/// <summary>
 ///     Adds the specified model to the rear of the 3D scene.
 /// </summary>
 /// <param name="model">The rear item in the scene.</param>
 internal void AddToBack(Viewport2DVisual3D model)
 {
     if (AllowTransparency)
         Children.Insert(1, model);
     else
         Children.Add(model);
 }
        internal GeneralTransform2DTo3D(GeneralTransform transform2D,
                                        Viewport2DVisual3D containingVisual3D,
                                        GeneralTransform3D transform3D)
        {
            Visual child = containingVisual3D.Visual;

            Debug.Assert(child != null, "Going from 2D to 3D containingVisual3D.Visual should not be null");

            _transform3D = (GeneralTransform3D)transform3D.GetCurrentValueAsFrozen();

            // we also need to go one more level up to handle a transform being placed
            // on the Viewport2DVisual3D's child
            GeneralTransformGroup transformGroup = new GeneralTransformGroup();

            transformGroup.Children.Add((GeneralTransform)transform2D.GetCurrentValueAsFrozen());
            transformGroup.Children.Add((GeneralTransform)child.TransformToOuterSpace().GetCurrentValueAsFrozen());
            transformGroup.Freeze();
            _transform2D = transformGroup;

            _positions     = containingVisual3D.InternalPositionsCache;
            _textureCoords = containingVisual3D.InternalTextureCoordinatesCache;
            _triIndices    = containingVisual3D.InternalTriangleIndicesCache;

            _childBounds = child.CalculateSubgraphRenderBoundsOuterSpace();
        }
        /// <summary>
        /// Transform a point
        /// </summary>
        /// <param name="inPoint">Input point</param>
        /// <param name="result">Output point</param>
        /// <returns>True if the point was transformed successfuly, false otherwise</returns>
        public bool TryTransform(Point inPoint, out Point3D result)
        {
            Point final2DPoint;

            // assign this now so that we can return false if needed
            result = new Point3D();

            if (!_transform2D.TryTransform(inPoint, out final2DPoint))
            {
                return(false);
            }

            Point texCoord = Viewport2DVisual3D.VisualCoordsToTextureCoords(final2DPoint, _childBounds);

            // need to walk the texture coordinates on the Viewport2DVisual3D
            // and look for where this point intersects one of them
            Point3D coordPoint;

            if (!Viewport2DVisual3D.Get3DPointFor2DCoordinate(texCoord,
                                                              out coordPoint,
                                                              _positions,
                                                              _textureCoords,
                                                              _triIndices))
            {
                return(false);
            }

            if (!_transform3D.TryTransform(coordPoint, out result))
            {
                return(false);
            }

            return(true);
        }
示例#4
0
 /// <summary>
 /// Adds the specified model to the front of the 3D scene.
 /// </summary>
 /// <param name="model">The front item in the scene.</param>
 internal void AddToFront(Viewport2DVisual3D model)
 {
     if (this.AllowTransparency)
         base.Children.Add(model);
     else
         base.Children.Insert(1, model);
 }
示例#5
0
        internal static void OnGeometryChanged(Object sender, DependencyPropertyChangedEventArgs e)
        {
            Viewport2DVisual3D viewport2DVisual3D = ((Viewport2DVisual3D)sender);

            viewport2DVisual3D.InvalidateAllCachedValues();

            if (!e.IsASubPropertyChange)
            {
                ((GeometryModel3D)viewport2DVisual3D.Visual3DModel).Geometry = viewport2DVisual3D.Geometry;
            }
        }
        void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target)
        {
            switch (connectionId)
            {
            case 1:
                this.PerspectiveCamera = ((System.Windows.Media.Media3D.PerspectiveCamera)(target));
                return;

            case 2:
                this.containerUIElement3D = ((System.Windows.Media.Media3D.ContainerUIElement3D)(target));
                return;

            case 3:
                this.FrontViewport2DVisual3D = ((System.Windows.Media.Media3D.Viewport2DVisual3D)(target));
                return;

            case 4:
                this.newS = ((System.Windows.Controls.Button)(target));

            #line 169 "..\..\..\Transform\Viewport3DTransform.xaml"
                this.newS.Click += new System.Windows.RoutedEventHandler(this.newS_Click);

            #line default
            #line hidden
                return;

            case 5:
                this.BackViewport2DVisual3D = ((System.Windows.Media.Media3D.Viewport2DVisual3D)(target));
                return;

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

            #line 215 "..\..\..\Transform\Viewport3DTransform.xaml"
                this.setS.Click += new System.Windows.RoutedEventHandler(this.setS_Click);

            #line default
            #line hidden
                return;

            case 7:
                this.ViewLight = ((System.Windows.Media.Media3D.AmbientLight)(target));
                return;

            case 8:
                this.DisplayGrid = ((System.Windows.Controls.Grid)(target));
                return;

            case 9:
                this.DisPlayControl = ((System.Windows.Controls.UserControl)(target));
                return;
            }
            this._contentLoaded = true;
        }
 private void AddUIP3DPlane()
 {
     var rectangle = SimpleGeometry3D.CreateRectangle(2, 3);
     var viewport2D = new Viewport2DVisual3D();
     viewport2D.Geometry = rectangle;
     viewport2D.Visual = _soundVisualizer;
     var material = new DiffuseMaterial { Brush = Brushes.Black };
     Viewport2DVisual3D.SetIsVisualHostMaterial(material, true);
     viewport2D.Material = material;
     viewport2D.Transform = new TranslateTransform3D(0, -0.5, 0);
     _scene.Add2DUI(viewport2D);
 }
示例#8
0
        internal HitTestResultBehavior RaiseCallback(HitTestResultCallback resultCallback,
                                                     HitTestFilterCallback filterCallback,
                                                     HitTestResultBehavior lastResult,
                                                     double distanceAdjustment)
        {
            results.Sort(RayHitTestResult.CompareByDistanceToRayOrigin);

            for (int i = 0, count = results.Count; i < count; i++)
            {
                RayHitTestResult result = results[i];

                result.SetDistanceToRayOrigin(result.DistanceToRayOrigin + distanceAdjustment);

                Viewport2DVisual3D viewport2DVisual3D = result.VisualHit as Viewport2DVisual3D;
                if (viewport2DVisual3D != null)
                {
                    Point  intersectionPoint;
                    Visual viewport2DVisual3DChild = viewport2DVisual3D.Visual;

                    if (viewport2DVisual3DChild != null)
                    {
                        if (Viewport2DVisual3D.GetIntersectionInfo(result, out intersectionPoint))
                        {
                            // convert the resulting point to visual coordinates
                            Point            visualPoint = Viewport2DVisual3D.TextureCoordsToVisualCoords(intersectionPoint, viewport2DVisual3DChild);
                            GeneralTransform gt          = viewport2DVisual3DChild.TransformToOuterSpace().Inverse;

