Pregunta

¿Cómo se podría ir sobre, ya sea usando las 3D componentes de WPF o el uso de un pseudo efecto 3D para crear un efecto de "Bowl", donde el usuario está mirando hacia abajo en un recipiente y puede arrastrar alrededor de rectángulos y tienen el cambio rectángulos perspectiva para que parece que se mueven hacia arriba, abajo y alrededor de la taza? No estoy después de cualquier efecto de gravedad o nada, sólo cuando los elementos se mueven, necesito su perspectiva que ser ajustado ...

EDIT: He estado buscando en los efectos 3D reales disponibles en WPF, que parecen muy muy potente, así que tal vez alguien podría ayudar en conseguir una esfera media en mi aplicación y luego acercar algunas mallas 3D (rectángulos) a su superficie?

¿Alguna idea?

Gracias, Marcos

¿Fue útil?

Solución

Ahh derecha, que aquí tienes a continuación - se puede arrastrar el rectángulo rojo alrededor de la taza ahora - disfrute

<Window x:Class="wpfbowl.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="500" Width="500"
    DataContext="{Binding RelativeSource={RelativeSource Self}}" MouseDown="Window_MouseDown" MouseMove="Window_MouseMove" MouseUp="Window_MouseUp" >
<Window.Resources>
    <Transform3DGroup x:Key="WorldTrans">

        <RotateTransform3D>
            <RotateTransform3D.Rotation>
                <AxisAngleRotation3D x:Name="myAngleRotation" Axis="0,0,1" Angle="{Binding RotationLeftRight}" />

            </RotateTransform3D.Rotation>

        </RotateTransform3D>
        <RotateTransform3D>
            <RotateTransform3D.Rotation>
                <AxisAngleRotation3D x:Name="myAngleRotation2" Axis="1,0,0" Angle="{Binding RotationUpDown}" />

            </RotateTransform3D.Rotation>

        </RotateTransform3D>
    </Transform3DGroup>
</Window.Resources>
    <StackPanel>
    <Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Margin="0" Height="500" >
        <Viewport3D.Camera>
            <PerspectiveCamera 
          LookDirection="0,5,0"
          UpDirection="0,0,1"
          Position="0,-10,0" 
          />
        </Viewport3D.Camera>

        <ModelVisual3D  >
        <ModelVisual3D>
            <ModelVisual3D.Content>

                <Model3DGroup>

                    <PointLight Position="0,-10,0" Range="150" Color="White" />


                    </Model3DGroup>

            </ModelVisual3D.Content>
        </ModelVisual3D>
    </ModelVisual3D>


    <ModelVisual3D Transform="{StaticResource WorldTrans}">
        <ModelVisual3D Content="{Binding Models}">

        </ModelVisual3D>
    </ModelVisual3D>
        <ModelVisual3D >
            <ModelVisual3D Content="{Binding BowlModel}">

            </ModelVisual3D>
        </ModelVisual3D>

    </Viewport3D>
    </StackPanel>
</Window>

y el código detrás ...

using System;
using System.ComponentModel;
using System.Timers;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Threading;
using System.Windows;
using System.Windows.Input;

namespace wpfbowl
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : INotifyPropertyChanged
{
    public Window1()
    {
        InitModels();
        InitializeComponent();

    }

    private Model3DGroup _cube;
    private bool _cubeSelected;
    private bool _cubeMoving;
    private Point3D _startPoint;
    private Point3D _currentPoint;

    public void InitModels()
    {
        const int bowlQuality = 20;
        Models = new Model3DGroup();
        BowlModel = new Model3DGroup();

