            {
                Geometry         = mesh,
                Color            = System.Windows.Media.Colors.White,
                IsHitTestVisible = false
            };
            int segment = mesh.Positions.Count / 3;
            var colors  = new Color4Collection(Enumerable.Repeat <Color4>(Color.Black, mesh.Positions.Count));
            int i       = 0;

            for (; i < segment; ++i)
            {
                colors[i] = Color.Red;
            }
            for (; i < segment * 2; ++i)
            {
                colors[i] = Color.Green;
            }
            for (; i < segment * 3; ++i)
            {
                colors[i] = Color.Blue;
            }
            mesh.Colors = colors;
            this.Children.Add(arrowMeshModel);
            SceneNode.TransformChanged += SceneNode_OnTransformChanged;
        }
        /// <summary>
        /// The on children changed.
        /// </summary>
        protected virtual void OnChildrenChanged()
        {
            this.translateXL.Length = 0.5;
            this.translateYL.Length = 0.5;
            this.translateZL.Length = 0.5;
            this.translateXR.Length = 0.5;
            this.translateYR.Length = 0.5;
            this.translateZR.Length = 0.5;

            this.Children.Clear();

            if (this.CanTranslateX)
            {
                this.Children.Add(this.translateXL);
                this.Children.Add(this.translateXR);
            }

            if (this.CanTranslateY)
            {
                this.Children.Add(this.translateYL);
                this.Children.Add(this.translateYR);
            }

            if (this.CanTranslateZ)
            {
                this.Children.Add(this.translateZL);
                this.Children.Add(this.translateZR);
            }


            {
                var g = new LineBuilder();
                g.AddLine(new Vector3(0, 0, 0), new Vector3(1, 0, 0));
                g.AddLine(new Vector3(1, 0, 0), new Vector3(1, 1, 0));
                g.AddLine(new Vector3(1, 1, 0), new Vector3(0, 1, 0));
                g.AddLine(new Vector3(0, 1, 0), new Vector3(0, 0, 0));
                this.selectionBounds = new LineGeometryModel3D()
                {
                    Thickness = 3,
                    Smoothness = 2,
                    Color = Color.Red,
                    IsThrowingShadow = false,
                    Geometry = g.ToLineGeometry3D(),
                };
                this.Children.Add(this.selectionBounds);
            }            
        }
        /// <summary>
        /// Generate a simple Polygon and then triangulate it.
        /// The Result is then Displayed.
        /// </summary>
        /// <param name="sender">The Sender (i.e. the Button)</param>
        /// <param name="e">The routet Event Args</param>
        private void generatePolygonButton_Click(object sender, RoutedEventArgs e)
        {
            // Generate random Polygon
            var random = new Random();
            var cnt = mViewModel.PointCount;
            mPolygonPoints = new List<Vector2>();
            var angle = 0f;
            var angleDiff = 2f * (Single)Math.PI / cnt;
            var radius = 4f;
            // Random Radii for the Polygon
            var radii = new List<float>();
            var innerRadii = new List<float>();
            for (int i = 0; i < cnt; i++)
            {
                radii.Add(random.NextFloat(radius * 0.9f, radius * 1.1f));
                innerRadii.Add(random.NextFloat(radius * 0.2f, radius * 0.3f));
            }
            var hole1 = new List<Vector2>();
            var hole2 = new List<Vector2>();
            var holeDistance = 2f;
            var holeAngle = random.NextFloat(0, (float)Math.PI * 2);
            var cos = (float)Math.Cos(holeAngle);
            var sin = (float)Math.Sin(holeAngle);
            var offset1 = new Vector2(holeDistance * cos, holeDistance * sin);
            var offset2 = new Vector2(-holeDistance * cos, -holeDistance * sin);
            for (int i = 0; i < cnt; i++)
            {
                // Flatten a bit
                var radiusUse = radii[i];
                mPolygonPoints.Add(new Vector2(radii[i] * (Single)Math.Cos(angle), radii[i] * (Single)Math.Sin(angle)));
                hole1.Add(offset1 + new Vector2(innerRadii[i] * (Single)Math.Cos(-angle), innerRadii[i] * (Single)Math.Sin(-angle)));
                hole2.Add(offset2 + new Vector2(innerRadii[i] * (Single)Math.Cos(-angle), innerRadii[i] * (Single)Math.Sin(-angle)));
                angle += angleDiff;
            }

            var holes = new List<List<Vector2>>() { hole1, hole2 };

            // Triangulate and measure the Time needed for the Triangulation
            var before = DateTime.Now;
            var sLTI = SweepLinePolygonTriangulator.Triangulate(mPolygonPoints, holes);
            var after = DateTime.Now;

