WPF The Easy 3D Way
Written by Mike James   
Wednesday, 10 June 2015
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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);
  }
}

 

 

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Last Updated ( Wednesday, 10 June 2015 )