        _cube = GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 2.6, 0), new Size3D(1.5, 0.2, 2));
        Models.Children.Add(_cube);

        var bowl = CreateBowl(new Point3D(0, 0, 0), 3, bowlQuality, bowlQuality, GetSurfaceMaterial(Colors.Green));
        BowlModel.Children.Add(bowl);
    }


    private readonly Timer _timer;

    public Model3DGroup Models { get; set; }

    public Model3DGroup BowlModel { get; set; }

    private double _rotationLeftRight;
    public double RotationLeftRight
    {
        get { return _rotationLeftRight; }
        set
        {
            if (_rotationLeftRight == value) return;
            _rotationLeftRight = value;
            OnPropertyChanged("RotationLeftRight");
        }
    }

    private double _rotationUpDown;
    public double RotationUpDown
    {
        get { return _rotationUpDown; }
        set
        {
            if (_rotationUpDown == value) return;
            _rotationUpDown = value;
            OnPropertyChanged("RotationUpDown");
        }
    }


    public static Model3DGroup CreateBowl(Point3D center, double radius, int u, int v, MaterialGroup materialGroup)
    {
        var bowl = new Model3DGroup();
        if (u < 2 || v < 2) return null;
        var pts = new Point3D[u, v];
        for (var i = 0; i < u; i++)
        {
            for (var j = 0; j < v; j++)
            {
                pts[i, j] = GetPosition(radius, i * 180 / (u - 1), j * 360 / (v - 1));
                pts[i, j] += (Vector3D)center;
            }
        }

        var p = new Point3D[4];
        for (var i = 0; i < (u /2) - 1; i++)
        {
            for (var j = 0; j <  v   - 1; j++)
            {
                p[0] = pts[i, j];
                p[1] = pts[i + 1, j];
                p[2] = pts[i + 1, j + 1];
                p[3] = pts[i, j + 1];
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[1], p[2]));
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[1], p[0]));
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[3], p[0]));
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[3], p[2]));
            }
        }
        return bowl;
    }


    private static Model3DGroup CreateTriangleModel(Material material, Point3D p0, Point3D p1, Point3D p2)
    {
        var mesh = new MeshGeometry3D();
        mesh.Positions.Add(p0);
        mesh.Positions.Add(p1);
        mesh.Positions.Add(p2);
        mesh.TriangleIndices.Add(0);
        mesh.TriangleIndices.Add(1);
        mesh.TriangleIndices.Add(2);
        var normal = CalculateNormal(p0, p1, p2);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);

        var model = new GeometryModel3D(mesh, material);

        var group = new Model3DGroup();
        group.Children.Add(model);
        return group;
    }

    private static Vector3D CalculateNormal(Point3D p0, Point3D p1, Point3D p2)
    {
        var v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
        var v1 = new Vector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
        return Vector3D.CrossProduct(v0, v1);
    }

    private static Point3D GetPosition(double radius, double theta, double phi)
    {
        var pt = new Point3D();
        var snt = Math.Sin(theta * Math.PI / 180);
        var cnt = Math.Cos(theta * Math.PI / 180);
        var snp = Math.Sin(phi * Math.PI / 180);
        var cnp = Math.Cos(phi * Math.PI / 180);
        pt.X = radius * snt * cnp;
        pt.Y = radius * cnt;
        pt.Z = -radius * snt * snp;
        return pt;
    }

    public static MaterialGroup GetSurfaceMaterial(Color colour)
    {
        var materialGroup = new MaterialGroup();
        var emmMat = new EmissiveMaterial(new SolidColorBrush(colour));
        materialGroup.Children.Add(emmMat);
        materialGroup.Children.Add(new DiffuseMaterial(new SolidColorBrush(colour)));
        var specMat = new SpecularMaterial(new SolidColorBrush(Colors.White), 30);
        materialGroup.Children.Add(specMat);
        return materialGroup;
    }

    public static Model3DGroup GetCube(MaterialGroup materialGroup, Point3D point, Size3D size)
    {
        var farPoint = new Point3D(point.X - (size.X / 2), point.Y - (size.Y / 2), point.Z - (size.Z / 2));
        var nearPoint = new Point3D(point.X + (size.X / 2), point.Y + (size.Y / 2), point.Z + (size.Z / 2));
        var cube = new Model3DGroup();

