How would one go about either using the 3D components of WPF or using a pseudo 3D effect to create a "Bowl" effect, where the user is looking down on a bowl and can drag around rectangles and have the rectangles perspective change so that it looks like they move up, down and around the bowl? I'm not after any gravity effects or anything, just when the items move, I need their perspective to be adjusted...
EDIT: I have been looking into the actual 3D effects available in WPF which do seem very very powerful, so maybe someone could help in getting a half sphere on my app and then binging some 3D meshes (rectangles) to its surface?
Any thoughts?
Thanks,
Mark
Ahh right, here you go then - you can drag the red rectangle around the bowl now - enjoy!
<Window x:Class="wpfbowl.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="500" Width="500"
DataContext="{Binding RelativeSource={RelativeSource Self}}" MouseDown="Window_MouseDown" MouseMove="Window_MouseMove" MouseUp="Window_MouseUp" >
<Window.Resources>
<Transform3DGroup x:Key="WorldTrans">
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="myAngleRotation" Axis="0,0,1" Angle="{Binding RotationLeftRight}" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="myAngleRotation2" Axis="1,0,0" Angle="{Binding RotationUpDown}" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</Transform3DGroup>
</Window.Resources>
<StackPanel>
<Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Margin="0" Height="500" >
<Viewport3D.Camera>
<PerspectiveCamera
LookDirection="0,5,0"
UpDirection="0,0,1"
Position="0,-10,0"
/>
</Viewport3D.Camera>
<ModelVisual3D >
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<PointLight Position="0,-10,0" Range="150" Color="White" />
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</ModelVisual3D>
<ModelVisual3D Transform="{StaticResource WorldTrans}">
<ModelVisual3D Content="{Binding Models}">
</ModelVisual3D>
</ModelVisual3D>
<ModelVisual3D >
<ModelVisual3D Content="{Binding BowlModel}">
</ModelVisual3D>
</ModelVisual3D>
</Viewport3D>
</StackPanel>
</Window>
and the code behind ...
using System;
using System.ComponentModel;
using System.Timers;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Threading;
using System.Windows;
using System.Windows.Input;
namespace wpfbowl
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : INotifyPropertyChanged
{
public Window1()
{
InitModels();
InitializeComponent();
}
private Model3DGroup _cube;
private bool _cubeSelected;
private bool _cubeMoving;
private Point3D _startPoint;
private Point3D _currentPoint;
public void InitModels()
{
const int bowlQuality = 20;
Models = new Model3DGroup();
BowlModel = new Model3DGroup();
_cube = GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 2.6, 0), new Size3D(1.5, 0.2, 2));
Models.Children.Add(_cube);
var bowl = CreateBowl(new Point3D(0, 0, 0), 3, bowlQuality, bowlQuality, GetSurfaceMaterial(Colors.Green));
BowlModel.Children.Add(bowl);
}
private readonly Timer _timer;
public Model3DGroup Models { get; set; }
public Model3DGroup BowlModel { get; set; }
private double _rotationLeftRight;
public double RotationLeftRight
{
get { return _rotationLeftRight; }
set
{
if (_rotationLeftRight == value) return;
_rotationLeftRight = value;
OnPropertyChanged("RotationLeftRight");
}
}
private double _rotationUpDown;
public double RotationUpDown
{
get { return _rotationUpDown; }
set
{
if (_rotationUpDown == value) return;
_rotationUpDown = value;
OnPropertyChanged("RotationUpDown");
}
}
public static Model3DGroup CreateBowl(Point3D center, double radius, int u, int v, MaterialGroup materialGroup)
{
var bowl = new Model3DGroup();
if (u < 2 || v < 2) return null;
var pts = new Point3D[u, v];
for (var i = 0; i < u; i++)
{
for (var j = 0; j < v; j++)
{
pts[i, j] = GetPosition(radius, i * 180 / (u - 1), j * 360 / (v - 1));
pts[i, j] += (Vector3D)center;
}
}
var p = new Point3D[4];
for (var i = 0; i < (u /2) - 1; i++)
{
for (var 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];
bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[1], p[2]));
bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[1], p[0]));
bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[3], p[0]));
bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[3], p[2]));
}
}
return bowl;
}
private static 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 static 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);
}
private static Point3D GetPosition(double radius, double theta, double phi)
{
var pt = new Point3D();
var snt = Math.Sin(theta * Math.PI / 180);
var cnt = Math.Cos(theta * Math.PI / 180);
var snp = Math.Sin(phi * Math.PI / 180);
var cnp = Math.Cos(phi * Math.PI / 180);
pt.X = radius * snt * cnp;
pt.Y = radius * cnt;
pt.Z = -radius * snt * snp;
return pt;
}
public static 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 static Model3DGroup 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));
return cube;
}
#region INotifyPropertyChanged Members
public event PropertyChangedEventHandler PropertyChanged;
protected void OnPropertyChanged(string name)
{
var handler = PropertyChanged;
if (handler != null)
{
handler(this, new PropertyChangedEventArgs(name));
}
}
#endregion
private void Window_MouseDown(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
var mousePos = e.GetPosition(mainViewport);
var hitParams = new PointHitTestParameters(mousePos);
VisualTreeHelper.HitTest(mainViewport, null, ResultCallback, hitParams);
}
public HitTestResultBehavior ResultCallback(HitTestResult result)
{
// Did we hit 3D?
