【问题标题】:3D transformation WPF3D转换WPF
【发布时间】:2015-03-20 22:01:00
【问题描述】:

我在 3d WPF 中绘制了两个球体,它们具有 Point3D(0,0,0) 和 Point3D(-1.0,1.0,2.0) 之类的点,半径为 0.10

现在我想绘制一个连接这些球体的圆柱体,我唯一拥有的就是半径 0.02。我想知道如何计算这个圆柱体的 3d 点、高度、方向等。

我尝试找到中间点 btw 球体点,它将圆柱体放置在这两个球体的中间,但方向不正确。我想以直角旋转圆柱体。我使用 Vector3D.angleBetween(v1,v2) 来找到它给我“NaN”的角度。我把我正在使用的代码放在下面。

    Vector3D v1 = new Vector3D(0, 0, 0);
    Vector3D v2 = new Vector3D(1.0, -1.0, 2.0);

    Vector3D center = v1+ v2/2;
    Vector3D axis = Vector3D.CrossProduct(v1, v2);
    double angle = Vector3D.AngleBetween(v1, v2);
    AxisAngleRotation3D axisAngle = new AxisAngleRotation3D(axis, angle);
    RotateTransform3D myRotateTransform = new RotateTransform3D(axisAngle, center);
    center.X = myRotateTransform.CenterX;
    center.Y = myRotateTransform.CenterY;
    center.Z = myRotateTransform.CenterZ;

[编辑]

首先非常感谢您的回复。我在使用此代码时遇到了一些问题,它与您的示例配合得很好。但我的观点 它没有在正确的方向上绘制两个圆点的圆柱体,也没有直到终点(它只连接到第二个点)还有一件事, 如果 Z 轴的中点为 (midpoint.Z = 0),它甚至不绘制圆柱体。

我只是想知道,是不是因为我画圆圈的方式。请看一下

public ModelVisual3D CreateSphere(Point3D center, double radius, int u, int v, Color color)
{
        Model3DGroup spear = new Model3DGroup();

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

        Point3D[] p = new Point3D[4];
        for (int i = 0; i < u - 1; i++)
        {
            for (int 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];
                spear.Children.Add(CreateTriangleModel(p[0], p[1], p[2], color));
                spear.Children.Add(CreateTriangleModel(p[2], p[3], p[0], color));
            }
        }
        ModelVisual3D model = new ModelVisual3D();
        model.Content = spear;
        return model;
    }

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

    public Model3DGroup CreateTriangleFace(Point3D p0, Point3D p1, Point3D p2, Color color)
    {
        MeshGeometry3D 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);

        Vector3D normal = VectorHelper.CalcNormal(p0, p1, p2);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);

        Material material = new DiffuseMaterial(new SolidColorBrush(color));
        GeometryModel3D model = new GeometryModel3D(mesh, material);
        Model3DGroup group = new Model3DGroup();
        group.Children.Add(model);
        return group;
    }

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

几乎和你的代码一样>

      my sample point are :
                    p1 = Point3D(0,0,0)
                    p2= Point3D(-1.0, 1.0, 2.0)
                    p3= Point3D(-1.0, 1.0, 2.0)
                    p4 =Point3D(1.0, -1.0, 2.0)

我想画圆柱 btw p1 到 p2,p1 到 p3,p1 到 p4 p2 到 p3 , p2 到 p4

如果您需要更多说明,请告诉我,我必须解决这个问题。 感谢您的所有时间。

【问题讨论】:

  • 嘿安迪...有没有办法通过指定起点和终点来绘制圆柱体...

标签: c# wpf 3d


【解决方案1】:

我已将您的球体代码与我的示例集成,它工作正常 - 圆柱体连接两个球体。

这是代码...

干杯,安迪

ViewPort 和以前一样 ...

