WPF The Easy 3D Way
Written by Mike James   
Wednesday, 10 June 2015
Article Index
WPF The Easy 3D Way
Triangles
Model Groups
Listing

You can add animations to move the camera’s position, or its zoom say, in exactly the same way and create a “fly past” but to make it look impressive you will need more than a single cube and this is the start of a very big project…

If you would like the code for this project then register and click on CodeBin or you can copy and paste the listing below.

Listing

The complete program is (omitting the usual using statements):

 

using System.Windows.Media.Media3D;
using System.Windows.Media.Animation;
namespace Cube1
{
 /// <summary>
 /// Interaction logic for MainWindow.xaml
 /// </summary>
 public partial class MainWindow : Window
 {
  public MainWindow()
  {
   InitializeComponent();
  }
 
  MeshGeometry3D MCube()
  {
   MeshGeometry3D cube = new MeshGeometry3D();
   Point3DCollection corners = new
                          Point3DCollection();
   corners.Add(new Point3D(0.5, 0.5, 0.5));
   corners.Add(new Point3D(-0.5, 0.5, 0.5));
   corners.Add(new Point3D(-0.5, -0.5, 0.5));
   corners.Add(new Point3D(0.5, -0.5, 0.5));
   corners.Add(new Point3D(0.5, 0.5, -0.5));
   corners.Add(new Point3D(-0.5, 0.5, -0.5));
   corners.Add(new Point3D(-0.5, -0.5, -0.5));
   corners.Add(new Point3D(0.5, -0.5, -0.5));
   cube.Positions = corners;

   Int32[] indices ={
   //front
     0,1,2,
     0,2,3,
  //back
     4,7,6,
     4,6,5,
  //Right
     4,0,3,
     4,3,7,
  //Left
     1,5,6,
     1,6,2,
  //Top
     1,0,4,
     1,4,5,
  //Bottom
     2,6,7,
     2,7,3
  };

  Int32Collection Triangles =
                        new Int32Collection();
  foreach (Int32 index in indices)
  {
   Triangles.Add(index);
  }
  cube.TriangleIndices = Triangles;
  return cube;
 }


 private void Window_Loaded(object sender,
                           RoutedEventArgs e)
 {
  GeometryModel3D Cube1 =
                       new GeometryModel3D();
  MeshGeometry3D cubeMesh = MCube();
  Cube1.Geometry = cubeMesh;
  Cube1.Material = new DiffuseMaterial(
            new SolidColorBrush(Colors.Red));

  DirectionalLight DirLight1 =
                      new DirectionalLight();
  DirLight1.Color = Colors.White;
  DirLight1.Direction =
                    new Vector3D(-1, -1, -1);

  PerspectiveCamera Camera1 =
                     new PerspectiveCamera();
  Camera1.FarPlaneDistance = 20;
  Camera1.NearPlaneDistance = 1;
  Camera1.FieldOfView = 45;
  Camera1.Position = new Point3D(2, 2, 3);
  Camera1.LookDirection =
                    new Vector3D(-2, -2, -3);
  Camera1.UpDirection =
                       new Vector3D(0, 1, 0);

  Model3DGroup modelGroup =
                          new Model3DGroup();
  modelGroup.Children.Add(Cube1);
  modelGroup.Children.Add(DirLight1);
  ModelVisual3D modelsVisual =
                         new ModelVisual3D();
  modelsVisual.Content = modelGroup;

  Viewport3D myViewport = new Viewport3D();
  myViewport.Camera = Camera1;
  myViewport.Children.Add(modelsVisual);
  this.Canvas1.Children.Add(myViewport);
  myViewport.Height = 500;
  myViewport.Width = 500;
  Canvas.SetTop(myViewport, 0);
  Canvas.SetLeft(myViewport, 0);
  this.Width = myViewport.Width;
  this.Height = myViewport.Height;

  AxisAngleRotation3D axis =
               new AxisAngleRotation3D(
                 new Vector3D(0, 1, 0), 0);
  RotateTransform3D Rotate =
               new RotateTransform3D(axis);
  Cube1.Transform = Rotate;
  DoubleAnimation RotAngle =
                     new DoubleAnimation();
  RotAngle.From = 0;
  RotAngle.To = 360;
  RotAngle.Duration = new Duration(
               TimeSpan.FromSeconds(20.0));
  RotAngle.RepeatBehavior =
                   RepeatBehavior.Forever;
  NameScope.SetNameScope(Canvas1,
                         new NameScope());
  Canvas1.RegisterName("cubeaxis", axis);
  Storyboard.SetTargetName(RotAngle,
                             "cubeaxis");
  Storyboard.SetTargetProperty(RotAngle,
   new PropertyPath(
      AxisAngleRotation3D.AngleProperty));
  Storyboard RotCube = new Storyboard();
  RotCube.Children.Add(RotAngle);
  RotCube.Begin(Canvas1);
  }
}

 

 

Banner

 

 


BitmapSource: WPF Bitmaps

Although bitmap graphics are not a main focus of WPF it does offer some useful facilities



BitmapImage and local files

When and how to use the BitmapImage class



WriteableBitmap

WriteableBitmap gives you a bitmap object that you can modify dynamically - but exactly how to do this isn't always obvious.



RenderTargetBitmap - Visual vector to bitmap

RenderTargetBitmap will convert any Visual to a bitmap but sometimes it isn't quite as straighforward as just calling Render().



Simple WPF data binding

Find out how WPF data binding really works. It's not the binding object that matters - it's the binding expression.


Other Articles

 

picobook

 



 

Comments




or email your comment to: comments@i-programmer.info

<ASIN:0201398559>

<ASIN:1556229119>

<ASIN:1848000413>

<ASIN:0470041803>

<ASIN:159863156X>

<ASIN:0596518439>

<ASIN:1932394818>

<ASIN:1590597826>

<ASIN:0596510373>

<ASIN:3866454236@DE>

<ASIN:1590599551>

<ASIN:0735623945>

<ASIN:1430210842>

<ASIN:0672329859>

<ASIN:0979372518>

<ASIN:0672328917>



Last Updated ( Wednesday, 10 June 2015 )