WPF开发快速入门【8】WPF进行简单的3D开发
概述
本文介绍采用WPF进行3D开发的一些基础知识,还有HelixToolkit控件的介绍以及在MVVM模式下使用3D框架。
3D开发入门
官方文档对3D开发的一些基础知识已经描述的比较详细了:三维图形概述 - WPF .NET Framework | Microsoft Docs
在学习WPF 3D前应首先了解文档中介绍的一些基本概念。
通过以下代码我们创建了一个基本的立方体
![](https://images.cnblogs.com/OutliningIndicators/ContractedBlock.gif)
<Grid>
<Border Grid.Column="0" BorderThickness="1" BorderBrush="Gray">
<Viewport3D >
<Viewport3D.Camera>
<PerspectiveCamera Position="6 5 4" LookDirection="-6 -5 -4"/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight Direction="-1,-1,-1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D Positions="0 0 0 1 0 0 0 1 0 1 1 0 0 0 1 1 0 1 0 1 1 1 1 1"
TriangleIndices="2 3 1 2 1 0 7 1 3 7 5 1 6 5 7 6 4 5 6 2 0 2 0 4 2 7 3 2 6 7 0 1 5 0 5 4">
</MeshGeometry3D>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial>
<DiffuseMaterial.Brush>
<SolidColorBrush Color="Red"/>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Border>
</Grid>
可以先拷贝并修改以上代码查看效果。
HelixToolkit框架
采用原生的框架进行开发是比较困难或麻烦的,所以考虑采用第三方框架进行开发。
HelixToolkit提供一些3D模型组件,可以方便用户使用
开源项目地址:GitHub - helix-toolkit/helix-toolkit: Helix Toolkit is a collection of 3D components for .NET
先看一段设计代码:
<HelixToolkit:HelixViewport3D ShowFrameRate="True"
ZoomExtentsWhenLoaded="True"
ZoomAroundMouseDownPoint="True"
RotateAroundMouseDownPoint="True"
IsTopBottomViewOrientedToFrontBack="True"
IsViewCubeEdgeClicksEnabled="True"> <HelixToolkit:SunLight /> <ModelVisual3D x:Name="model"></ModelVisual3D> <!-- You can also add elements here in the xaml --> <HelixToolkit:GridLinesVisual3D Width="180" Length="180" MajorDistance="10" MinorDistance="10" Thickness="0.1" /> </HelixToolkit:HelixViewport3D>
控件要求所有内容应包含在HelixToolkit:HelixViewport3D标签内,包括:光照、地平线和其他模型。
模型一般采用ModelVisual3D 标签,定义模型的方式有两种:标签或代码:
用标签定义:
<ModelVisual3D>
<ModelVisual3D.Content>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D x:Name="meshMain"
Positions="50 50 50 71 60 60 60 71 60 71 71 60 60 60 71 71 60 71 60 71 71 71 71 71"
TriangleIndices="2 3 1 2 1 0 7 1 3 7 5 1 6 5 7 6 4 5 6 2 0 2 0 4 2 7 3 2 6 7 0 1 5 0 5 4">
</MeshGeometry3D>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial x:Name="matDiffuseMain">
<DiffuseMaterial.Brush>
<SolidColorBrush Color="LightPink"/>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
用代码定义:
设计端:
<ModelVisual3D x:Name="model"/>
代码端:
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
this.Loaded += MainWindow_Loaded;
}
private void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
// Create a model group
Model3DGroup modelGroup = new Model3DGroup();
MeshBuilder meshBoxBuilder = new MeshBuilder(false, false);
meshBoxBuilder.AddBox(new Point3D(0, 0, 0), 40, 40, 40);
MeshGeometry3D meshBox = meshBoxBuilder.ToMesh(true);
var whiteMaterial = MaterialHelper.CreateMaterial(Colors.Green);
var insideMaterial = MaterialHelper.CreateMaterial(Colors.Gray);
modelGroup.Children.Add(new GeometryModel3D { Geometry = meshBox, Material = whiteMaterial, BackMaterial = insideMaterial });
this.model.Content = modelGroup;
}
}
框架也支持MVVM模式
设计端:
<Window x:Class="Learn3D.Helix.MainWindow">
<Window.DataContext>
<local:MainViewModel />
</Window.DataContext>
<Grid>
<HelixToolkit:HelixViewport3D >
<!-- The content of this visual is defined in MainViewModel.cs -->
<ModelVisual3D Content="{Binding Model}" />
</HelixToolkit:HelixViewport3D>
</Grid>
</Window>
代码端:
public class MainViewModel
{
public Model3D Model { get; set; }
public MainViewModel()
{
// Create a model group
Model3DGroup modelGroup = new Model3DGroup();
// Create a mesh builder and add a box to it