                            Point pointOnChild;
                            if (gt != null && gt.TryTransform(visualPoint, out pointOnChild))
                            {
                                HitTestResultBehavior behavior2D = viewport2DVisual3DChild.HitTestPoint(filterCallback,
                                                                                                        resultCallback,
                                                                                                        new PointHitTestParameters(pointOnChild));

                                if (behavior2D == HitTestResultBehavior.Stop)
                                {
                                    return(HitTestResultBehavior.Stop);
                                }
                            }
                        }
                    }
                }

                HitTestResultBehavior behavior = resultCallback(results[i]);

                if (behavior == HitTestResultBehavior.Stop)
                {
                    return(HitTestResultBehavior.Stop);
                }
            }

            return(lastResult);
        }
示例#9
0
        public void CreateVisual3D(Model model)
        {
            UI ui = new UI(UITemplate);

            Viewport2DVisual3D visual = new Viewport2DVisual3D();
            visual.Geometry = Geometry;
            visual.Visual = ui.Visual;
            EmissiveMaterial material = new EmissiveMaterial(Brushes.White);
            Viewport2DVisual3D.SetIsVisualHostMaterial(material, true);
            visual.Material = material;

            model.Children.Add(visual);
        }
示例#10
0
        internal static void OnVisualChanged(Object sender, DependencyPropertyChangedEventArgs e)
        {
            Viewport2DVisual3D viewport2DVisual3D = ((Viewport2DVisual3D)sender);

            // remove the old parent, add on a new one
            Visual oldValue = (Visual)e.OldValue;
            Visual newValue = (Visual)e.NewValue;

            if (oldValue != newValue)
            {
                //
                // The following code deals with properly setting up the new child to have its inheritance context
                // only point towards this Viewport2DVisual3D.
                //
                // When we add the new visual as a child, if that visual is an FE (which most will be) we expect it to
                // clear the inheritance context (IC) since it has a visual parent.  In the case of a non-FE they don't
                // deal with ICs anyway, so they should have a null IC.  The Assert that follows then guards against
                // the child not having a null inheritance context.
                //
                // We then set the target Visual on the internal brush to be this new visual.  Since when we created
                // the brush we set it to not be an inheritance context, the InheritanceContext should still be null.
                //
                // We become the IC after returning from this function, since the function that calls this change handler
                // will set us as the IC.
                //

                if (viewport2DVisual3D.CacheMode as BitmapCache != null)
                {
                    viewport2DVisual3D.InternalBitmapCacheBrush.Target = newValue;
                    Debug.Assert((newValue == null || newValue.InheritanceContext == null),
                                 "Expected BitmapCacheBrush to remove the InheritanceContext on newValue");
                }
                else
                {
                    // Add ourselves as the parent of the object
                    viewport2DVisual3D.RemoveVisualChild(oldValue);
                    viewport2DVisual3D.AddVisualChild(newValue);

                    Debug.Assert((newValue == null || newValue.InheritanceContext == null),
                                 "Expected AddVisualChild to remove the InheritanceContext on newValue");

                    // Change the brush's target
                    viewport2DVisual3D.InternalVisualBrush.Visual = newValue;

                    // setting the visual brush to use this new child should not invalidate our previous condition
                    Debug.Assert((newValue == null || newValue.InheritanceContext == null),
                                 "Expected the InternalVisualBrush not to set the InheritanceContext");
                }
            }
        }
示例#11
0
 private CubeNavigator()
 {
     cubeNavViewport = mainWindow.CubeNavViewport;
     //cubeNavModel = mainWindow.CubeNavModel;
     cubeFront = mainWindow.CubeFront;
     cubeBack = mainWindow.CubeBack;
     cubeLeft = mainWindow.CubeLeft;
     cubeRight = mainWindow.CubeRight;
     cubeUp = mainWindow.CubeUp;
     cubeDown = mainWindow.CubeDown;
     cubeNavViewport.PreviewMouseDown += cubeNavViewport_ButtonDown;
     mainWindow.PreviewMouseMove += cubeNavViewport_MouseMove;
     mainWindow.PreviewMouseUp += cubeNavViewport_ButtonUp;
 }
示例#12
0
        public Cube3D()
        {
            Canvas.SetLeft(this,0);
            Canvas.SetTop(this,0);
            this.Width=733;
            this.Height = 400;
            this.ClipToBounds = true;

            //add camera
            PerspectiveCamera myPCamera = new PerspectiveCamera();
            myPCamera.Position = new Point3D(0, 30, 90);
            myPCamera.LookDirection = new Vector3D(0, -20, -90);
            myPCamera.FieldOfView = 80;
            this.Camera = myPCamera;

            //add light
            ModelVisual3D mv3dLight = new ModelVisual3D();
            DirectionalLight myDirLight = new DirectionalLight();
            myDirLight.Color = Colors.White;
            myDirLight.Direction = new Vector3D(-2, -3, -1);
            mv3dLight.Content = myDirLight;
            this.Children.Add(mv3dLight);

            //add material and mesh geometry
            Viewport2DVisual3D vpMaterial = new Viewport2DVisual3D();
            DiffuseMaterial dm = new DiffuseMaterial();
            dm.Brush = Brushes.Transparent;
            vpMaterial.Material = dm;
            MeshGeometry3D vpg = new MeshGeometry3D();
            vpg.Positions.Add(new Point3D(-55,0,-30));
            vpg.Positions.Add(new Point3D(-55,0,30));
            vpg.Positions.Add(new Point3D(55,0,30));
            vpg.Positions.Add(new Point3D(55,0,-30));
            vpg.TextureCoordinates.Add(new Point(0,0));
            vpg.TextureCoordinates.Add(new Point(0,1));
            vpg.TextureCoordinates.Add(new Point(1,1));
            vpg.TextureCoordinates.Add(new Point(1,0));
            vpg.TriangleIndices.Add(0);
            vpg.TriangleIndices.Add(1);
            vpg.TriangleIndices.Add(2);
            vpg.TriangleIndices.Add(2);
            vpg.TriangleIndices.Add(3);
            vpg.TriangleIndices.Add(0);
            vpMaterial.Geometry = vpg;
            this.Children.Add(vpMaterial);

            this.Loaded += new RoutedEventHandler(OnLoad);
        }
示例#13
0
        internal GeneralTransform2DTo3D(GeneralTransform transform2D, 
                                        Viewport2DVisual3D containingVisual3D, 
                                        GeneralTransform3D transform3D)
        {            
            Visual child = containingVisual3D.Visual;

