Я создал объект цилиндра в C# WPF, я хочу повернуть его вдоль оси, как диск pls help
я создал 3D цилиндр в 3D в WPF в C#.я хочу, чтобы повернуть его как диск вдоль оси просьба помочь.....я отправляю мой код ниже
namespace Cylinder { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { MouseUtilities trackball; public ScreenSpaceLines3D CircleWireFrame = new ScreenSpaceLines3D(); public MainWindow() { InitializeComponent(); trackball = new MouseUtilities(); trackball.EventSource = objGrid; camera.Transform = trackball.Transform; objGrid.MouseWheel += new System.Windows.Input.MouseWheelEventHandler(objGrid_MouseWheel); Create3DCircle(new Point3D(0, 0, 1.1), new Point3D(0, 0, 1.2), Colors.Green); // Create3DCircle(new Point3D(0, 0, 1.2), new Point3D(0, 0, 1.3), Colors.White); //Create3DCircle(new Point3D(0, 0, 1.3), new Point3D(0, 0, 1.4), Colors.Orange); } private void objGrid_MouseWheel(object sender, MouseWheelEventArgs e) { e.Handled = true; } public void Create3DCircle(Point3D firstPoint, Point3D secondPoint, Color color) { ModelVisual3D models = new ModelVisual3D(); Custom3DCircle cy = new Custom3DCircle(firstPoint, secondPoint, 0.4, color, CircleWireFrame); models = cy.GetModelVisual3D(); models.Transform = new Transform3DGroup(); CircleWireFrame = cy.m_objScreenSpaceLines3D; CircleWireFrame.Color = Colors.Black; if (!this.mainViewPort.Children.Contains(CircleWireFrame)) this.mainViewPort.Children.Add(CircleWireFrame); if (!this.mainViewPort.Children.Contains(models)) this.mainViewPort.Children.Add(models); } } } #region CustomCylinder class Custom3DCircle { #region Member Variables public ModelVisual3D models = new ModelVisual3D(); public Point3D firstPoint = new Point3D(); public Point3D secondPoint = new Point3D(); public Color WellColors = Colors.Purple; public double radius; public ScreenSpaceLines3D m_objScreenSpaceLines3D; #endregion #region Constructor public Custom3DCircle(Point3D objfirstPoint,Point3D objSecondPoint, double objRadius, Color objColor, ScreenSpaceLines3D objScreenSpaceLines3D) { firstPoint = objfirstPoint; secondPoint = objSecondPoint; WellColors = objColor; radius = objRadius; m_objScreenSpaceLines3D = objScreenSpaceLines3D; } #endregion #region Methods public ModelVisual3D GetModelVisual3D() { var midPoint = (firstPoint - secondPoint); models = Get3Dcircle(GetSurfaceMaterial(WellColors),secondPoint,radius,midPoint.Z); return models; } public ModelVisual3D Get3Dcircle(MaterialGroup materialGroup, Point3D midPoint, double radius, double depth) { var Circle3D = new Model3DGroup(); var nearCircle = new circle(); var farCircle = new circle(); 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) { Circle3D.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle)); Circle3D.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle)); Circle3D.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle.P2, farCircle.CurrentTriangle.P1, nearCircle.CurrentTriangle.P2)); Circle3D.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 = Circle3D }; return model; } public class circle { public circle() { 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; } } 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); m_objScreenSpaceLines3D.Points.Add(p1); m_objScreenSpaceLines3D.Points.Add(p2); 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); } 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; } #endregion } #endregion
Что я уже пробовал:
namespace Cylinder { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { MouseUtilities trackball; public ScreenSpaceLines3D CircleWireFrame = new ScreenSpaceLines3D(); public MainWindow() { InitializeComponent(); trackball = new MouseUtilities(); trackball.EventSource = objGrid; camera.Transform = trackball.Transform; objGrid.MouseWheel += new System.Windows.Input.MouseWheelEventHandler(objGrid_MouseWheel); Create3DCircle(new Point3D(0, 0, 1.1), new Point3D(0, 0, 1.2), Colors.Green); // Create3DCircle(new Point3D(0, 0, 1.2), new Point3D(0, 0, 1.3), Colors.White); //Create3DCircle(new Point3D(0, 0, 1.3), new Point3D(0, 0, 1.4), Colors.Orange); } private void objGrid_MouseWheel(object sender, MouseWheelEventArgs e) { e.Handled = true; } public void Create3DCircle(Point3D firstPoint, Point3D secondPoint, Color color) { ModelVisual3D models = new ModelVisual3D(); Custom3DCircle cy = new Custom3DCircle(firstPoint, secondPoint, 0.4, color, CircleWireFrame); models = cy.GetModelVisual3D(); models.Transform = new Transform3DGroup(); CircleWireFrame = cy.m_objScreenSpaceLines3D; CircleWireFrame.Color = Colors.Black; if (!this.mainViewPort.Children.Contains(CircleWireFrame)) this.mainViewPort.Children.Add(CircleWireFrame); if (!this.mainViewPort.Children.Contains(models)) this.mainViewPort.Children.Add(models); } } } #region CustomCylinder class Custom3DCircle { #region Member Variables public ModelVisual3D models = new ModelVisual3D(); public Point3D firstPoint = new Point3D(); public Point3D secondPoint = new Point3D(); public Color WellColors = Colors.Purple; public double radius; public ScreenSpaceLines3D m_objScreenSpaceLines3D; #endregion #region Constructor public Custom3DCircle(Point3D objfirstPoint,Point3D objSecondPoint, double objRadius, Color objColor, ScreenSpaceLines3D objScreenSpaceLines3D) { firstPoint = objfirstPoint; secondPoint = objSecondPoint; WellColors = objColor; radius = objRadius; m_objScreenSpaceLines3D = objScreenSpaceLines3D; } #endregion #region Methods public ModelVisual3D GetModelVisual3D() { var midPoint = (firstPoint - secondPoint); models = Get3Dcircle(GetSurfaceMaterial(WellColors),secondPoint,radius,midPoint.Z); return models; } public ModelVisual3D Get3Dcircle(MaterialGroup materialGroup, Point3D midPoint, double radius, double depth) { var Circle3D = new Model3DGroup(); var nearCircle = new circle(); var farCircle = new circle(); 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) { Circle3D.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle)); Circle3D.Children.Add(CreateTriangleModel(materialGroup, nearCircle.CurrentTriangle)); Circle3D.Children.Add(CreateTriangleModel(materialGroup, farCircle.CurrentTriangle.P2, farCircle.CurrentTriangle.P1, nearCircle.CurrentTriangle.P2)); Circle3D.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 = Circle3D }; return model; } public class circle { public circle() { 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; } } 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); m_objScreenSpaceLines3D.Points.Add(p1); m_objScreenSpaceLines3D.Points.Add(p2); 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); } 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; } #endregion } #endregion