var rayResult = result as RayHitTestResult;
if (rayResult != null)
{
// Did we hit a MeshGeometry3D?
var rayMeshResult = rayResult as RayMeshGeometry3DHitTestResult;
if (rayMeshResult != null)
{
if (_cubeSelected)
{
_cubeMoving = true;
_currentPoint = rayMeshResult.PointHit;
RotationLeftRight = (_startPoint.X - _currentPoint.X) * 15;
RotationUpDown = (_currentPoint.Z -_startPoint.Z)*15;
}
else
{
var model = rayMeshResult.ModelHit;
foreach (var c in _cube.Children)
{
if (c.GetType() != typeof(Model3DGroup)) continue;
var model3DGroup = (Model3DGroup)c;
foreach (var sc in model3DGroup.Children)
{
if (model != sc) continue;
_cubeSelected = true;
_startPoint = rayMeshResult.PointHit;
}
}
}
}
}
return HitTestResultBehavior.Continue;
}
private void Window_MouseMove(object sender, System.Windows.Input.MouseEventArgs e)
{
if (!_cubeSelected) return;
var mousePos = e.GetPosition(mainViewport);
var hitParams = new PointHitTestParameters(mousePos);
VisualTreeHelper.HitTest(mainViewport, null, ResultCallback, hitParams);
}
private void Window_MouseUp(object sender, MouseButtonEventArgs e)
{
if (!_cubeSelected) return;
_cubeSelected = false;
_cubeMoving = false;
}
}
}
Here you go, I wasn't quite sure what you meant about the rectangles so I've just added four red rectangles around the opening of a green bowl.
Cheers,
Andy
Xaml first ...
<Window x:Class="wpfbowl.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="500" Width="500"
DataContext="{Binding RelativeSource={RelativeSource Self}}">
<Window.Resources>
<Transform3DGroup x:Key="WorldTrans">
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="myAngleRotation" Axis="0,0,1" Angle="{Binding Rotation}" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</Transform3DGroup>
</Window.Resources>
<StackPanel>
<Viewport3D Name="mainViewport" ClipToBounds="True" HorizontalAlignment="Stretch" Margin="0" Height="500" >
<Viewport3D.Camera>
<PerspectiveCamera
LookDirection="0,5,0"
UpDirection="0,0,1"
Position="0,-10,0"
/>
</Viewport3D.Camera>
<ModelVisual3D >
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<PointLight Position="0,-10,0" Range="150" Color="White" />
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</ModelVisual3D>
<ModelVisual3D Transform="{StaticResource WorldTrans}">
<ModelVisual3D Content="{Binding Models}">
</ModelVisual3D>
</ModelVisual3D>
</Viewport3D>
</StackPanel>
</Window>
... and heres the code behind ...
using System;
using System.ComponentModel;
using System.Timers;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Threading;
namespace wpfbowl
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : INotifyPropertyChanged
{
public Window1()
{
InitModels();
InitializeComponent();
_timer = new Timer(100);
_timer.Elapsed += TimerElapsed;
_timer.Enabled = true;
}
void TimerElapsed(object sender, ElapsedEventArgs e)
{
Dispatcher.Invoke(DispatcherPriority.Normal, new Action<double>(Transform), 2);
}
private void Transform(double value)
{
Rotation += value;
}
public void InitModels()
{
const int bowlQuality = 20;
Models = new Model3DGroup();
var sphere = CreateBowl(new Point3D(0, 0, 0), 3, bowlQuality, bowlQuality, GetSurfaceMaterial(Colors.Green));
Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(3, 0, 0), new Size3D(1.5, 0.2, 2)));
Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(-3, 0, 0), new Size3D(1.5, 0.2, 2)));
Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, 3), new Size3D(1.5, 0.2, 2)));
Models.Children.Add(GetCube(GetSurfaceMaterial(Colors.Red), new Point3D(0, 0, -3), new Size3D(1.5, 0.2, 2)));
Models.Children.Add(sphere);
}
private readonly Timer _timer;
public Model3DGroup Models { get; set; }
private double _rotation;
public double Rotation
{
get { return _rotation; }
set
{
if (_rotation == value) return;
_rotation = value;
OnPropertyChanged("Rotation");
}
}
public static Model3DGroup CreateBowl(Point3D center, double radius, int u, int v, MaterialGroup materialGroup)
{
var bowl = new Model3DGroup();
if (u < 2 || v < 2) return null;
var pts = new Point3D[u, v];
for (var i = 0; i < u; i++)
{
for (var j = 0; j < v; j++)
{
pts[i, j] = GetPosition(radius, i * 180 / (u - 1), j * 360 / (v - 1));
pts[i, j] += (Vector3D)center;
}
}
var p = new Point3D[4];
for (var i = 0; i < (u /2) - 1; i++)
{
for (var 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];
bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[1], p[2]));
bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[1], p[0]));
bowl.Children.Add(CreateTriangleModel(materialGroup, p[2], p[3], p[0]));
bowl.Children.Add(CreateTriangleModel(materialGroup, p[0], p[3], p[2]));
}
}
return bowl;
}
private static 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 static 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);
}
private static Point3D GetPosition(double radius, double theta, double phi)
{
var pt = new Point3D();
var snt = Math.Sin(theta * Math.PI / 180);
var cnt = Math.Cos(theta * Math.PI / 180);
var snp = Math.Sin(phi * Math.PI / 180);
var cnp = Math.Cos(phi * Math.PI / 180);
pt.X = radius * snt * cnp;
pt.Y = radius * cnt;
pt.Z = -radius * snt * snp;
return pt;
}
public static 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 static Model3DGroup 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));
return cube;
}
#region INotifyPropertyChanged Members
public event PropertyChangedEventHandler PropertyChanged;
protected void OnPropertyChanged(string name)
{
var handler = PropertyChanged;
if (handler != null)
{
handler(this, new PropertyChangedEventArgs(name));
}
}
#endregion
}
}
Related
Hey there,
the generation of my Point3DCollection works fine and i get the Mesh in the Viewport3D (https://imgur.com/5Hzitw2), but the calculateNoise() doesnt update my bound Positions in the Viewport3D even though the OnPropertyChanged Method in my ViewModel get's called. What am I doing wrong here?