<Window x:Class="wpfspin.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="300" Width="300">
<StackPanel>

    <Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Height="300">
        <Viewport3D.Camera>
            <PerspectiveCamera 
              LookDirection="0,0,-20"
              UpDirection="0,1,0"
              Position="0,0,100" 
              />
        </Viewport3D.Camera>
        <ModelVisual3D>
            <ModelVisual3D.Content>
                <Model3DGroup x:Name="group3d">

                    <SpotLight Position="30,30,30" x:Name="mySpotLight" Color="Yellow"  InnerConeAngle="100" OuterConeAngle="1000" Range="100" />
                </Model3DGroup>
            </ModelVisual3D.Content>

        </ModelVisual3D>
    </Viewport3D>

</StackPanel>

...这是后面的代码...

using System;
using System.Collections.Generic;
using System.Timers;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Threading;

namespace wpfspin
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : Window
{
    public Window1()
    {
        InitializeComponent();
        Init(new Point3D(0, 0, 30), new Point3D(0, 0, -30));
    }

    private Timer _timer;
    private readonly List<ModelVisual3D> _models = new List<ModelVisual3D>();
    private double _angle;



    public void Init(Point3D firstPoint, Point3D secondPoint)
    {
        var midPoint = firstPoint - secondPoint;

        _models.Add(CreateSphere(firstPoint, 10, 10, 10, Colors.AliceBlue ));
        _models.Add(CreateSphere(secondPoint, 10, 10, 10, Colors.AliceBlue));
        _models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), secondPoint, 2, midPoint.Z));

        _models.ForEach(x => mainViewport.Children.Add(x));
        _timer = new Timer(10);
        _timer.Elapsed += TimerElapsed;
        _timer.Enabled = true;
    }



    void TimerElapsed(object sender, ElapsedEventArgs e)
    {
        Dispatcher.Invoke(DispatcherPriority.Normal, new Action<double>(Transform), 0.5d);
    }

    public 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 ModelVisual3D 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));
        var model = new ModelVisual3D();
        model.Content = cube;
        return model;
    }

    private Model3DGroup CreateTriangleModel(MaterialGroup materialGroup, Triangle triangle)
    {
        return CreateTriangleModel(materialGroup, triangle.P0, triangle.P1, triangle.P2);
    }

    private 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 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);
    }

    void Transform(double adjustBy)
    {
        _angle += adjustBy;

        var rotateTransform3D = new RotateTransform3D { CenterX = 0, CenterZ = 0 };
        var axisAngleRotation3D = new AxisAngleRotation3D { Axis = new Vector3D(1, 1, 1), Angle = _angle };
        rotateTransform3D.Rotation = axisAngleRotation3D;
        var myTransform3DGroup = new Transform3DGroup();
        myTransform3DGroup.Children.Add(rotateTransform3D);
        _models.ForEach(x => x.Transform = myTransform3DGroup);
    }


    public ModelVisual3D GetCylinder(MaterialGroup materialGroup, Point3D midPoint, double radius, double depth)
    {
        var cylinder = new Model3DGroup();
        var nearCircle = new CircleAssitor();
        var farCircle = new CircleAssitor();

        var twoPi = Math.PI * 2;
        var firstPass = true;

        double x;
        double y;

        var increment = 0.1d;
        for (double i = 0; i < twoPi + increment; i = i + increment)
        {
            x = (radius * Math.Cos(i));
            y = (-radius * Math.Sin(i));

            farCircle.CurrentTriangle.P0 = midPoint;
            farCircle.CurrentTriangle.P1 = farCircle.LastPoint;
            farCircle.CurrentTriangle.P2 = new Point3D(x + midPoint.X, y + midPoint.Y, midPoint.Z);

            nearCircle.CurrentTriangle = farCircle.CurrentTriangle.Clone(depth, true);

            if (!firstPass)
            {
                cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle));
                cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle));

                cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle.P2, farCircle.CurrentTriangle.P1, nearCircle.CurrentTriangle.P2));
                cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle.P2, nearCircle.CurrentTriangle.P1, farCircle.CurrentTriangle.P2));
            }
            else
            {
                farCircle.FirstPoint = farCircle.CurrentTriangle.P1;
                nearCircle.FirstPoint = nearCircle.CurrentTriangle.P1;
                firstPass = false;
            }

            farCircle.LastPoint = farCircle.CurrentTriangle.P2;
            nearCircle.LastPoint = nearCircle.CurrentTriangle.P2;
        }

        var model = new ModelVisual3D { Content = cylinder };
        return model;
    }



    public ModelVisual3D CreateSphere(Point3D center, double radius, int u, int v, Color color)
    {
        Model3DGroup spear = new Model3DGroup();