            Debug.Assert(child != null, "Going from 2D to 3D containingVisual3D.Visual should not be null");
            
            _transform3D = (GeneralTransform3D)transform3D.GetCurrentValueAsFrozen();

            // we also need to go one more level up to handle a transform being placed
            // on the Viewport2DVisual3D's child
            GeneralTransformGroup transformGroup = new GeneralTransformGroup();
            transformGroup.Children.Add((GeneralTransform)transform2D.GetCurrentValueAsFrozen());
            transformGroup.Children.Add((GeneralTransform)child.TransformToOuterSpace().GetCurrentValueAsFrozen());
            transformGroup.Freeze();
            _transform2D = transformGroup;

            _positions = containingVisual3D.InternalPositionsCache;
            _textureCoords = containingVisual3D.InternalTextureCoordinatesCache;
            _triIndices = containingVisual3D.InternalTriangleIndicesCache;

            _childBounds = child.CalculateSubgraphRenderBoundsOuterSpace();
        }
示例#14
0
文件: Plane.cs 项目: endquote/Plane
        /// <summary>
        /// When overridden in a derived class, is invoked whenever application code or internal processes call <see cref="M:System.Windows.FrameworkElement.ApplyTemplate"/>.
        /// </summary>
        public override void OnApplyTemplate()
        {
            _viewport = GetTemplateChild("PART_Viewport") as Viewport3D;
            _camera = GetTemplateChild("PART_Camera") as PerspectiveCamera;

            _frontContent = GetTemplateChild("PART_FrontContent") as Border;
            _frontModel = GetTemplateChild("PART_FrontModel") as Viewport2DVisual3D;
            _backContent = GetTemplateChild("PART_BackContent") as Border;
            _backModel = GetTemplateChild("PART_BackModel") as Viewport2DVisual3D;

            _scale = GetTemplateChild("PART_Scale") as ScaleTransform3D;
            _rotate = GetTemplateChild("PART_Rotate") as RotateTransform3D;
            _quaternion = GetTemplateChild("PART_Quaternion") as QuaternionRotation3D;

            _fixedContainer = GetTemplateChild("PART_FixedContainer") as Border;
            _fixedHiddenContainer = GetTemplateChild("PART_FixedHiddenContainer") as Border;
            _fixedTransform = GetTemplateChild("PART_FixedTransform") as RotateTransform;

            _directionalLights = GetTemplateChild("PART_DirectionalLights") as ModelVisual3D;
            _ambientLights = GetTemplateChild("PART_AmbientLights") as ModelVisual3D;

            SizeChanged += (sender, e) => UpdateBounds();
            _frontContent.SizeChanged += (sender, e) => UpdateBounds();
            _backContent.SizeChanged += (sender, e) => UpdateBounds();

            UpdateBounds();
            UpdateRotation();
            UpdateLights();
            UpdateCacheInvalidationThresholdMaximum();
            UpdateCacheInvalidationThresholdMinimum();

            base.OnApplyTemplate();
        }
示例#15
0
        /// <summary>
        ///     Returns the index of the specified model where 0 is the front item.
        ///     If the model is not in the scene, returns -1.
        /// </summary>
        internal int GetVisualIndex(Viewport2DVisual3D model)
        {
            int modelIndex = Children.IndexOf(model);
            if (modelIndex < 0)
                return -1;

            if (AllowTransparency)
                return ModelCount - modelIndex;

            return modelIndex - 1;
        }
 public void Add2DUI(Viewport2DVisual3D viewport2D)
 {
     Viewport.Children.Add(viewport2D);
 }
示例#17
0
        private void BuildFront()
        {
            //构造图形
            var geometry = new MeshGeometry3D();

            double x = CubeLength / 2;
            double y = CubeHeight / 2;
            double z = CubeWidth / 2;
            geometry.Positions = new Point3DCollection((new Point3D[]
            {
                new Point3D(-x, -y,z), //左下角
                new Point3D(x,-y,z), //右下角
                new Point3D(x,y,z), //右上角
                new Point3D(-x,y,z) //左上角
            }));

            //三角形构造,影响呈现的正反面
            geometry.TriangleIndices = new Int32Collection(new int[] { 0, 1, 2, 2, 3, 0 });
            //纹理
            geometry.TextureCoordinates = new PointCollection(new Point[] { new Point(0, 1), new Point(1, 1), new Point(1, 0), new Point() });

            //如果已经有了,只更新图形
            if (frontViewPort != null)
            {
                frontViewPort.Geometry = geometry;
                return;
            }
            //正面
            frontViewPort = new Viewport2DVisual3D();

            frontViewPort.Geometry = geometry;

            if (FrontContent != null)
            {
                frontViewPort.Visual = FrontContent;
            }
            else
            {
                var grid = new Grid();
                grid.Children.Add(new TextBlock() { Text = "正面", Background = Brushes.BlueViolet });
                frontViewPort.Visual = grid;
            }
            frontViewPort.Material = material;

            Children.Add(frontViewPort);
        }
示例#18
0
        /// <summary>
        /// Returns the index of the specified model where 0 is the front item.
        /// If the model is not in the scene, returns -1.
        /// </summary>
        internal int GetVisualIndex(Viewport2DVisual3D model)
        {
            int modelIndex = base.Children.IndexOf(model);
            if (modelIndex < 0)
                return -1;            

            if (this.AllowTransparency)
                return this.ModelCount - modelIndex;
            else
                return modelIndex - 1;
        }
示例#19
0
        private Visual3D EnsureChild(Visual3D currentChild, Shape3DMaterial material)
        {
            Visual3D newChild = null;

            if (material != null)
            {
                if (material.HasElement)
                {
                    // We need a Viewport2DVisual3D to display an element.
                    if(currentChild is Viewport2DVisual3D)
                    {
                        newChild = currentChild;
                    }
                    else
                    {
                        //Viewbox viewbox = new Viewbox();
                        //viewbox.StretchDirection = StretchDirection.Both;
                        //viewbox.Stretch = Stretch.Fill;

                        Border border = new Border();
                        border.UseLayoutRounding = true;
                        border.Background = Brushes.Green;
                        //border.Child = viewbox;