Thanks in advance,
KonstIT
XAML:
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera x:Name="camera"/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<DirectionalLight Color="White" Direction="-1, -1, -3" />
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D Positions="{Binding Positions}" TriangleIndices="{Binding TriangleIndices}"/>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Brush="White"/>
</GeometryModel3D.Material>
</GeometryModel3D>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
ViewportViewModel:
internal class ViewportViewModel : INotifyPropertyChanged
{
private int _terrainSize;
private Point3DCollection _positions;
private Int32Collection _triangleIndices;
private Random random = new Random();
public Point3DCollection Positions
{
get
{
return _positions;
}
set
{
_positions = value;
OnPropertyChanged("Positions");
}
}
public Int32Collection TriangleIndices
{
get
{
return _triangleIndices;
}
set
{
_triangleIndices = value;
OnPropertyChanged("TriangleIndices");
}
}
public ViewportViewModel()
{
_terrainSize = 56;
_positions = new Point3DCollection();
_triangleIndices = new Int32Collection();
GeneratePositions();
GenerateTriangleIndices();
CalculateNoiseCommand = new CalculateNoiseCommand(this);
}
private void GeneratePositions()
{ //Works }
private void GenerateTriangleIndices()
{ //Works }
//Handling
...
internal void CalculateNoise()
{
for (int i = 0; i < _terrainSize * _terrainSize; i++)
{
Point3D point = new Point3D();
point = Positions[i];
point.Y = random.Next(10) / 10.0;
Positions[i] = point;
}
OnPropertyChanged("Positions");
}
#region INotifyPropertyChanged Members
public event PropertyChangedEventHandler PropertyChanged;
private void OnPropertyChanged(string propertyName)
{
if (PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs(propertyName));
Console.WriteLine("ViewportViewModel: " + propertyName);
}
}
#endregion
}
The Code to replace the current Point3DCollection. It's the same as the GeneratePositions() which is called at the constructor, just with the Positions.Clear() method at the beginning. It's called via the CalculateNoise().
private void ReplacePositions()
{
if(Positions.Count > 0)
{
Positions.Clear();
}
var column = 0;
var row = 0;
Point3D point = new Point3D();
for (int i = 0; i < _terrainSize * _terrainSize; i++)
{
for (int j = 0; j < 3; j++)
{
if (j == 0)
point.X = ((float)column / ((float)_terrainSize - 1) - 0.5) * 2;
if (j == 1)
point.Y = 0;
if (j == 2)
point.Z = ((float)row / ((float)_terrainSize - 1) - 0.5) * 2;
}
Positions.Add(point);
// Calculate next row & column
column++;
if (column % _terrainSize == 0)
{
row++;
}
column %= _terrainSize;
}
}
internal void CalculateNoise()
{
ReplacePositions();
OnPropertyChanged("Positions");
}
public class GeometryTips : ViewModelBase
{
#region " Private Fields "
private int _terrainSize = 56;
private Random random = new Random();
#endregion
#region " Public Properties "
#region " MeshGeo "
private MeshGeometry3D _MeshGeo;
public MeshGeometry3D MeshGeo
{
get { return _MeshGeo; }
set { this.Set(ref _MeshGeo, value); }
}
#endregion
#endregion
#region " Commands "
#region " Create3DCommand "
public RelayCommand Create3DCommand { get; private set; }
private void Create3D()
{
for (int i = 0; i < _terrainSize * _terrainSize; i++)
{
Point3D point = new Point3D();
point = MeshGeo.Positions[i];
point.Y = random.Next(10) / 10.0;
MeshGeo.Positions[i] = point;
}
}
#endregion
#endregion
#region " Constructor "
/// <summary>
/// GeometryTips
/// </summary>
public GeometryTips()
{
this.Create3DCommand = new RelayCommand(Create3D);
this._MeshGeo = new MeshGeometry3D();
GeneratePositions();
GenerateTriangleIndices();
}
#endregion
#region " Private Functions "
#region " GeneratePositions "
/// <summary>
/// GeneratePositions
/// </summary>
private void GeneratePositions()
{
var column = 0;
var row = 0;
Point3D point = new Point3D();
for (int i = 0; i < _terrainSize * _terrainSize; i++)
{
for (int j = 0; j < 3; j++)
{
if (j == 0)
point.X = ((float)column / ((float)_terrainSize - 1) - 0.5) * 2;
if (j == 1)
point.Y = 0;
if (j == 2)
point.Z = ((float)row / ((float)_terrainSize - 1) - 0.5) * 2;
}
_MeshGeo.Positions.Add(point);
// Calculate next row & column
column++;
if (column % _terrainSize == 0)
{
row++;
}
column %= _terrainSize;
}
}
#endregion
#region " GenerateTriangleIndices "
/// <summary>
/// GenerateTriangleIndices
/// </summary>
private void GenerateTriangleIndices()
{
var value = 0;
for (int i = 0; i < _terrainSize * _terrainSize - _terrainSize; i++)
{
for (int triangle = 0; triangle < 3; triangle++)
{
if (i % _terrainSize == 0)
{
break;
}
if (triangle == 0)
{
value = i;
}
else if (triangle == 1)
{
value = i + triangle + _terrainSize - 2;
}
else if (triangle == 2)
{
value = i + triangle + _terrainSize - 2;
}
_MeshGeo.TriangleIndices.Add(value);
}
for (int triangle = 0; triangle < 3; triangle++)
{
if (i > 0 && ((i + 1) % _terrainSize) == 0)
{
break;
}
if (triangle == 0)
{
value = i + triangle;
}
else if (triangle == 1)
{
value = i + triangle + _terrainSize - 1;
}
else if (triangle == 2)
{
value = i + triangle - 1;
}
_MeshGeo.TriangleIndices.Add(value);
}
}
}
#endregion
#endregion
}
I created this viewmodel with MVVM Light.