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

        Point3D[] p = new Point3D[4];
        for (int i = 0; i < u - 1; i++)
        {
            for (int 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];
                spear.Children.Add(CreateTriangleFace(p[0], p[1], p[2], color));
                spear.Children.Add(CreateTriangleFace(p[2], p[3], p[0], color));
            }
        }
        ModelVisual3D model = new ModelVisual3D();
        model.Content = spear;
        return model;
    }

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

    public Model3DGroup CreateTriangleFace(Point3D p0, Point3D p1, Point3D p2, Color color)
    {
        MeshGeometry3D 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);

        Vector3D normal = VectorHelper.CalcNormal(p0, p1, p2);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);
        mesh.Normals.Add(normal);

        Material material = new DiffuseMaterial(
            new SolidColorBrush(color));
        GeometryModel3D model = new GeometryModel3D(
            mesh, material);
        Model3DGroup group = new Model3DGroup();
        group.Children.Add(model);
        return group;
    }

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


}

public class CircleAssitor
{

    public CircleAssitor()
    {
        CurrentTriangle = new Triangle();
    }

    public Point3D FirstPoint { get; set; }
    public Point3D LastPoint { get; set; }
    public Triangle CurrentTriangle { get; set; }

}

public class Triangle
{


    public Point3D P0 { get; set; }
    public Point3D P1 { get; set; }
    public Point3D P2 { get; set; }

    public Triangle Clone(double z, bool switchP1andP2)
    {
        var newTriangle = new Triangle();
        newTriangle.P0 = GetPointAdjustedBy(this.P0, new Point3D(0, 0, z));

        var point1 = GetPointAdjustedBy(this.P1, new Point3D(0, 0, z));
        var point2 = GetPointAdjustedBy(this.P2, new Point3D(0, 0, z));

        if (!switchP1andP2)
        {
            newTriangle.P1 = point1;
            newTriangle.P2 = point2;
        }
        else
        {
            newTriangle.P1 = point2;
            newTriangle.P2 = point1;
        }
        return newTriangle;
    }

    private Point3D GetPointAdjustedBy(Point3D point, Point3D adjustBy)
    {
        var newPoint = new Point3D { X = point.X, Y = point.Y, Z = point.Z };
        newPoint.Offset(adjustBy.X, adjustBy.Y, adjustBy.Z);
        return newPoint;
    }

}

}

【讨论】:

  • 抱歉耽搁了,我上周末出城了。这是一个很好的解决方案。请尝试这些点,如果可能的话,我的样本点是: p1 = Point3D(0,0,0) p2= Point3D(-1.0, 1.0, 2.0) p3= Point3D(-1.0, 1.0, 2.0) p4 =Point3D( 1.0, -1.0, 2.0) 想要绘制圆柱体 btw p1 到 p2 ,p1 到 p3, p1 到 p4 p2 到 p3 , p2 到 p4 。用我的观点它不是在正确的方向上绘制两个圆点的圆柱体,也不是直到终点(它只连接到第二个点)还有一件事,如果 Z 轴的中点是(midpoint.Z = 0),它甚至没有绘制圆柱体。
  • ps - 圆半径为 0.10,圆柱为 0.02
  • 在你的评论中 p2 和 p3 是一样的吗?请您重新检查一下积分吗?
  • 不幸的是,它们就是这样的......一旦我们绘制,它看起来像一个圆,但实际上它们是2,它们只是相互重叠。
  • 很抱歉打扰您,我仍然找到了任何解决方案。 _models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), secondPoint, 2, midPoint.Z));您使用 midpoint.z 是否有任何特殊原因
【解决方案2】:

我不知道这对你是否有用,但你评论了我最近发布的一些类似代码,寻求帮助 - 所以我想我应该将该代码转换为两个对象,通过一个旋转的圆柱体连接在 3D 空间中环绕 - Init() 方法获取两个点,在这些点处创建 10x10x10 立方体,然后将它们与圆柱体连接。

我认为这大致是您想要实现的目标,尽管我承认我的示例有点做作,(您只能更改其中两个点的 Z 轴!!!),但希望您能从中得到一些东西!

抱歉,代码有点乱,但我已经从我的许多课程中编译了它,以便将它变成一个易于剪切和粘贴的块!

无论如何,希望这会有所帮助......

这里是 XAML ......这只是设置 ViewPort 和光源......