MeshBuilder meshBuilder = new MeshBuilder(false, false);
meshBuilder.AddBox(new Point3D(0, 0, 0), 20, 10, 5);
// Create a mesh from the builder (and freeze it)
MeshGeometry3D mesh = meshBuilder.ToMesh(true);
// Create some materials
var blueMaterial = MaterialHelper.CreateMaterial(Colors.Red);
var insideMaterial = MaterialHelper.CreateMaterial(Colors.Yellow);
// Add model to the group (using the same mesh, that's why we had to freeze it)
modelGroup.Children.Add(new GeometryModel3D { Geometry = mesh, Transform = new TranslateTransform3D(60, 0, 60), Material = blueMaterial, BackMaterial = insideMaterial });
// Set the property, which will be bound to the Content property of the ModelVisual3D (see MainWindow.xaml)
this.Model = modelGroup;
}
}
基本上我一般不会采用这种方式,而是和Stylet框架结合使用。
HelixToolkit和Stylet框架结合
和Stylet框架相关的知识这里就不重复介绍了,不了解的可以去看我博客内的相关文章。
这里主要演示使用Stylet框架实现模型的变化。
基本原理如下:
首先建立一个模型,并绑定到ViewModel内的一个对象
前端:
<ModelVisual3D Content="{Binding ModelDynamic}" />
后端:
public Model3D ModelDynamic { get; set; }
当用户通过界面上的控件修改模型的属性时,将触发事件,在事件内重新构造模型即可实现模型的变化,包括:颜色、大小、位置、纹理等所有属性。我以颜色变化举例:
public byte Color_R { get; set; } = 0;
public byte Color_G { get; set; } = 0;
public byte Color_B { get; set; } = 0;
private void InitColorBind()
{
this.Bind(s => Color_R, (o, e) => ColorChanged());
this.Bind(s => Color_G, (o, e) => ColorChanged());
this.Bind(s => Color_B, (o, e) => ColorChanged());
}
public void ColorChanged()
{
LoadDynamicModel();
}
重新构造模型:
public Model3D ModelDynamic { get; set; }
public void LoadDynamicModel()
{
// Create some materials
var redMaterial = MaterialHelper.CreateMaterial(Color.FromRgb(Color_R, Color_G, Color_B));
var insideMaterial = MaterialHelper.CreateMaterial(Colors.Gray);
// Create a model group
Model3DGroup modelDynamic = new Model3DGroup();
//模型
MeshBuilder meshBoxBuilder = new MeshBuilder(false, false);
meshBoxBuilder.AddEllipsoid(new Point3D(20, 20, 10), 5, 5, 5);
MeshGeometry3D meshBox = meshBoxBuilder.ToMesh(true);
modelDynamic.Children.Add(new GeometryModel3D { Geometry = meshBox, Material = redMaterial, BackMaterial = insideMaterial });
this.ModelDynamic = modelDynamic;
}
加载模型
全部通过代码来实现模型是非常困难的,特别是一些较复杂的模型,可以通过3D软件进行设计,并把设计好的模型导入进来,这样就比较愉快了。
public Model3DGroup ModelBase { get; set; }
private void LoadBaseModel()
{
model_1 = LoadModel(@"D:\3DModel\1.stl");
ModelBase = new Model3DGroup();
ModelBase.Children.Add(model_1);
}
LoadModel方法如下:
![](https://images.cnblogs.com/OutliningIndicators/ContractedBlock.gif)
private Model3DGroup LoadModel(string path)
{
if (path == null)
{
return null;
}
string ext = System.IO.Path.GetExtension(path).ToLower();
Model3DGroup model;
switch (ext)
{
case ".3ds":
{
var r = new HelixToolkit.Wpf.StudioReader();
model = r.Read(path);
break;
}
case ".lwo":
{
var r = new HelixToolkit.Wpf.LwoReader();
model = r.Read(path);
break;
}
case ".obj":
{
var r = new HelixToolkit.Wpf.ObjReader();
model = r.Read(path);
break;
}
case ".objz":
{
var r = new HelixToolkit.Wpf.ObjReader();
model = r.ReadZ(path);
break;
}
case ".stl":
{
var r = new HelixToolkit.Wpf.StLReader();
model = r.Read(path);
break;
}
case ".off":
{
var r = new HelixToolkit.Wpf.OffReader();
model = r.Read(path);
break;
}
default:
throw new InvalidOperationException("File format not supported.");
}
return model;
}
该方法支持的格式比较多,推荐stl格式。
在实际件使用时,组件内是可以加入多个模型的,可以把不会变化的模型采用导入的方式来实现,有些变化的模型(尺寸、位置、颜色等)通过代码来实现。
最后需要说明的是,采用WPF进行3D开发,其功能是很有限的,很难实现较复杂的效果和交互功能,想要更好的效果可能采用Unity更加合适了。
资源
系列目录:WPF开发快速入门【0】前言与目录
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