I use a MeshGeometry3D class to bind against.
Here is my xaml:
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="10"></ColumnDefinition>
<ColumnDefinition></ColumnDefinition>
<ColumnDefinition Width="10"></ColumnDefinition>
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="10"></RowDefinition>
<RowDefinition></RowDefinition>
<RowDefinition Height="Auto"></RowDefinition>
<RowDefinition Height="10"></RowDefinition>
</Grid.RowDefinitions>
<Viewport3D Grid.Column="1" Grid.Row="1">
<Viewport3D.Camera>
<PerspectiveCamera x:Name="camera"/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<DirectionalLight Direction="-1, -1, -3"/>
<GeometryModel3D Geometry="{Binding MeshGeo}">
<GeometryModel3D.Material>
<DiffuseMaterial Brush="White"/>
</GeometryModel3D.Material>
</GeometryModel3D>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
<Button Grid.Column="1" Grid.Row="2" Content="Handle" Command="{Binding Create3DCommand}"></Button>
</Grid>
This was working for me, hope it helps...
We have 3D models in WPF and use a cursor made from a Canvas and some internal parts. We turn the HW cursor off and move the Canvas through MouseEvent. The issue is that there are terrible artifacts on the screen as you move from left to right (not nearly as bad right to left). I have played with snaptodevicepixels, Edge mode and nvidea AA settings but the only thing that "fixes" is setting edge mode to aliased for the 3dviewport - and we don't want that. I have even made the cursor completely transparent and it still leaves artifacts.
I broke out some of the code for demonstration. You can especially see the artifacts moving upper-left to lower-right.
Anyone think they can help me out here? I'm head banging and not in a good way. It's looking more like a bug in the AA code.
Thanks
T
FYI: I used some Petzold code here for the beach ball.
Bad AA BeachBall
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Shapes;
namespace Cursoraa2
{
class Program : Window
{
[STAThread]
public static void Main() => new Application().Run(new Program());
public Program()
{
Width = 500;
Height = 500;
var grid = new Grid();
var viewport = new Viewport3D();
grid.Children.Add(viewport);
Content = grid;
//RenderOptions.SetEdgeMode(viewport,EdgeMode.Aliased);
DynamicCurosr.Start(grid, grid, 40, Color.FromArgb(40, 0x33, 0x33, 0xff), Colors.Blue);
MouseMove += MainWindow_MouseMove;
MakeBeachBallSphere(viewport);
}
private void MainWindow_MouseMove(object sender, MouseEventArgs e) => DynamicCurosr.Move(e.GetPosition(this));
public void MakeBeachBallSphere(Viewport3D viewport)
{
// Get the MeshGeometry3D from the GenerateSphere method.
var mesh = GenerateSphere(new Point3D(0, 0, 0), 1, 36, 18);
mesh.Freeze();
// Define a brush for the sphere.
var brushes = new Brush[6] { Brushes.Red, Brushes.Blue,
Brushes.Yellow, Brushes.Orange,
Brushes.White, Brushes.Green };
var drawgrp = new DrawingGroup();
for (var i = 0; i < brushes.Length; i++)
{
var rectgeo = new RectangleGeometry(new Rect(10 * i, 0, 10, 60));
var geodraw = new GeometryDrawing(brushes[i], null, rectgeo);
drawgrp.Children.Add(geodraw);
}
var drawbrsh = new DrawingBrush(drawgrp);
drawbrsh.Freeze();
// Define the GeometryModel3D.
var geomod = new GeometryModel3D
{
Geometry = mesh,
Material = new DiffuseMaterial(drawbrsh)
};
// Create a ModelVisual3D for the GeometryModel3D.
var modvis = new ModelVisual3D { Content = geomod };
viewport.Children.Add(modvis);
// Create another ModelVisual3D for light.
var modgrp = new Model3DGroup();
modgrp.Children.Add(new AmbientLight(Color.FromRgb(128, 128, 128)));
modgrp.Children.Add(new DirectionalLight(Color.FromRgb(128, 128, 128), new Vector3D(2, -3, -1)));
modvis = new ModelVisual3D {Content = modgrp};
viewport.Children.Add(modvis);
// Create the camera.
var cam = new PerspectiveCamera(new Point3D(0, 0, 8), new Vector3D(0, 0, -1), new Vector3D(0, 1, 0), 45);
viewport.Camera = cam;
// Create a transform for the GeometryModel3D.
var axisangle = new AxisAngleRotation3D(new Vector3D(1, 1, 0), 180);
var rotate = new RotateTransform3D(axisangle);
geomod.Transform = rotate;
// Animate the RotateTransform3D.