        var p0 = new Point3D(farPoint.X, farPoint.Y, farPoint.Z);
        var p1 = new Point3D(nearPoint.X, farPoint.Y, farPoint.Z);
        var p2 = new Point3D(nearPoint.X, farPoint.Y, nearPoint.Z);
        var p3 = new Point3D(farPoint.X, farPoint.Y, nearPoint.Z);
        var p4 = new Point3D(farPoint.X, nearPoint.Y, farPoint.Z);
        var p5 = new Point3D(nearPoint.X, nearPoint.Y, farPoint.Z);
        var p6 = new Point3D(nearPoint.X, nearPoint.Y, nearPoint.Z);
        var p7 = new Point3D(farPoint.X, nearPoint.Y, nearPoint.Z);
        //front side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p3, p2, p6));
        cube.Children.Add(CreateTriangleModel(materialGroup, p3, p6, p7));
        //right side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p1, p5));
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p5, p6));
        //back side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p1, p0, p4));
        cube.Children.Add(CreateTriangleModel(materialGroup, p1, p4, p5));
        //left side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p0, p3, p7));
        cube.Children.Add(CreateTriangleModel(materialGroup, p0, p7, p4));
        //top side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p7, p6, p5));
        cube.Children.Add(CreateTriangleModel(materialGroup, p7, p5, p4));
        //bottom side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p3, p0));
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p0, p1));
        return cube;
    }


    #region INotifyPropertyChanged Members

    public event PropertyChangedEventHandler PropertyChanged;

    protected void OnPropertyChanged(string name)
    {
        var handler = PropertyChanged;
        if (handler != null)
        {
            handler(this, new PropertyChangedEventArgs(name));
        }
    }

    #endregion

    private void Window_MouseDown(object sender, System.Windows.Input.MouseButtonEventArgs e)
    {

            var mousePos = e.GetPosition(mainViewport);
            var hitParams = new PointHitTestParameters(mousePos);
            VisualTreeHelper.HitTest(mainViewport, null, ResultCallback, hitParams);


    }

    public HitTestResultBehavior ResultCallback(HitTestResult result)
    {
        // Did we hit 3D?
        var rayResult = result as RayHitTestResult;
        if (rayResult != null)
        {
            // Did we hit a MeshGeometry3D?
            var rayMeshResult = rayResult as RayMeshGeometry3DHitTestResult;

            if (rayMeshResult != null)
            {
                if (_cubeSelected)
                {
                    _cubeMoving = true;
                    _currentPoint = rayMeshResult.PointHit;
                    RotationLeftRight = (_startPoint.X - _currentPoint.X) * 15;
                    RotationUpDown = (_currentPoint.Z -_startPoint.Z)*15;
                }
                else
                {
                    var model = rayMeshResult.ModelHit;
                    foreach (var c in _cube.Children)
                    {
                        if (c.GetType() != typeof(Model3DGroup)) continue;
                        var model3DGroup = (Model3DGroup)c;
                        foreach (var sc in model3DGroup.Children)
                        {
                            if (model != sc) continue;

                            _cubeSelected = true;
                            _startPoint = rayMeshResult.PointHit;

                        }
                    } 
                }

            }
        }
        return HitTestResultBehavior.Continue;
    }

    private void Window_MouseMove(object sender, System.Windows.Input.MouseEventArgs e)
    {
        if (!_cubeSelected) return;
        var mousePos = e.GetPosition(mainViewport);
        var hitParams = new PointHitTestParameters(mousePos);
        VisualTreeHelper.HitTest(mainViewport, null, ResultCallback, hitParams);
    }

    private void Window_MouseUp(object sender, MouseButtonEventArgs e)
    {
        if (!_cubeSelected) return;
        _cubeSelected = false;
        _cubeMoving = false;
    }

}
}

Otros consejos

Aquí tiene, yo no estaba muy seguro de lo que quería decir sobre los rectángulos por lo que acaba de añadir cuatro rectángulos de color rojo alrededor de la abertura de un recipiente verde.

Saludos,

Andy

Xaml primera ...