                        Viewport2DVisual3D viewport = new Viewport2DVisual3D();
                        viewport.Visual = border;

                        newChild = viewport;
                    }

                    // Set the appropriate caching strategy.
                    CacheScale cacheScale = CacheScale;
                    if (cacheScale == null)
                    {
                        // Remove any VisualBrush caching.
                        RenderOptions.SetCachingHint(newChild, CachingHint.Unspecified);

                        // Remove any BitmapCache.
                        ((Viewport2DVisual3D)newChild).CacheMode = null;
                    }
                    else if (cacheScale.IsAuto)
                    {
                        // Remove any BitmapCache.
                        ((Viewport2DVisual3D)newChild).CacheMode = null;

                        // Specify VisualBrush caching with 2x min and max
                        // thresholds.
                        RenderOptions.SetCachingHint(newChild, CachingHint.Cache);
                        RenderOptions.SetCacheInvalidationThresholdMinimum(newChild, 0.5);
                        RenderOptions.SetCacheInvalidationThresholdMaximum(newChild, 2.0);
                    }
                    else
                    {
                        // Remove any VisualBrush caching.
                        RenderOptions.SetCachingHint(newChild, CachingHint.Unspecified);

                        // Set a BitmapCache with the appropriate scale.
                        BitmapCache bitmapCache = ((Viewport2DVisual3D)newChild).CacheMode as BitmapCache;
                        if (bitmapCache == null)
                        {
                            ((Viewport2DVisual3D)newChild).CacheMode = new BitmapCache(cacheScale.Scale);
                        }
                        else
                        {
                            bitmapCache.RenderAtScale = cacheScale.Scale;
                        }
                    }
                }
                else
                {
                    Debug.Assert(material.HasMaterial);

                    // We need a ModelVisual3D to display the material.
                    if(currentChild is ModelVisual3D)
                    {
                        Debug.Assert(((ModelVisual3D)currentChild).Content is GeometryModel3D);
                        newChild = currentChild;
                    }
                    else
                    {
                        newChild = new ModelVisual3D();
                        ((ModelVisual3D)newChild).Content = new GeometryModel3D();
                    }
                }
            }

            return newChild;
        }
示例#20
0
        private static void OnCachingHintChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            Viewport2DVisual3D viewport2D = (Viewport2DVisual3D)d;

            RenderOptions.SetCachingHint(viewport2D._visualBrush, (CachingHint)e.NewValue);
        }
示例#21
0
        private FrameworkElement CreateVisualChild()
        {
            MeshGeometry3D simpleQuad = new MeshGeometry3D()
                                            {
                                                Positions = new Point3DCollection(_mesh),
                                                TextureCoordinates = new PointCollection(_texCoords),
                                                TriangleIndices = new Int32Collection(_indices)
                                            };

            // Front material is interactive, back material is not.
            Material frontMaterial = new DiffuseMaterial(Brushes.White);
            frontMaterial.SetValue(Viewport2DVisual3D.IsVisualHostMaterialProperty, true);

            VisualBrush vb = new VisualBrush(_logicalChild);
            SetCachingForObject(vb);  // big perf wins by caching!!
            Material backMaterial = new DiffuseMaterial(vb);

            _rotationTransform.Rotation = _quaternionRotation;
            var xfGroup = new Transform3DGroup() { Children = { _scaleTransform, _rotationTransform } };

            GeometryModel3D backModel = new GeometryModel3D() { Geometry = simpleQuad, Transform = xfGroup, BackMaterial = backMaterial };
            Model3DGroup m3dGroup = new Model3DGroup()
                                        {
                                            Children = { new DirectionalLight(Colors.White, new Vector3D(0, 0, -1)),
                                                         new DirectionalLight(Colors.White, new Vector3D(0.1, -0.1, 1)),
                                                         backModel }
                                        };

            // Non-interactive Visual3D consisting of the backside, and two lights.
            ModelVisual3D mv3d = new ModelVisual3D() { Content = m3dGroup };

            // Interactive frontside Visual3D
            Viewport2DVisual3D frontModel = new Viewport2DVisual3D() { Geometry = simpleQuad, Visual = _logicalChild, Material = frontMaterial, Transform = xfGroup };

            // Cache the brush in the VP2V3 by setting caching on it.  Big perf wins.
            SetCachingForObject(frontModel);

            // Scene consists of both the above Visual3D's.
            _viewport3d = new Viewport3D() { ClipToBounds = false, Children = { mv3d, frontModel } };

            UpdateRotation();

            return _viewport3d;
        }
        private void SetupModel()
        {
            Visual front = null;
            Visual back = null;

            if (frontVisual3D != null)
            {
                front = frontVisual3D.Visual;
                frontVisual3D.Visual = null;
            }

            if (backVisual3D != null)
            {
                back = backVisual3D.Visual;
                backVisual3D.Visual = null;
            }
            frontVisual3D = new Viewport2DVisual3D
            {
                Geometry = mesh,
                Material = visualHostMaterial,
            };

            backVisual3D = new Viewport2DVisual3D
            {
                Geometry = mesh,
                Material = visualHostMaterial,
                Transform = new RotateTransform3D(new AxisAngleRotation3D(SpinAxis == Orientation.Vertical ? AxisY : AxisX, 180))
            };

            rotation.Axis = SpinAxis == Orientation.Vertical ? AxisY : AxisX;

            if (front != null)
                frontVisual3D.Visual = front;
            if (back != null)
                backVisual3D.Visual = back;

            model.Children.Clear();
            model.Children.Add(frontVisual3D);
            model.Children.Add(backVisual3D);

            InvalidateMeasure();
        }
 void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) {
     switch (connectionId)
     {
     case 1:
     this.Side1 = ((System.Windows.Media.Media3D.Viewport2DVisual3D)(target));
     return;
     case 2:
     this.rot = ((System.Windows.Media.Media3D.AxisAngleRotation3D)(target));
     return;
     case 3:
     this.Side2 = ((System.Windows.Media.Media3D.Viewport2DVisual3D)(target));
     return;
     case 4:
     this.rot2 = ((System.Windows.Media.Media3D.AxisAngleRotation3D)(target));
     return;
     }
     this._contentLoaded = true;
 }
示例#24
0
        /// <summary>
        /// Adjusts a 3D model's location and opacity.
        /// </summary>
        void ConfigureModel(Viewport2DVisual3D model, int index)
        {
            // We begin "null animations" to unapply any active animations.