<Window x:Class="WpfApplication1.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="300" Width="300">
<StackPanel>

    <Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Height="300">
        <Viewport3D.Camera>
            <PerspectiveCamera 
                  LookDirection="0,0,-20"
                  UpDirection="0,1,0"
                  Position="0,0,100" 
                  />
        </Viewport3D.Camera>
        <ModelVisual3D>
            <ModelVisual3D.Content>
                <Model3DGroup x:Name="group3d">

                    <SpotLight Position="30,30,30" x:Name="mySpotLight" Color="Yellow"  InnerConeAngle="100" OuterConeAngle="1000" Range="100" />
                </Model3DGroup>
            </ModelVisual3D.Content>

        </ModelVisual3D>
    </Viewport3D>

</StackPanel>

...这是后面的代码...

 using System;
 using System.Collections.Generic;
 using System.Timers;
 using System.Windows;
 using System.Windows.Media;
 using System.Windows.Media.Media3D;
 using System.Windows.Threading;

namespace WpfApplication1
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : Window
{
    public Window1()
    {
        InitializeComponent();
        Init(new Point3D(0, 0, 30), new Point3D(0,0,-30));
    }

    private Timer _timer;
    private readonly List<ModelVisual3D> _models = new List<ModelVisual3D>();
    private double _angle;



    public void Init(Point3D firstPoint, Point3D secondPoint)
    {
        var midPoint = firstPoint - secondPoint;
        var size = new Size3D(10,10,10);
        _models.Add(GetCube(GetSurfaceMaterial(Colors.Green), firstPoint, size));
        _models.Add(GetCube(GetSurfaceMaterial(Colors.Green), secondPoint, size));
        _models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), secondPoint, 2, midPoint.Z));

        _models.ForEach(x => mainViewport.Children.Add(x));
        _timer = new Timer(10);
        _timer.Elapsed += TimerElapsed;
        _timer.Enabled = true;
    }



    void TimerElapsed(object sender, ElapsedEventArgs e)
    {
        Dispatcher.Invoke(DispatcherPriority.Normal, new Action<double>(Transform), 0.5d);
    }

    public 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 ModelVisual3D 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));
        var model = new ModelVisual3D();
        model.Content = cube;
        return model;
    }

    private Model3DGroup CreateTriangleModel(MaterialGroup materialGroup, Triangle triangle)
    {
        return CreateTriangleModel(materialGroup, triangle.P0, triangle.P1, triangle.P2);
    }

    private 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 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);
    }

    void Transform(double adjustBy)
    {
        _angle += adjustBy;

        var rotateTransform3D = new RotateTransform3D {CenterX = 0, CenterZ = 0};
        var axisAngleRotation3D = new AxisAngleRotation3D {Axis = new Vector3D(1, 1, 1), Angle = _angle};
        rotateTransform3D.Rotation = axisAngleRotation3D;
        var myTransform3DGroup = new Transform3DGroup();
        myTransform3DGroup.Children.Add(rotateTransform3D);
        _models.ForEach(x => x.Transform = myTransform3DGroup);
    }


    public ModelVisual3D GetCylinder(MaterialGroup materialGroup, Point3D midPoint, double radius, double depth)
    {
        var cylinder = new Model3DGroup();
        var nearCircle = new CircleAssitor();
        var farCircle = new CircleAssitor();

        var twoPi = Math.PI * 2;
        var firstPass = true;

        double x;
        double y;

        var increment = 0.1d;
        for (double i = 0; i < twoPi + increment; i = i + increment)
        {
            x = (radius * Math.Cos(i));
            y = (-radius * Math.Sin(i));

            farCircle.CurrentTriangle.P0 = midPoint;
            farCircle.CurrentTriangle.P1 = farCircle.LastPoint;
            farCircle.CurrentTriangle.P2 = new Point3D(x + midPoint.X, y + midPoint.Y, midPoint.Z);

            nearCircle.CurrentTriangle = farCircle.CurrentTriangle.Clone(depth, true);

            if (!firstPass)
            {
                cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle));
                cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle));

                cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle.P2, farCircle.CurrentTriangle.P1, nearCircle.CurrentTriangle.P2));
                cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle.P2, nearCircle.CurrentTriangle.P1, farCircle.CurrentTriangle.P2));
            }
            else
            {
                farCircle.FirstPoint = farCircle.CurrentTriangle.P1;
                nearCircle.FirstPoint = nearCircle.CurrentTriangle.P1;
                firstPass = false;
            }

            farCircle.LastPoint = farCircle.CurrentTriangle.P2;
            nearCircle.LastPoint = nearCircle.CurrentTriangle.P2;
        }

        var model = new ModelVisual3D {Content = cylinder};
        return model;
    }


}

public class CircleAssitor
{

    public CircleAssitor()
    {
        CurrentTriangle = new Triangle();
    }

    public Point3D FirstPoint { get; set; }
    public Point3D LastPoint { get; set; }
    public Triangle CurrentTriangle { get; set; }