<Window x:Class="wpfbowl.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="500" Width="500"
    DataContext="{Binding RelativeSource={RelativeSource Self}}">
<Window.Resources>
    <Transform3DGroup x:Key="WorldTrans">

        <RotateTransform3D>
            <RotateTransform3D.Rotation>
                <AxisAngleRotation3D x:Name="myAngleRotation" Axis="0,0,1" Angle="{Binding Rotation}" />
            </RotateTransform3D.Rotation>
        </RotateTransform3D>
    </Transform3DGroup>
</Window.Resources>
    <StackPanel>
    <Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Margin="0" Height="500" >
        <Viewport3D.Camera>
            <PerspectiveCamera 
          LookDirection="0,5,0"
          UpDirection="0,0,1"
          Position="0,-10,0" 
          />
        </Viewport3D.Camera>

        <ModelVisual3D  >
        <ModelVisual3D>
            <ModelVisual3D.Content>

                <Model3DGroup>

                    <PointLight Position="0,-10,0" Range="150" Color="White" />


                    </Model3DGroup>

            </ModelVisual3D.Content>
        </ModelVisual3D>
    </ModelVisual3D>


    <ModelVisual3D Transform="{StaticResource WorldTrans}">
        <ModelVisual3D Content="{Binding Models}">

        </ModelVisual3D>
    </ModelVisual3D>

</Viewport3D>
    </StackPanel>
</Window>

... y aquí está el código detrás ...

using System;
using System.ComponentModel;
using System.Timers;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Threading;

namespace wpfbowl
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : INotifyPropertyChanged
{
    public Window1()
    {
        InitModels();
        InitializeComponent();

        _timer = new Timer(100);
        _timer.Elapsed += TimerElapsed;
        _timer.Enabled = true;
    }

    void TimerElapsed(object sender, ElapsedEventArgs e)
    {
        Dispatcher.Invoke(DispatcherPriority.Normal, new Action<double>(Transform), 2);
    }

    private void Transform(double value)
    {
        Rotation += value;
    }

    public void InitModels()
    {
        const int bowlQuality = 20;
        Models = new Model3DGroup();
        var sphere = CreateBowl(new Point3D(0, 0, 0), 3, bowlQuality, bowlQuality, GetSurfaceMaterial(Colors.Green));

        Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(3, 0, 0), new Size3D(1.5, 0.2, 2)));
        Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(-3, 0, 0), new Size3D(1.5, 0.2, 2)));
        Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, 3), new Size3D(1.5, 0.2, 2)));
        Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, -3), new Size3D(1.5, 0.2, 2)));
        Models.Children.Add(sphere);
    }


    private readonly Timer _timer;

    public Model3DGroup Models { get; set; }
    private double _rotation;
    public double Rotation
    {
        get { return _rotation; }
        set
        {
            if (_rotation == value) return;
            _rotation = value;
            OnPropertyChanged("Rotation");
        }
    }

    public static Model3DGroup CreateBowl(Point3D center, double radius, int u, int v, MaterialGroup materialGroup)
    {
        var bowl = new Model3DGroup();
        if (u < 2 || v < 2) return null;
        var pts = new Point3D[u, v];
        for (var i = 0; i < u; i++)
        {
            for (var j = 0; j < v; j++)
            {
                pts[i, j] = GetPosition(radius, i * 180 / (u - 1), j * 360 / (v - 1));
                pts[i, j] += (Vector3D)center;
            }
        }

        var p = new Point3D[4];
        for (var i = 0; i < (u /2) - 1; i++)
        {
            for (var j = 0; j <  v   - 1; j++)
            {
                p[0] = pts[i, j];
                p[1] = pts[i + 1, j];
                p[2] = pts[i + 1, j + 1];
                p[3] = pts[i, j + 1];
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[1], p[2]));
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[1], p[0]));
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[3], p[0]));
                bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[3], p[2]));
            }
        }
        return bowl;
    }