            // Generate the Output
            var geometry = new HelixToolkit.Wpf.SharpDX.MeshGeometry3D();
            geometry.Positions = new HelixToolkit.Wpf.SharpDX.Core.Vector3Collection();
            geometry.Normals = new HelixToolkit.Wpf.SharpDX.Core.Vector3Collection();
            foreach (var point in mPolygonPoints.Union(holes.SelectMany(h => h)))
            {
                geometry.Positions.Add(new Vector3(point.X, 0, point.Y + 5));
                geometry.Normals.Add(new Vector3(0, 1, 0));
            }
            geometry.Indices = new HelixToolkit.Wpf.SharpDX.Core.IntCollection(sLTI);
            triangulatedPolygon.Geometry = geometry;

            var lb = new LineBuilder();
            for (int i = 0; i < sLTI.Count; i += 3)
            {
                lb.AddLine(geometry.Positions[sLTI[i]], geometry.Positions[sLTI[i + 1]]);
                lb.AddLine(geometry.Positions[sLTI[i + 1]], geometry.Positions[sLTI[i + 2]]);
                lb.AddLine(geometry.Positions[sLTI[i + 2]], geometry.Positions[sLTI[i]]);
            }
            mViewModel.LineGeometry  = lb.ToLineGeometry3D();

            // Set the Lines if activated
            if (mViewModel.ShowTriangleLines)
            {
                lineTriangulatedPolygon.Geometry = mViewModel.LineGeometry;
            }
            else
            {
                lineTriangulatedPolygon.Geometry = null;
            }

            // Set the InfoLabel Text
            var timeNeeded = (after - before).TotalMilliseconds;
            infoLabel.Content = String.Format("Last triangulation of {0} Points took {1:0.##} Milliseconds!", triangulatedPolygon.Geometry.Positions.Count, timeNeeded);
        }
示例#10
0
        public static LineGeometry3D CreatePathLines(this IList <BoundingBox> path)
        {
            Vector3[] verts   = new Vector3[8];
            var       builder = new LineBuilder();

            foreach (var box in path)
            {
                verts[0] = box.Minimum;
                verts[1] = new Vector3(box.Minimum.X, box.Minimum.Y, box.Maximum.Z); //Z
                verts[2] = new Vector3(box.Minimum.X, box.Maximum.Y, box.Minimum.Z); //Y
                verts[3] = new Vector3(box.Maximum.X, box.Minimum.Y, box.Minimum.Z); //X

                verts[7] = box.Maximum;
                verts[4] = new Vector3(box.Maximum.X, box.Maximum.Y, box.Minimum.Z); //Z
                verts[5] = new Vector3(box.Maximum.X, box.Minimum.Y, box.Maximum.Z); //Y
                verts[6] = new Vector3(box.Minimum.X, box.Maximum.Y, box.Maximum.Z); //X
                builder.AddLine(verts[0], verts[1]);
                builder.AddLine(verts[0], verts[2]);
                builder.AddLine(verts[0], verts[3]);
                builder.AddLine(verts[7], verts[4]);
                builder.AddLine(verts[7], verts[5]);
                builder.AddLine(verts[7], verts[6]);

                builder.AddLine(verts[1], verts[6]);
                builder.AddLine(verts[1], verts[5]);
                builder.AddLine(verts[4], verts[2]);
                builder.AddLine(verts[4], verts[3]);
                builder.AddLine(verts[2], verts[6]);
                builder.AddLine(verts[3], verts[5]);
            }
            return(builder.ToLineGeometry3D());
        }
示例#11
0
        public static void CreateOctreeLineModel(this IOctree tree, LineBuilder builder)
        {
            if (tree == null)
            {
                return;
            }
            var box = tree.Bound;

            Vector3[] verts = new Vector3[8];
            verts[0] = box.Minimum;
            verts[1] = new Vector3(box.Minimum.X, box.Minimum.Y, box.Maximum.Z); //Z
            verts[2] = new Vector3(box.Minimum.X, box.Maximum.Y, box.Minimum.Z); //Y
            verts[3] = new Vector3(box.Maximum.X, box.Minimum.Y, box.Minimum.Z); //X

            verts[7] = box.Maximum;
            verts[4] = new Vector3(box.Maximum.X, box.Maximum.Y, box.Minimum.Z); //Z
            verts[5] = new Vector3(box.Maximum.X, box.Minimum.Y, box.Maximum.Z); //Y
            verts[6] = new Vector3(box.Minimum.X, box.Maximum.Y, box.Maximum.Z); //X
            builder.AddLine(verts[0], verts[1]);
            builder.AddLine(verts[0], verts[2]);
            builder.AddLine(verts[0], verts[3]);
            builder.AddLine(verts[7], verts[4]);
            builder.AddLine(verts[7], verts[5]);
            builder.AddLine(verts[7], verts[6]);

            builder.AddLine(verts[1], verts[6]);
            builder.AddLine(verts[1], verts[5]);
            builder.AddLine(verts[4], verts[2]);
            builder.AddLine(verts[4], verts[3]);
            builder.AddLine(verts[2], verts[6]);
            builder.AddLine(verts[3], verts[5]);