//DoubleAnimation anima = new DoubleAnimation(360, new Duration(TimeSpan.FromSeconds(5)));
//anima.RepeatBehavior = RepeatBehavior.Forever;
//axisangle.BeginAnimation(AxisAngleRotation3D.AngleProperty, anima);
}
MeshGeometry3D GenerateSphere(Point3D center, double radius, int slices, int stacks)
{
// Create the MeshGeometry3D.
var mesh = new MeshGeometry3D();
// Fill the Position, Normals, and TextureCoordinates collections.
for (var stack = 0; stack <= stacks; stack++)
{
var phi = Math.PI / 2 - stack * Math.PI / stacks;
var y = radius * Math.Sin(phi);
var scale = -radius * Math.Cos(phi);
for (var slice = 0; slice <= slices; slice++)
{
var theta = slice * 2 * Math.PI / slices;
var x = scale * Math.Sin(theta);
var z = scale * Math.Cos(theta);
var normal = new Vector3D(x, y, z);
mesh.Normals.Add(normal);
mesh.Positions.Add(normal + center);
mesh.TextureCoordinates.Add(
new Point((double)slice / slices,
(double)stack / stacks));
}
}
// Fill the TriangleIndices collection.
for (var stack = 0; stack < stacks; stack++)
for (var slice = 0; slice < slices; slice++)
{
var n = slices + 1; // Keep the line length down.
if (stack != 0)
{
mesh.TriangleIndices.Add((stack + 0) * n + slice);
mesh.TriangleIndices.Add((stack + 1) * n + slice);
mesh.TriangleIndices.Add((stack + 0) * n + slice + 1);
}
if (stack != stacks - 1)
{
mesh.TriangleIndices.Add((stack + 0) * n + slice + 1);
mesh.TriangleIndices.Add((stack + 1) * n + slice);
mesh.TriangleIndices.Add((stack + 1) * n + slice + 1);
}
}
return mesh;
}
}
public static class DynamicCurosr
{
static public bool InSession { get; private set; }
private static Panel theCursor;
private static readonly ScaleTransform ScaleTransform = new ScaleTransform(1, 1);
private static readonly MatrixTransform MatrixTransform = new MatrixTransform(1, 0, 0, 1, 0, 0);
private static Color defaultFill = Color.FromArgb(20, 255, 255, 255);
private static Color fillFromUser;
private static double strokeFromUser = 0;
private static Color strokeColorFromUser = Colors.Black;
private static int centerDotSizeFromUser = 10; // need to get from user
private static double initialDiameter = double.NaN;
private static Panel cursorPanel;
private static Panel mousePanel;
public static bool Start(Panel cursorPanelIn, Panel mousePanelIn, double radius)
{
return Start(cursorPanelIn, mousePanelIn, radius, defaultFill);
}
public static bool Start(Panel cursorPanelIn, Panel mousePanelIn, double radius, Color fill, Color strokeColor = default(Color), double strokeSize = .16)
{
strokeColor = strokeColor == default(Color) ? Colors.Black : strokeColor;
strokeColorFromUser = strokeColor;
fillFromUser = fill;
strokeFromUser = strokeColor == default(Color) ? 0 : strokeSize;
initialDiameter = double.IsNaN(initialDiameter) ? radius * 2 : initialDiameter;
return Start(cursorPanelIn, mousePanelIn);
}
private static bool Start(Panel cursorPanelIn, Panel mousePanelIn)
{
if (InSession) return false;
cursorPanel = cursorPanelIn;
mousePanel = mousePanelIn;
var point = Mouse.GetPosition(cursorPanel);
theCursor = MakeACursor(theCursor, initialDiameter / 2);
InSession = true;
cursorPanel.Cursor = Cursors.None;
theCursor.Visibility = Visibility.Visible;
Move(point);
if (cursorPanel.Children.Contains(theCursor))
return false;
cursorPanel.Children.Add(theCursor);
Mouse.OverrideCursor = Cursors.None;
return true;
}
public static void Stop()
{
if (InSession)
{
Mouse.OverrideCursor = null;
theCursor.Visibility = Visibility.Collapsed;
cursorPanel.Children.Remove(theCursor);
InSession = false;
}
}
public static void Move(Point point)
{
if (InSession && theCursor.Visibility == Visibility.Visible)
{
var m = MatrixTransform.Matrix;
m.OffsetX = point.X - theCursor.Width / 2;
m.OffsetY = point.Y - theCursor.Height / 2;
MatrixTransform.Matrix = m;
theCursor.RenderTransform = MatrixTransform;
}
}
public static Panel MakeACursor(Panel theCursor, double radius, Color fillColorIn = default(Color), Color strokeColorIn = default(Color))
{
var strokeColor = new SolidColorBrush(strokeColorIn == default(Color) ? strokeColorFromUser : strokeColorIn);
if (theCursor == null)
{
theCursor = new Grid()
{
Width = radius * 2,
Height = radius * 2,
Background = null,
VerticalAlignment = VerticalAlignment.Top,
HorizontalAlignment = HorizontalAlignment.Left,
RenderTransform = ScaleTransform,
RenderTransformOrigin = new Point(.5, .5),
};
var cursorElement = new Ellipse
{
Width = radius * 2,
Height = radius * 2,
Fill = new SolidColorBrush(fillColorIn == default(Color) ? fillFromUser : fillColorIn),
HorizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment = VerticalAlignment.Top,
StrokeThickness = strokeFromUser,
Stroke = strokeColor,
RenderTransformOrigin = new Point(.5, .5)
};
theCursor.Children.Add(cursorElement);
}
MakeCursorOverlay(theCursor, radius, strokeColor);
return theCursor;
}
public static void MakeCursorOverlay(Panel theCursor, double radius, SolidColorBrush strokeColor)
{
var save = theCursor.Children[0];
theCursor.Children.Clear();
theCursor.Children.Add(save);
var circle = new Ellipse
{
Width = centerDotSizeFromUser,
Height = centerDotSizeFromUser,
Fill = null,
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
StrokeThickness = strokeFromUser,
Stroke = strokeColor,
RenderTransformOrigin = new Point(.5, .5)
};
theCursor.Children.Add(circle);
}
}
}
I don't know how to describe my problem so I try to show you:
These ellipses are actually circles. When I resize the window I can get that:
Like you see, now I have a circles, but sometimes despite the window resize, I can't get it. If anybody know what I need to change that I don't need to resize anymore?