}

public class Triangle
{


    public Point3D P0 { get; set; }
    public Point3D P1 { get; set; }
    public Point3D P2 { get; set; }

    public Triangle Clone(double z, bool switchP1andP2)
    {
        var newTriangle = new Triangle();
        newTriangle.P0 = GetPointAdjustedBy(this.P0, new Point3D(0, 0, z));

        var point1 = GetPointAdjustedBy(this.P1, new Point3D(0, 0, z));
        var point2 = GetPointAdjustedBy(this.P2, new Point3D(0, 0, z));

        if (!switchP1andP2)
        {
            newTriangle.P1 = point1;
            newTriangle.P2 = point2;
        }
        else
        {
            newTriangle.P1 = point2;
            newTriangle.P2 = point1;
        }
        return newTriangle;
    }

    private Point3D GetPointAdjustedBy(Point3D point, Point3D adjustBy)
    {
        var newPoint = new Point3D { X = point.X, Y = point.Y, Z = point.Z };
        newPoint.Offset(adjustBy.X, adjustBy.Y, adjustBy.Z);
        return newPoint;
    }



}
}

【讨论】:

    【解决方案3】:

    这里还有一些代码 - 我想我已经为你找到了解决方案...

    同样,它是一个拼凑而成的示例,您必须对其进行改进。

    请注意,转换代码已经发生了巨大的变化,我自己刚刚开始掌握 WPF 3D,我意识到我做错了很多事情。我每次都在重新创建 Transform3DGroup,而不是仅仅改变已经应用的 Transform 的角度。

    查看代码并注意 altTransform 组 - 我正在做的是向该 alt 组添加额外的变换。然后,我在圆柱体和球体上使用了 altTransform,否则它们与其他圆柱体和球体之一的位置相同。我已将此圆柱体标记为绿色,以便您可以看到它是哪一个。

    我对您的建议是,您在同一轴上创建所有球体和圆柱体,然后将它们转换到您想要的位置。

    我还将球体和圆柱体的大小更改为您在之前评论中所要求的。

    看看代码,看看你的想法?

    干杯,

    安迪

     <Window x:Class="wpfspin.Window1"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    Title="Window1" Height="600" Width="600">
    <StackPanel>
    
        <Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Height="600">
            <Viewport3D.Camera>
                <PerspectiveCamera 
                  LookDirection="0,0,-5"
                  UpDirection="0,1,0"
                  Position="0,0,10" 
                  />
            </Viewport3D.Camera>
            <ModelVisual3D>
                <ModelVisual3D.Content>
                    <Model3DGroup x:Name="group3d">
    
                        <SpotLight Position="30,30,30" x:Name="mySpotLight" Color="Yellow"  InnerConeAngle="100" OuterConeAngle="1000" Range="100" />
                    </Model3DGroup>
                </ModelVisual3D.Content>
    
            </ModelVisual3D>
        </Viewport3D>
    
    </StackPanel>
    </Window>
    

    这是背后的代码...

    using System;
    using System.Collections.Generic;
    using System.Timers;
    using System.Windows;
    using System.Windows.Media;
    using System.Windows.Media.Media3D;
    using System.Windows.Threading;
    
    namespace wpfspin
    {
    /// <summary>
    /// Interaction logic for Window1.xaml
    /// </summary>
    public partial class Window1 : Window
    {
        public Window1()
        {
            InitializeComponent();
            Init();
        }
    
        private Timer _timer;
        private readonly List<ModelVisual3D> _models = new List<ModelVisual3D>();
        private double _angle;
        private Transform3DGroup _transform3DGroup;
        private AxisAngleRotation3D _axisAngleRotation3D;
        private Transform3DGroup _altTransform;
    