            if (tree.HasChildren)
            {
                foreach (IOctree child in tree.ChildNodes)
                {
                    if (child != null)
                    {
                        CreateOctreeLineModel(child, builder);
                    }
                }
            }
        }
示例#12
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="plane"></param>
        /// <param name="radius"></param>
        /// <param name="segments"></param>
        /// <returns></returns>
        public static LineGeometry3D GenerateCircle(Vector3 plane, float radius, int segments)
        {
            if (segments < 3)
            {
                throw new ArgumentNullException("too few segments, at least 3");
            }

            var circle = new LineBuilder();

            float sectionAngle = (float)(2.0 * Math.PI / segments);

            if (plane == Vector3.UnitX)
            {
                Point3D start = new Point3D(0.0f, 0.0f, radius);
                Point3D current = new Point3D(0.0f, 0.0f, radius);
                Point3D next = new Point3D(0.0f, 0.0f, 0.0f);

                for (int i = 1; i < segments; i++)
                {
                    next.Z = radius * (float)Math.Cos(i * sectionAngle);
                    next.Y = radius * (float)Math.Sin(i * sectionAngle);

                    circle.AddLine(current, next);

                    current = next;
                }

                circle.AddLine(current, start);
            }
            else if (plane == Vector3.UnitY)
            {
                Point3D start = new Point3D(radius, 0.0f, 0.0f);
                Point3D current = new Point3D(radius, 0.0f, 0.0f);
                Point3D next = new Point3D(0.0f, 0.0f, 0.0f);

                for (int i = 1; i < segments; i++)
                {
                    next.X = radius * (float)Math.Cos(i * sectionAngle);
                    next.Z = radius * (float)Math.Sin(i * sectionAngle);

                    circle.AddLine(current, next);

                    current = next;
                }

                circle.AddLine(current, start);
            }
            else
            {
                Point3D start = new Point3D(0.0f, radius, 0.0f);
                Point3D current = new Point3D(0.0f, radius, 0.0f);
                Point3D next = new Point3D(0.0f, 0.0f, 0.0f);

                for (int i = 1; i < segments; i++)
                {
                    next.Y = radius * (float)Math.Cos(i * sectionAngle);
                    next.X = radius * (float)Math.Sin(i * sectionAngle);

                    circle.AddLine(current, next);

                    current = next;
                }

                circle.AddLine(current, start);
            }

            return circle.ToLineGeometry3D();
        }
示例#13
0
        /// <summary>
        /// Returns a line geometry of the axis-aligned bounding-box of the given mesh.
        /// </summary>
        /// <param name="mesh">Input mesh for the computation of the b-box</param>
        /// <returns></returns>
        public static LineGeometry3D GenerateBoundingBox(global::SharpDX.BoundingBox bb)
        {            
            var cc = bb.GetCorners();
            var ll = new LineBuilder();
            ll.AddLine(cc[0], cc[1]);
            ll.AddLine(cc[1], cc[2]);
            ll.AddLine(cc[2], cc[3]);
            ll.AddLine(cc[3], cc[0]);

            ll.AddLine(cc[4], cc[5]);
            ll.AddLine(cc[5], cc[6]);
            ll.AddLine(cc[6], cc[7]);
            ll.AddLine(cc[7], cc[4]);

            ll.AddLine(cc[0], cc[4]);
            ll.AddLine(cc[1], cc[5]);
            ll.AddLine(cc[2], cc[6]);
            ll.AddLine(cc[3], cc[7]);
            return ll.ToLineGeometry3D();
        }
示例#14
0
        /// <summary>
        /// Generates a square grid with a step of 1.0 
        /// </summary>
        /// <returns></returns>
        public static LineGeometry3D GenerateGrid(Vector3 plane, int min = 0, int max = 10)
        {
            var grid = new LineBuilder();
            //int width = max - min;
            if (plane == Vector3.UnitX)
            {
                for (int i = min; i <= max; i++)
                {
                    grid.AddLine(new Vector3(0, i, min), new Vector3(0, i, max));
                    grid.AddLine(new Vector3(0, min, i), new Vector3(0, max, i));
                }
            }
            else if (plane == Vector3.UnitY)
            {
                for (int i = min; i <= max; i++)
                {
                    grid.AddLine(new Vector3(i, 0, min), new Vector3(i, 0, max));
                    grid.AddLine(new Vector3(min, 0, i), new Vector3(max, 0, i));
                }
            }
            else
            {
                for (int i = min; i <= max; i++)
                {
                    grid.AddLine(new Vector3(i, min, 0), new Vector3(i, max, 0));
                    grid.AddLine(new Vector3(min, i, 0), new Vector3(max, i, 0));
                }
            }

            return grid.ToLineGeometry3D();
        }