This is my plot window:
<Window x:Class="View.Views.PlotWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:oxy="http://oxyplot.org/wpf"
Title="PlotWindow" MinHeight="600" MinWidth="800" WindowStartupLocation="CenterScreen">
<oxy:PlotView Model="{Binding PlotModel}" />
</Window>
and methods creating plot model.
public override PlotModel DrawPlot(Data data)
{
ObservableCollection<Radial> radials = ((RdData)data).Radials;
if (data.Records[0].Items.Count > 2)
return null;
PlotModel model = new PlotModel();
int i = 0;
foreach (var r in radials)
{
var rad = generateRadialFunc(r);
var series = new FunctionSeries();
foreach (var p in rad)
{
series.Points.Add(new DataPoint(p[0], p[1]));
}
series.MarkerSize = 2;
series.MarkerStrokeThickness = 1;
series.Title = "Radial (" + string.Format("{0:N2}", r.centerCoordinates.Items[0].Value) + ';' + string.Format("{0:N2}", r.centerCoordinates.Items[1].Value) + ')';
i++;
model.Series.Add(series);
}
scatterAndAxis(model, data);
return model;
}
protected double[][] generateRadialFunc(Radial radial)
{
double[][] rad = new double[3600][];
int j = 0;
for (double i = 0.0; i <= 360.0; i+=0.1)
{
rad[j] = new double[2];
double angle = i * Math.PI / 180;
rad[j][0] = radial.centerCoordinates.Items[0].Value + radial.R * Math.Cos(angle);
rad[j][1] = radial.centerCoordinates.Items[1].Value + radial.R * Math.Sin(angle);
j++;
}
return rad;
}
I need to draw a point in 3D using WPF. I am using class ScreenSpaceLines3D to draw a line in 3D, but I'm not able to draw point in 3D (while model zooming). Can anybody help me? Some example code would be appreciated. Thanks
Use PointsVisual3D class from helixtoolkit, with it you can add points on viewport with color, size. Even you can apply transforms, too.
A point can't be seen, because it has no surface area. WPF 3d is not a ray tracing engine, unfortunately.
However, someone built a pretty nice ray-tracing starter library. This project is a good starting point if you want to do ray-tracing with WPF: http://raytracer.codeplex.com/.
It is not so complicated task.
Download the Helix3D Library
Find the sphere mesh code in samples
Attach the scphere's radius to zooming realization.
i can create a PointVisual3d Own Class. The code of PointVisual3D is below i think this one is helpful for you...