            var trans = model.Transform as TranslateTransform3D;
            trans.BeginAnimation(TranslateTransform3D.OffsetXProperty, null);
            trans.BeginAnimation(TranslateTransform3D.OffsetYProperty, null);
            trans.BeginAnimation(TranslateTransform3D.OffsetZProperty, null);

            var offsets = this.GetModelOffsets(index);
            trans.OffsetX = offsets.X;
            trans.OffsetY = offsets.Y;
            trans.OffsetZ = offsets.Z;

            var elem = model.Visual as UIElement;
            elem.BeginAnimation(UIElement.OpacityProperty, null);
            elem.Opacity = this.AutoAdjustOpacity ? this.GetElementOpacity(index) : 1.0;
        }
示例#25
0
        /// <summary>
        /// Tears down the current 3D scene and constructs a new one 
        /// where the specified model is the front object in view.
        /// </summary>
        void BuildScene(Viewport2DVisual3D frontModel)
        {
            _viewport.RemoveAllModels();

            // Add in some 3D models, starting with the one in front.
            var current = frontModel;
            for (int i = 0; _viewport.ModelCount < this.MaxVisibleModels; ++i)
            {
                this.ConfigureModel(current, i);

                _viewport.AddToBack(current);

                current = this.GetNextModel(current);
                if (_viewport.Children.Contains(current))
                    break;
            }
        }
示例#26
0
            /// <summary>
            /// Construct a new display object.
            /// </summary>
            /// <param name="Key">The key it is stored at.</param>
            /// <param name="pRenderer">The renderer which created it.</param>
            internal Display(object Key, Renderer pRenderer)
            {
                // Store the renderer.
                this.Renderer = pRenderer;
                this.Key = Key;

                // Identities.
                HomographyTransform = new MatrixTransform3D();

                // Create the model visual.
                Viewport2DVisual3D = new Viewport2DVisual3D();

                // Geom (create a texturemapped rectangle).
                var pMeshGeometry3D = new MeshGeometry3D();
                pMeshGeometry3D.Positions.Add(new Point3D(0, 0, 0));
                pMeshGeometry3D.Positions.Add(new Point3D(0, 1, 0));
                pMeshGeometry3D.Positions.Add(new Point3D(1, 0, 0));
                pMeshGeometry3D.Positions.Add(new Point3D(1, 1, 0));

                pMeshGeometry3D.TextureCoordinates.Add(new Point(0, 0));
                pMeshGeometry3D.TextureCoordinates.Add(new Point(1, 0));
                pMeshGeometry3D.TextureCoordinates.Add(new Point(0, 1));
                pMeshGeometry3D.TextureCoordinates.Add(new Point(1, 1));
                //pMeshGeometry3D.TextureCoordinates.Add(new Point(0, 1));
                //pMeshGeometry3D.TextureCoordinates.Add(new Point(0, 0));
                //pMeshGeometry3D.TextureCoordinates.Add(new Point(1, 1));
                //pMeshGeometry3D.TextureCoordinates.Add(new Point(1, 0));

                pMeshGeometry3D.TriangleIndices.Add(0);
                pMeshGeometry3D.TriangleIndices.Add(2);
                pMeshGeometry3D.TriangleIndices.Add(1);
                pMeshGeometry3D.TriangleIndices.Add(2);
                pMeshGeometry3D.TriangleIndices.Add(3);
                pMeshGeometry3D.TriangleIndices.Add(1);
                Viewport2DVisual3D.Geometry = pMeshGeometry3D;

                // Create a visual brush which we apply to our material.
                VisualBrush = new VisualBrush();
                VisualBrush.Visual = Content;

                // Create a material which wraps this brush.
                var pDiffuse = new DiffuseMaterial();
                pDiffuse.Brush = Brushes.White;
                Viewport2DVisual3D.SetIsVisualHostMaterial(pDiffuse, true);
                Viewport2DVisual3D.Material = new DiffuseMaterial(VisualBrush);
                Viewport2DVisual3D.Visual = Content;

                // Transform.
                Viewport2DVisual3D.Transform = HomographyTransform;
            }
示例#27
0
 /// <summary>
 /// Get a display by looking up it's visual 3d model.  This is useful for handling hit test results.
 /// </summary>
 /// <param name="pVisual3D">The 3D model.</param>
 /// <returns>Null if not found or the display reference if found.</returns>
 public Display GetDisplayByViewport(Viewport2DVisual3D pVisual3D)
 {
     // For each display, find a matching visual.
     foreach (var d in dDisplays.Values)
     {
         if (d.Viewport2DVisual3D == pVisual3D)
             return d;
     }
     return null;
 }
示例#28
0
        internal static void OnMaterialPropertyChanged(Object sender, DependencyPropertyChangedEventArgs e)
        {
            Viewport2DVisual3D viewport2DVisual3D = ((Viewport2DVisual3D)sender);

            viewport2DVisual3D.GenerateMaterial();
        }
示例#29
0
        internal static void OnCacheModeChanged(Object sender, DependencyPropertyChangedEventArgs e)
        {
            Viewport2DVisual3D viewport2DVisual3D = ((Viewport2DVisual3D)sender);

            BitmapCache oldValue = (CacheMode)e.OldValue as BitmapCache;
            BitmapCache newValue = (CacheMode)e.NewValue as BitmapCache;

            if (oldValue != newValue)
            {
                viewport2DVisual3D.InternalBitmapCacheBrush.BitmapCache = newValue;

                //
                // The BitmapCacheBrush doesn't point directly at the Visual like the VisualBrush does,
                // since BitmapCacheBrush ignores most properties on a Visual by design.  In order for
                // those properties to be respected to match the internal VisualBrush's behavior, we insert
                // a dummy Visual node between the V2DV3D and its 2D Visual.  We then target the dummy
                // node with the brush instead.
                //

                if (oldValue == null)
                {
                    //
                    // If we are swapping from using the VisualBrush to using the BitmapCacheBrush...
                    //

                    // Remove the visual child from the V2DV3D and add the dummy child.
                    viewport2DVisual3D.RemoveVisualChild(viewport2DVisual3D.Visual);
                    viewport2DVisual3D.AddVisualChild(viewport2DVisual3D.InternalBitmapCacheBrush.InternalTarget);

                    Debug.Assert((viewport2DVisual3D.InternalBitmapCacheBrush.InternalTarget == null ||
                                  viewport2DVisual3D.InternalBitmapCacheBrush.InternalTarget.InheritanceContext == null),
                                 "Expected AddVisualChild to remove the InheritanceContext on InternalTarget");