    private static Model3DGroup CreateTriangleModel(Material material, Point3D p0, Point3D p1, Point3D p2)
    {
        var mesh = new MeshGeometry3D();
        mesh.Positions.Add(p0);
        mesh.Positions.Add(p1);
        mesh.Positions.Add(p2);
        mesh.TriangleIndices.Add(0);
        mesh.TriangleIndices.Add(1);
        mesh.TriangleIndices.Add(2);
        var normal = CalculateNormal(p0, p1, p2);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);

        var model = new GeometryModel3D(mesh, material);

        var group = new Model3DGroup();
        group.Children.Add(model);
        return group;
    }

    private static Vector3D CalculateNormal(Point3D p0, Point3D p1, Point3D p2)
    {
        var v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
        var v1 = new Vector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
        return Vector3D.CrossProduct(v0, v1);
    }

    private static Point3D GetPosition(double radius, double theta, double phi)
    {
        var pt = new Point3D();
        var snt = Math.Sin(theta * Math.PI / 180);
        var cnt = Math.Cos(theta * Math.PI / 180);
        var snp = Math.Sin(phi * Math.PI / 180);
        var cnp = Math.Cos(phi * Math.PI / 180);
        pt.X = radius * snt * cnp;
        pt.Y = radius * cnt;
        pt.Z = -radius * snt * snp;
        return pt;
    }

    public static MaterialGroup GetSurfaceMaterial(Color colour)
    {
        var materialGroup = new MaterialGroup();
        var emmMat = new EmissiveMaterial(new SolidColorBrush(colour));
        materialGroup.Children.Add(emmMat);
        materialGroup.Children.Add(new DiffuseMaterial(new SolidColorBrush(colour)));
        var specMat = new SpecularMaterial(new SolidColorBrush(Colors.White), 30);
        materialGroup.Children.Add(specMat);
        return materialGroup;
    }

    public static Model3DGroup GetCube(MaterialGroup materialGroup, Point3D point, Size3D size)
    {
        var farPoint = new Point3D(point.X - (size.X / 2), point.Y - (size.Y / 2), point.Z - (size.Z / 2));
        var nearPoint = new Point3D(point.X + (size.X / 2), point.Y + (size.Y / 2), point.Z + (size.Z / 2));
        var cube = new Model3DGroup();

        var p0 = new Point3D(farPoint.X, farPoint.Y, farPoint.Z);
        var p1 = new Point3D(nearPoint.X, farPoint.Y, farPoint.Z);
        var p2 = new Point3D(nearPoint.X, farPoint.Y, nearPoint.Z);
        var p3 = new Point3D(farPoint.X, farPoint.Y, nearPoint.Z);
        var p4 = new Point3D(farPoint.X, nearPoint.Y, farPoint.Z);
        var p5 = new Point3D(nearPoint.X, nearPoint.Y, farPoint.Z);
        var p6 = new Point3D(nearPoint.X, nearPoint.Y, nearPoint.Z);
        var p7 = new Point3D(farPoint.X, nearPoint.Y, nearPoint.Z);
        //front side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p3, p2, p6));
        cube.Children.Add(CreateTriangleModel(materialGroup, p3, p6, p7));
        //right side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p1, p5));
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p5, p6));
        //back side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p1, p0, p4));
        cube.Children.Add(CreateTriangleModel(materialGroup, p1, p4, p5));
        //left side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p0, p3, p7));
        cube.Children.Add(CreateTriangleModel(materialGroup, p0, p7, p4));
        //top side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p7, p6, p5));
        cube.Children.Add(CreateTriangleModel(materialGroup, p7, p5, p4));
        //bottom side triangles
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p3, p0));
        cube.Children.Add(CreateTriangleModel(materialGroup, p2, p0, p1));
        return cube;
    }


    #region INotifyPropertyChanged Members

    public event PropertyChangedEventHandler PropertyChanged;

    protected void OnPropertyChanged(string name)
    {
        var handler = PropertyChanged;
        if (handler != null)
        {
            handler(this, new PropertyChangedEventArgs(name));
        }
    }

    #endregion

}
}
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