public class PointVisual3D:ModelVisual3D
{
private readonly GeometryModel3D _model;
private readonly MeshGeometry3D _mesh;
private Matrix3D _visualToScreen;
private Matrix3D _screenToVisual;
public PointVisual3D()
{
_mesh = new MeshGeometry3D();
_model = new GeometryModel3D();
_model.Geometry = _mesh;
SetColor(this.Color);
this.Content = _model;
this.Points = new Point3DCollection();
CompositionTarget.Rendering += OnRender;
}
private void OnRender(object sender, EventArgs e)
{
if (Points.Count == 0 && _mesh.Positions.Count == 0)
{
return;
}
if (UpdateTransforms() && MainWindow.mousedown==false)
{
RebuildGeometry();
}
}
public static readonly DependencyProperty ColorProperty = DependencyProperty.Register("Color", typeof(Color), typeof(PointVisual3D), new PropertyMetadata(Colors.White, OnColorChanged));
private static void OnColorChanged(DependencyObject sender, DependencyPropertyChangedEventArgs args)
{
((PointVisual3D)sender).SetColor((Color)args.NewValue);
}
private void SetColor(Color color)
{
MaterialGroup unlitMaterial = new MaterialGroup();
unlitMaterial.Children.Add(new DiffuseMaterial(new SolidColorBrush(Colors.Black)));
unlitMaterial.Children.Add(new EmissiveMaterial(new SolidColorBrush(color)));
unlitMaterial.Freeze();
_model.Material = unlitMaterial;
_model.BackMaterial = unlitMaterial;
}
public Color Color
{
get { return (Color)GetValue(ColorProperty); }
set { SetValue(ColorProperty, value); }
}
//public static readonly DependencyProperty ThicknessProperty = DependencyProperty.Register("Thickness", typeof(double), typeof(PointVisual3D), new PropertyMetadata(1.0, OnThicknessChanged));
//private static void OnThicknessChanged(DependencyObject sender, DependencyPropertyChangedEventArgs args)
//{
// ((PointVisual3D)sender).GeometryDirty();
//}
//public double Thickness
//{
// get { return (double)GetValue(ThicknessProperty); }
// set { SetValue(ThicknessProperty, value); }
//}
public static readonly DependencyProperty PointsProperty = DependencyProperty.Register("Points", typeof(Point3DCollection), typeof(PointVisual3D), new PropertyMetadata(null, OnPointsChanged));
private static void OnPointsChanged(DependencyObject sender, DependencyPropertyChangedEventArgs args)
{
((PointVisual3D)sender).GeometryDirty();
}
public Point3DCollection Points
{
get { return (Point3DCollection)GetValue(PointsProperty); }
set { SetValue(PointsProperty, value); }
}
private void GeometryDirty()
{
_visualToScreen = MathUtils.ZeroMatrix;
}
private void RebuildGeometry()
{
//double halfThickness = Thickness / 2.0;
//int numLines = Points.Count / 2;
//Point3DCollection positions = new Point3DCollection(numLines * 4);
//for (int i = 0; i < numLines; i++)
//{
// int startIndex = i * 2;
// Point3D startPoint = Points[startIndex];
// Point3D endPoint = Points[startIndex + 1];
// AddSegment(positions, startPoint, endPoint, halfThickness);
//}
//positions.Freeze();
//_mesh.Positions = positions;
Int32Collection indices = new Int32Collection(Points.Count * 6);
for (int i = 0; i < Points.Count; i++)
{
indices.Add(i * 4 + 2);
indices.Add(i * 4 + 1);
indices.Add(i * 4 + 0);
indices.Add(i * 4 + 2);
indices.Add(i * 4 + 3);
indices.Add(i * 4 + 1);
}
indices.Freeze();
_mesh.TriangleIndices = indices;
_mesh.Positions = CreatePositions(this.Points, this.Size, 0.0);
}
public Point3DCollection CreatePositions(IList<Point3D> points, double size = 1.0, double depthOffset = 0.0)
{
double halfSize = size / 2.0;
int numPoints = points.Count;
var outline = new[]
{
new Vector(-halfSize, halfSize), new Vector(-halfSize, -halfSize), new Vector(halfSize, halfSize),
new Vector(halfSize, -halfSize)
};
var positions = new Point3DCollection(numPoints * 4);
for (int i = 0; i < numPoints; i++)
{
var screenPoint = (Point4D)points[i] * this._visualToScreen;
double spx = screenPoint.X;
double spy = screenPoint.Y;
double spz = screenPoint.Z;
double spw = screenPoint.W;
if (!depthOffset.Equals(0))
{
spz -= depthOffset * spw;
}
var p0 = new Point4D(spx, spy, spz, spw) * this._screenToVisual;
double pwinverse = 1 / p0.W;
foreach (var v in outline)
{
var p = new Point4D(spx + v.X * spw, spy + v.Y * spw, spz, spw) * this._screenToVisual;
positions.Add(new Point3D(p.X * pwinverse, p.Y * pwinverse, p.Z * pwinverse));
}
}
positions.Freeze();
return positions;
}
/// <summary>
/// Identifies the <see cref="Size"/> dependency property.
/// </summary>
public static readonly DependencyProperty SizeProperty = DependencyProperty.Register(
"Size", typeof(double), typeof(PointVisual3D), new UIPropertyMetadata(1.0, GeometryChanged));
protected static void GeometryChanged(object sender, DependencyPropertyChangedEventArgs e)
{
((PointVisual3D)sender).GeometryDirty();
}
public double Size
{
get
{
return (double)this.GetValue(SizeProperty);
}
set
{
this.SetValue(SizeProperty, value);
}
}
//private void AddSegment(Point3DCollection positions, Point3D startPoint, Point3D endPoint, double halfThickness)
//{
// Vector3D lineDirection = endPoint * _visualToScreen - startPoint * _visualToScreen;
// lineDirection.Z = 0;
// lineDirection.Normalize();
// Vector delta = new Vector(-lineDirection.Y, lineDirection.X);
// delta *= halfThickness;
// Point3D pOut1, pOut2;
// Widen(startPoint, delta, out pOut1, out pOut2);
// positions.Add(pOut1);
// positions.Add(pOut2);
// Widen(endPoint, delta, out pOut1, out pOut2);
// positions.Add(pOut1);
// positions.Add(pOut2);
//}
//private void Widen(Point3D pIn, Vector delta, out Point3D pOut1, out Point3D pOut2)
//{
// Point4D pIn4 = (Point4D)pIn;
// Point4D pOut41 = pIn4 * _visualToScreen;
// Point4D pOut42 = pOut41;
// pOut41.X += delta.X * pOut41.W;
// pOut41.Y += delta.Y * pOut41.W;
// pOut42.X -= delta.X * pOut42.W;
// pOut42.Y -= delta.Y * pOut42.W;
// pOut41 *= _screenToVisual;
// pOut42 *= _screenToVisual;
// pOut1 = new Point3D(pOut41.X / pOut41.W, pOut41.Y / pOut41.W, pOut41.Z / pOut41.W);
// pOut2 = new Point3D(pOut42.X / pOut42.W, pOut42.Y / pOut42.W, pOut42.Z / pOut42.W);
//}
private bool UpdateTransforms()
{
Viewport3DVisual viewport;
bool success;
Matrix3D visualToScreen = MathUtils.TryTransformTo2DAncestor(this, out viewport, out success);
if (!success || !visualToScreen.HasInverse)
{
_mesh.Positions = null;
return false;
}
if (visualToScreen == _visualToScreen)
{
return false;
}
_visualToScreen = _screenToVisual = visualToScreen;
_screenToVisual.Invert();
return true;
}
}
I am creating an application just like a paint in WPF, and I want to add zoom functionality to it. I am taking canvas as a parent and writable bitmap on it as child on which I draw. When the size of the canvas is small, I am drawing on writable bitmap smoothly, but when the size of the canvas is large, and zoom it, canvas size will be large, problem occur to draw on this large area. So I want to find the visible region of the canvas so that I can draw on it smoothly.