                    // Swap the brush pointing to the visual.  The cache brush will re-parent the visual to the dummy.
                    viewport2DVisual3D.InternalVisualBrush.Visual      = null;
                    viewport2DVisual3D.InternalBitmapCacheBrush.Target = viewport2DVisual3D.Visual;

                    // setting the cache brush to use this new child should not invalidate our previous condition
                    Debug.Assert((viewport2DVisual3D.InternalBitmapCacheBrush.InternalTarget == null ||
                                  viewport2DVisual3D.InternalBitmapCacheBrush.InternalTarget.InheritanceContext == null),
                                 "Expected the InternalBitmapCacheBrush not to set the InheritanceContext");
                }

                if (newValue == null)
                {
                    //
                    // If we are swapping from using the BitmapCacheBrush to using the VisualBrush...
                    //

                    // Swap the brush pointing to the visual.  The cache brush will remove the dummy as the parent
                    // of the visual.
                    viewport2DVisual3D.InternalBitmapCacheBrush.Target = null;
                    viewport2DVisual3D.InternalVisualBrush.Visual      = viewport2DVisual3D.Visual;

                    // Remove the dummy child and re-add the visual as the V2DV3D's child.
                    viewport2DVisual3D.RemoveVisualChild(viewport2DVisual3D.InternalBitmapCacheBrush.InternalTarget);
                    viewport2DVisual3D.AddVisualChild(viewport2DVisual3D.Visual);

                    Debug.Assert((viewport2DVisual3D.Visual == null || viewport2DVisual3D.Visual.InheritanceContext == null),
                                 "Expected AddVisualChild to remove the InheritanceContext on Visual");
                }

                // If we changed from using one brush to the other we need to regenerate the Material.
                if (oldValue == null || newValue == null)
                {
                    viewport2DVisual3D.GenerateMaterial();
                }
            }
        }
        //
        // CONSTRUCTOR
        //
        public MosaicFootprint(BitmapImage image, double xmin, double ymin, double xmax, double ymax, double height, ModelVisual3D highlightlines, ModelVisual3D selectedlines)
        {
            //
            this.Attributes = new Dictionary<string, object>();
            this.Image = image;
            this.XMin = xmin;
            this.YMin = ymin;
            this.XMax = xmax;
            this.YMax = ymax;
            this.Height = height;
            this.HighlightLines = highlightlines;
            this.SelectedLines = selectedlines;

            // Define normals
            Vector3DCollection normals = new Vector3DCollection();
            normals.Add(new Vector3D(0, 0, 1));
            normals.Add(new Vector3D(0, 0, 1));
            normals.Add(new Vector3D(0, 0, 1));
            normals.Add(new Vector3D(0, 0, 1));
            normals.Add(new Vector3D(0, 0, 1));
            normals.Add(new Vector3D(0, 0, 1));

            // Define vertex positions
            Point3DCollection positions = new Point3DCollection();
            positions.Add(new Point3D(this.XMin, this.YMin, this.Height));
            positions.Add(new Point3D(this.XMin, this.YMax, this.Height));
            positions.Add(new Point3D(this.XMax, this.YMax, this.Height));
            positions.Add(new Point3D(this.XMax, this.YMin, this.Height));

            // Define textures
            PointCollection textureCoordinates = new PointCollection();
            textureCoordinates.Add(new Point(0, 1));
            textureCoordinates.Add(new Point(0, 0));
            textureCoordinates.Add(new Point(1, 0));
            textureCoordinates.Add(new Point(1, 1));

            // Define triangles
            Int32Collection triangleIndices = new Int32Collection();
            triangleIndices.Add(0);
            triangleIndices.Add(3);
            triangleIndices.Add(2);
            triangleIndices.Add(2);
            triangleIndices.Add(1);
            triangleIndices.Add(0);

            // Create Border (up facing) with image texture
            this.Element = new Border() {
                Cursor = Cursors.Hand,
                Height = 100,
                Width = 100,
                Background = new ImageBrush() {
                    ImageSource = this.Image,
                    Stretch = Stretch.Fill
                }
            };
            this.Element.MouseEnter += (s, e) => {
                this.IsMouseOver = true;
            };
            this.Element.MouseLeave += (s, e) => {
                this.IsMouseOver = false;
            };

            // Create Viewport2DVisual3D from Border
            Viewport2DVisual3D top = new Viewport2DVisual3D() {
                Geometry = new MeshGeometry3D() {
                    Normals = normals,
                    Positions = positions,
                    TextureCoordinates = textureCoordinates,
                    TriangleIndices = triangleIndices
                },
                Material = new DiffuseMaterial() {
                    Brush = new SolidColorBrush() {
                        Color = Colors.White
                    },
                    AmbientColor = Colors.White
                },
                Visual = this.Element
            };
            Viewport2DVisual3D.SetIsVisualHostMaterial(top.Material, true);

            // Create down facing texture
            ModelUIElement3D bottom = new ModelUIElement3D() {
                IsHitTestVisible = true,
                Model = new GeometryModel3D() {
                    Geometry = new MeshGeometry3D() {
                        Normals = normals,
                        Positions = positions,
                        TextureCoordinates = textureCoordinates,
                        TriangleIndices = triangleIndices
                    },
                    BackMaterial = new DiffuseMaterial() {
                        Brush = new SolidColorBrush() {
                            Color = Colors.LightGray
                        }
                    }
                }
            };

            // Create Model
            ModelVisual3D model = new ModelVisual3D();
            model.Children.Add(top);
            model.Children.Add(bottom);
            this.ModelVisual = model;
        }
示例#31
0
        private static void OnCacheInvalidationThresholdMaximumChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            Viewport2DVisual3D viewport2D = (Viewport2DVisual3D)d;

            RenderOptions.SetCacheInvalidationThresholdMaximum(viewport2D._visualBrush, (double)e.NewValue);
        }
示例#32
0
        private void BuildBack()
        {
            var geometry = new MeshGeometry3D();

            double x = CubeLength / 2;
            double y = CubeHeight / 2;
            double z = CubeWidth / 2;
            geometry.Positions = new Point3DCollection((new Point3D[]
            {
                new Point3D(-x, -y,-z), //左下角
                new Point3D(x,-y,-z), //右下角
                new Point3D(x,y,-z), //右上角
                new Point3D(-x,y,-z) //左上角
            }));