        public void Init()
        {
            _models.Add(CreateSphere(new Point3D(0,0,0), 0.1, 10, 10, Colors.AliceBlue));
            _models.Add(CreateSphere(new Point3D(0,0,2), 0.1, 10, 10, Colors.AliceBlue));
            //notice that the following two spheres are created in the same place
            _models.Add(CreateSphere(new Point3D(0, 0, -2), 0.1, 10, 10, Colors.AliceBlue));
            _models.Add(CreateSphere(new Point3D(0, 0, -2), 0.1, 10, 10, Colors.AliceBlue));
            _models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), new Point3D(0,0,0), 0.02, 2));
            //notice that the following to cylinders are also created in the same place
            _models.Add(GetCylinder(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, 0), 0.02, -2));
            _models.Add(GetCylinder(GetSurfaceMaterial(Colors.Green), new Point3D(0, 0, 0), 0.02, -2));
    
            _transform3DGroup = new Transform3DGroup();
    
    
            _models.ForEach(x => x.Transform = _transform3DGroup);
    
            //heres my alt transform that i'm just using for the duplicate sphere and cylinder
            _altTransform = new Transform3DGroup();
            _models[3].Transform = _altTransform;
            _models[6].Transform = _altTransform;
    
            var rotateTransform3D = new RotateTransform3D { CenterX = 0, CenterZ = 0 };
            _axisAngleRotation3D = new AxisAngleRotation3D { Axis = new Vector3D(1, 1, 1), Angle = _angle };
            rotateTransform3D.Rotation = _axisAngleRotation3D;
    
            //i'm adding the animation rotation to both groups so that all my models spin
            _transform3DGroup.Children.Add(rotateTransform3D);
            _altTransform.Children.Add(rotateTransform3D);
    
            //but my alt transform gets an extra transformation
            var altRotate = new RotateTransform3D { CenterX = 0, CenterZ = 0 };
            var altAxis = new AxisAngleRotation3D { Axis = new Vector3D(0, 1, 1), Angle = 90 };
            altRotate.Rotation = altAxis;
            _altTransform.Children.Add(altRotate);
    
            _models.ForEach(x => mainViewport.Children.Add(x));
            _timer = new Timer(10);
            _timer.Elapsed += TimerElapsed;
            _timer.Enabled = true;
        }
    
    
    
        void TimerElapsed(object sender, ElapsedEventArgs e)
        {
            Dispatcher.Invoke(DispatcherPriority.Normal, new Action<double>(Transform), 0.5d);
        }
    
        public 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 ModelVisual3D 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));
            var model = new ModelVisual3D();
            model.Content = cube;
            return model;
        }
    
        private Model3DGroup CreateTriangleModel(MaterialGroup materialGroup, Triangle triangle)
        {
            return CreateTriangleModel(materialGroup, triangle.P0, triangle.P1, triangle.P2);
        }
    
        private 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 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);
        }
    
        void Transform(double adjustBy)
        {
            _angle += adjustBy;
            _axisAngleRotation3D.Angle = _angle;
        }
    
    
        public ModelVisual3D GetCylinder(MaterialGroup materialGroup, Point3D midPoint, double radius, double depth)
        {
            var cylinder = new Model3DGroup();
            var nearCircle = new CircleAssitor();
            var farCircle = new CircleAssitor();
    
            var twoPi = Math.PI * 2;
            var firstPass = true;
    
            double x;
            double y;
    
            var increment = 0.1d;
            for (double i = 0; i < twoPi + increment; i = i + increment)
            {
                x = (radius * Math.Cos(i));
                y = (-radius * Math.Sin(i));
    
                farCircle.CurrentTriangle.P0 = midPoint;
                farCircle.CurrentTriangle.P1 = farCircle.LastPoint;
                farCircle.CurrentTriangle.P2 = new Point3D(x + midPoint.X, y + midPoint.Y, midPoint.Z);
    
                nearCircle.CurrentTriangle = farCircle.CurrentTriangle.Clone(depth, true);
    
                if (!firstPass)
                {
                    cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle));
                    cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle));
    
                    cylinder.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle.P2, farCircle.CurrentTriangle.P1, nearCircle.CurrentTriangle.P2));
                    cylinder.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle.P2, nearCircle.CurrentTriangle.P1, farCircle.CurrentTriangle.P2));
                }
                else
                {
                    farCircle.FirstPoint = farCircle.CurrentTriangle.P1;
                    nearCircle.FirstPoint = nearCircle.CurrentTriangle.P1;
                    firstPass = false;
                }
    
                farCircle.LastPoint = farCircle.CurrentTriangle.P2;
                nearCircle.LastPoint = nearCircle.CurrentTriangle.P2;
            }
    
            var model = new ModelVisual3D { Content = cylinder };
            return model;
        }
    