            //三角形构造,影响呈现的正反面
            geometry.TriangleIndices = new Int32Collection(new int[] { 0, 2, 1, 0, 3, 2 });
            //纹理
            geometry.TextureCoordinates = new PointCollection(new Point[] { new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(0, 1) });

            if (backViewPort != null)
            {
                backViewPort.Geometry = geometry;
                return;
            }
            //背面
            backViewPort = new Viewport2DVisual3D();

            backViewPort.Geometry = geometry;
            var grid = new Grid();
            if (BackContent != null)
                backViewPort.Visual = BackContent;
            else
            {
                grid.Children.Add(new TextBlock() { Text = "背面", Background = Brushes.Blue });
                backViewPort.Visual = grid;
            }

            backViewPort.Material = material;

            Children.Add(backViewPort);
        }
        /// <summary> 
        /// Constructor
        /// </summary> 
        /// <param name="visual3D">The Visual3D that contains the 2D visual</param> 
        /// <param name="fromVisual">The visual on the Visual3D</param>
        internal GeneralTransform2DTo3DTo2D(Viewport2DVisual3D visual3D, Visual fromVisual) 
        {
            IsInverse = false;

            // get a copy of the geometry information - we store our own model to reuse hit 
            // test code on the GeometryModel3D
            _geometry = new MeshGeometry3D(); 
            _geometry.Positions = visual3D.InternalPositionsCache; 
            _geometry.TextureCoordinates = visual3D.InternalTextureCoordinatesCache;
            _geometry.TriangleIndices = visual3D.InternalTriangleIndicesCache; 
            _geometry.Freeze();

            Visual visual3Dchild = visual3D.Visual;
 
            // Special case - Setting CacheMode on V2DV3D causes an internal switch from using a VisualBrush
            // to using a BitmapCacheBrush.  It also introduces an extra 2D Visual in the Visual tree above 
            // the V2DV3D.Visual, but this extra node has no effect on transforms and can safely be ignored. 
            // The transform returned will be identical to the one created for calling TransformTo* with
            // the V2DV3D.Visual itself. 
            Visual descendentVisual = (fromVisual == visual3Dchild._parent) ? visual3Dchild : fromVisual;

            // get a copy of the size of the visual brush and the rect on the
            // visual that the transform is going to/from 

            _visualBrushBounds = visual3Dchild.CalculateSubgraphRenderBoundsOuterSpace(); 
            _visualBounds = descendentVisual.CalculateSubgraphRenderBoundsInnerSpace(); 

            // get the transform that will let us go from the fromVisual to its last 2D 
            // parent before it reaches the 3D part of the graph (i.e. visual3D.Child)
            GeneralTransformGroup transformGroup = new GeneralTransformGroup();
            transformGroup.Children.Add(descendentVisual.TransformToAncestor(visual3Dchild));
            transformGroup.Children.Add(visual3Dchild.TransformToOuterSpace()); 
            transformGroup.Freeze();
            _transform2D = transformGroup; 
 
            // store the inverse as well
            _transform2DInverse = (GeneralTransform)_transform2D.Inverse; 
            if (_transform2DInverse != null)
            {
                _transform2DInverse.Freeze();
            } 

            // make a copy of the camera and other values on the Viewport3D 
            Viewport3DVisual viewport3D = (Viewport3DVisual)VisualTreeHelper.GetContainingVisual2D(visual3D); 

            _camera = viewport3D.Camera; 
            if (_camera != null)
            {
                _camera = (Camera)viewport3D.Camera.GetCurrentValueAsFrozen();
            } 

            _viewSize = viewport3D.Viewport.Size; 
            _boundingRect = viewport3D.ComputeSubgraphBounds3D(); 
            _objectToViewport = visual3D.TransformToAncestor(viewport3D);
 
            // if the transform was not possible, it could be null - check before freezing
            if (_objectToViewport != null)
            {
                _objectToViewport.Freeze(); 
            }
 
            // store the needed transformations for the various operations 
            _worldTransformation = M3DUtil.GetWorldTransformationMatrix(visual3D);
 
            _validEdgesCache = null;
        }
示例#34
0
文件: V3D.cs 项目: dingxinbei/OLdBck
        /// <summary>
        /// Returns an interactive 3D model that hosts
        /// the specified UIElement.
        /// </summary>
        Viewport2DVisual3D BuildModel(UIElement element)
        {
            var model = new Viewport2DVisual3D
            {
                Geometry = new MeshGeometry3D
                {
                    TriangleIndices = new Int32Collection(
                        new int[] { 0, 1, 2, 2, 3, 0 }),
                    TextureCoordinates = new PointCollection(
                        new Point[]
                            {
                                new Point(0, 1),
                                new Point(1, 1),
                                new Point(1, 0),
                                new Point(0, 0)
                            }),
                    Positions = new Point3DCollection(
                        new Point3D[]
                            {
                                new Point3D(-1, -1, 0),
                                new Point3D(+1, -1, 0),
                                new Point3D(+1, +1, 0),
                                new Point3D(-1, +1, 0)
                            })
                },
                Material = new DiffuseMaterial() { },
                Transform = new TranslateTransform3D(),
                // Host the 2D element in the 3D model.
                Visual = element
            };

            Viewport2DVisual3D.SetIsVisualHostMaterial(model.Material, true);

            return model;
        }
        private void UserControl_Loaded(object sender, RoutedEventArgs e)
        {
            try
            {
                //_quick = new BackdropQuick();
                //_quick.Show();
                //_quick.ValueChanged += _quick_ValueChanged;


                //NOTE: This MUST be set in loaded, or keyboard events get very flaky (even if the usercontrol has focus, something
                //inside of it must also have focus)
                lblFocusable.Focus();

                // Setting these up now so that the order stays consistent (so that semitransparency will work)

                #region Back visual

                _backVisual = new ModelVisual3D();
                if (_graphic == null)
                {
                    _backVisual.Content = GetBlankModel();
                }
                else
                {
                    _backVisual.Content = _graphic.Model;
                }

                _viewport.Children.Add(_backVisual);

                #endregion

                #region 2D panel

                DiffuseMaterial diffuse = new DiffuseMaterial(Brushes.White);
                Viewport2DVisual3D.SetIsVisualHostMaterial(diffuse, true);

                grd3D = new Grid();

                grd3D.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(2, GridUnitType.Star) });
                grd3D.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(.5, GridUnitType.Star) });
                grd3D.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(1, GridUnitType.Star) });

                Grid.SetColumn(pnlLeft, 0);
                Grid.SetColumn(pnlDetail, 2);

                grd3D.Children.Add(pnlLeft);
                grd3D.Children.Add(pnlDetail);