    
    
        public ModelVisual3D CreateSphere(Point3D center, double radius, int u, int v, Color color)
        {
            Model3DGroup spear = new Model3DGroup();
    
            if (u < 2 || v < 2)
                return null;
            Point3D[,] pts = new Point3D[u, v];
            for (int i = 0; i < u; i++)
            {
                for (int j = 0; j < v; j++)
                {
                    pts[i, j] = GetPosition(radius,
                    i * 180 / (u - 1), j * 360 / (v - 1));
                    pts[i, j] += (Vector3D)center;
                }
            }
    
            Point3D[] p = new Point3D[4];
            for (int i = 0; i < u - 1; i++)
            {
                for (int 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];
                    spear.Children.Add(CreateTriangleFace(p[0], p[1], p[2], color));
                    spear.Children.Add(CreateTriangleFace(p[2], p[3], p[0], color));
                }
            }
            ModelVisual3D model = new ModelVisual3D();
            model.Content = spear;
            return model;
        }
    
        private Point3D GetPosition(double radius, double theta, double phi)
        {
            Point3D pt = new Point3D();
            double snt = Math.Sin(theta * Math.PI / 180);
            double cnt = Math.Cos(theta * Math.PI / 180);
            double snp = Math.Sin(phi * Math.PI / 180);
            double cnp = Math.Cos(phi * Math.PI / 180);
            pt.X = radius * snt * cnp;
            pt.Y = radius * cnt;
            pt.Z = -radius * snt * snp;
            return pt;
        }
    
        public Model3DGroup CreateTriangleFace(Point3D p0, Point3D p1, Point3D p2, Color color)
        {
            MeshGeometry3D 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);
    
            Vector3D normal = VectorHelper.CalcNormal(p0, p1, p2);
            mesh.Normals.Add(normal);
            mesh.Normals.Add(normal);
            mesh.Normals.Add(normal);
    
            Material material = new DiffuseMaterial(
                new SolidColorBrush(color));
            GeometryModel3D model = new GeometryModel3D(
                mesh, material);
            Model3DGroup group = new Model3DGroup();
            group.Children.Add(model);
            return group;
        }
    
        private class VectorHelper
        {
            public static Vector3D CalcNormal(Point3D p0, Point3D p1, Point3D p2)
            {
                Vector3D v0 = new Vector3D(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
                Vector3D v1 = new Vector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
                return Vector3D.CrossProduct(v0, v1);
            }
        }
    
    
    }
    
    public class CircleAssitor
    {
    
        public CircleAssitor()
        {
            CurrentTriangle = new Triangle();
        }
    
        public Point3D FirstPoint { get; set; }
        public Point3D LastPoint { get; set; }
        public Triangle CurrentTriangle { get; set; }
    
    }
    
    public class Triangle
    {
    
    
        public Point3D P0 { get; set; }
        public Point3D P1 { get; set; }
        public Point3D P2 { get; set; }
    
        public Triangle Clone(double z, bool switchP1andP2)
        {
            var newTriangle = new Triangle();
            newTriangle.P0 = GetPointAdjustedBy(this.P0, new Point3D(0, 0, z));
    
            var point1 = GetPointAdjustedBy(this.P1, new Point3D(0, 0, z));
            var point2 = GetPointAdjustedBy(this.P2, new Point3D(0, 0, z));
    
            if (!switchP1andP2)
            {
                newTriangle.P1 = point1;
                newTriangle.P2 = point2;
            }
            else
            {
                newTriangle.P1 = point2;
                newTriangle.P2 = point1;
            }
            return newTriangle;
        }
    
        private Point3D GetPointAdjustedBy(Point3D point, Point3D adjustBy)
        {
            var newPoint = new Point3D { X = point.X, Y = point.Y, Z = point.Z };
            newPoint.Offset(adjustBy.X, adjustBy.Y, adjustBy.Z);
            return newPoint;
        }
    
    
    
    }
    }
    

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