                _visual2D3D = new Viewport2DVisual3D();
                _visual2D3D.Material = diffuse;
                //_visual2D3D.Geometry = GetGeometry(_quick.CylinderNumSegments, _quick.CylinderThetaOffset, _quick.CylinderHeight, _quick.CylinderRadius, _quick.CylinderTranslate);
                _visual2D3D.Geometry = GetGeometry(NUMSEGMENTS, THETA, HEIGHT, RADIUS, TRANSLATE);
                _visual2D3D.Visual = grd3D;
                _visual2D3D.Transform = new TranslateTransform3D(0, 0, _cameraLength * .3);

                _viewport.IsHitTestVisible = true;

                _viewport.Children.Add(_visual2D3D);

                #endregion

                #region Detail Visual

                _detailVisual = new ModelVisual3D();
                _detailVisual.Content = GetBlankModel();

                Transform3DGroup transform = new Transform3DGroup();

                _detailRotationInitial = new QuaternionRotation3D();
                transform.Children.Add(new RotateTransform3D(_detailRotationInitial));

                _detailRotationAnimate = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 0);
                transform.Children.Add(new RotateTransform3D(_detailRotationAnimate));

                _detailTranslate = new TranslateTransform3D(0, 0, 0);       // this one is so the model can be centered on zero
                transform.Children.Add(_detailTranslate);

                _detailScale = new ScaleTransform3D(1, 1, 1);
                transform.Children.Add(_detailScale);

                transform.Children.Add(new TranslateTransform3D(_cameraLength * .1, 0, 0));     // this one is so the visual is shifted into the final place on screen

                _detailVisual.Transform = transform;

                _viewport.Children.Add(_detailVisual);

                UpdateDetailVisual();

                #endregion

                _detailAnimate = AnimateRotation.Create_Constant(_detailRotationAnimate, 30);

                chkIs3D.IsChecked = _is3DPanel;

                _isInitialized = true;

                Update2D3DPanels();
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.ToString(), "BackdropPanel", MessageBoxButton.OK, MessageBoxImage.Error);
            }
        }
示例#36
0
文件: V3D.cs 项目: dingxinbei/OLdBck
        void ConfigureModel(Viewport2DVisual3D model, int index)
        {
            if (index == selectedIndex)
            {
                var transformGroup = GetSelectedModelTransform(index);
                model.Transform = transformGroup;
            }
            else
            {
                var transformGroup = GetModelTransforms(index);
                model.Transform = transformGroup;

            }

            var elem = model.Visual as UIElement;
            elem.BeginAnimation(UIElement.OpacityProperty, null);
            elem.Opacity = this.GetElementOpacity(index);// this.AutoAdjustOpacity ? this.GetElementOpacity(index) : 1.0;
        }
示例#37
0
文件: V3D.cs 项目: dingxinbei/OLdBck
        Viewport2DVisual3D GetNextModel(Viewport2DVisual3D current)
        {
            if (!_models.Contains(current))
                throw new ArgumentException("current");

            // Wrap to the start of the list if necessary.
            int idx = _models.IndexOf(current) + 1;
            if (idx == _models.Count)
                idx = 0;

            return _models[idx];
        }
示例#38
0
文件: V3D.cs 项目: dingxinbei/OLdBck
        Viewport2DVisual3D GetPreviousModel(Viewport2DVisual3D current)
        {
            if (!_models.Contains(current))
                throw new ArgumentException("current");

            // Wrap to the end of the list if necessary.
            int idx = _models.IndexOf(current) - 1;
            if (idx == -1)
                idx = _models.Count - 1;

            return _models[idx];
        }
示例#39
0
文件: V3D.cs 项目: dingxinbei/OLdBck
        public void BuildScene(Viewport2DVisual3D frontModel)
        {
            int oldViewRangeStartIndex = ViewRangeStartIndex;
            int oldViewingRangeStopIndex = ViewingRangeStopIndex;
            //Determine what items to build
            SetViewRangeStartStopIndex();
            //Ensure these values are within a range that wont error the GetRange() method call
            ViewRangeStartIndex = ViewRangeStartIndex < 0 ? 0 : ViewRangeStartIndex;
            ViewingRangeStopIndex = ViewingRangeStopIndex > _models.Count - 1 ? _models.Count : ViewingRangeStopIndex;

            if (isMoveingPeiceIntoView == false)
            {
                if (oldViewRangeStartIndex != ViewRangeStartIndex || oldViewingRangeStopIndex != ViewingRangeStopIndex || needsUpdate == true)
                {
                    methodFireCount++;
                    // Debug.WriteLine("Build Method Internal Has Fired :" + methodFireCount);

                    _viewport.RemoveAllModels();
                    var current = frontModel;
                    int modelCounter = ViewRangeStartIndex;

                    //  Debug.WriteLine("Build Start and End Index :" + ViewRangeStartIndex + " " + (ViewingRangeStopIndex - ViewRangeStartIndex));

                    foreach (var item in _models.GetRange(ViewRangeStartIndex, (ViewingRangeStopIndex) - ViewRangeStartIndex))
                    {
                        this.ConfigureModel(item, modelCounter);
                        _viewport.AddToBack(item);
                        modelCounter++;
                    }
                    needsUpdate = false;
                }
            }
        }
示例#40
0
        private void BuildUp()
        {
            var geometry = new MeshGeometry3D();

            double x = CubeLength / 2;
            double y = CubeHeight / 2;
            double z = CubeWidth / 2;
            geometry.Positions = new Point3DCollection((new Point3D[]
            {
                new Point3D(-x, y,z),
                new Point3D(x,y,z),
                new Point3D(x,y,-z),
                new Point3D(-x,y,-z)
            }));

            //三角形构造,影响呈现的正反面
            geometry.TriangleIndices = new Int32Collection(new int[] { 0, 1, 2, 2, 3, 0 });
            //纹理
            geometry.TextureCoordinates = new PointCollection(new Point[] { new Point(0, 1), new Point(1, 1), new Point(1, 0), new Point(0, 0) });

            if (upViewPort != null)
            {
                upViewPort.Geometry = geometry;
                return;
            }

            //顶层
            upViewPort = new Viewport2DVisual3D();

            upViewPort.Geometry = geometry;
            var grid = new Grid();
            if (UpContent != null)
                upViewPort.Visual = UpContent;
            else
            {
                grid.Children.Add(new TextBlock() { Text = "顶部", Background = Brushes.Blue });
                upViewPort.Visual = grid;
            }

            upViewPort.Material = material;

            Children.Add(upViewPort);
        }