Please give me a source code to find the visible region of the canvas.
I have create this application:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Windows;
using System.Windows.Media.Imaging;
using System.Windows.Interop;
namespace MapDesigner.Controls
{
class MapCanvas : Canvas
{
#region Routed Events
public static readonly RoutedEvent SelectedColorChangeEvent = EventManager.RegisterRoutedEvent(
"SelectedColorChange", RoutingStrategy.Bubble, typeof(RoutedEventHandler), typeof(ucToolBox));
public event RoutedEventHandler SelectedColorChange
{
add { AddHandler(SelectedColorChangeEvent, value); }
remove { RemoveHandler(SelectedColorChangeEvent, value); }
}
#endregion
#region Enums
public enum Tool
{
Pencil,
FloodFill,
Eraser,
RectSelect,
Brush,
Part
}
#endregion
WriteableBitmap _wBMP;
Image _dispImg = new Image();
ScaleTransform st = new ScaleTransform();
int canvasHeight, canvasWidth;
double zoomLevel = 1;
Border brdGrid = new Border();
Color cellColor = Colors.Black;
Tool currentTool = Tool.Pencil;
int[,] array;
bool drawing = false;
bool showGrids = true;
public TextBlock tbPos;
public Tool CurrentTool
{
get
{
return currentTool;
}
set
{
currentTool = value;
}
}
public Color CellColor
{
get
{
return cellColor;
}
set
{
cellColor = value;
}
}
public bool GridsVisible
{
get
{
return showGrids;
}
set
{
showGrids = value;
}
}
public MapCanvas()
{
this.Children.Clear();
this.Children.Add(_dispImg);
//st.ScaleX = 1;
//st.ScaleY = 1;
// this.LayoutTransform = st;
}
void Refresh()
{
//canvas = new MapCanvas();
this.Children.Clear();
this.Children.Add(_dispImg);
st.ScaleX = 1;
st.ScaleY = 1;
this.Height = 0;
this.Width = 0;
zoomLevel = 1;
drawing = false;
}
public void LoadBMP(Uri bmpUri)
{
Refresh();
BitmapImage bmi = new BitmapImage(bmpUri);
_wBMP = new WriteableBitmap(bmi);
_dispImg.Source = _wBMP;
this.Height = bmi.Height;
this.Width = bmi.Width;
ShowGrids();
}
public void CreateBMP(int width, int height)
{
Refresh();
_wBMP = new WriteableBitmap(width, height, 96, 96, PixelFormats.Bgr32, BitmapPalettes.WebPalette);
_wBMP.setPixel(Colors.White);
_dispImg.Source = _wBMP;
this.Height = height;
this.Width = width;
ShowGrids();
}
public void CreateNewDesign(Size mapSize)
{
Refresh();
_wBMP = new WriteableBitmap((int)mapSize.Width, (int)mapSize.Width, 96, 96, PixelFormats.Bgr32, BitmapPalettes.WebPalette);
_wBMP.setPixel(Colors.White);
_dispImg.Source = _wBMP;
array = new int[(_wBMP.PixelHeight + 1), (_wBMP.PixelWidth + 1)];
canvasWidth = (int)mapSize.Width;
canvasHeight = (int)mapSize.Height;
this.Height = mapSize.Height;
this.Width = mapSize.Width;
ShowGrids();
}
void ShowGrids()
{
return;
double width = 1;// _tileWidth + _tileMargin;
double height = 1;// _tileHeight + _tileMargin;
double numTileToAccumulate = 16;
Polyline gridCell = new Polyline();
gridCell.Margin = new Thickness(.5);
gridCell.Stroke = Brushes.LightBlue;
gridCell.StrokeThickness = 0.1;
gridCell.Points = new PointCollection(new Point[] { new Point(0, height-0.1),
new Point(width-0.1, height-0.1), new Point(width-0.1, 0) });
VisualBrush gridLines = new VisualBrush(gridCell);
gridLines.TileMode = TileMode.Tile;
gridLines.Viewport = new Rect(0, 0, 1.0 / numTileToAccumulate, 1.0 / numTileToAccumulate);
gridLines.AlignmentX = AlignmentX.Center;
gridLines.AlignmentY = AlignmentY.Center;
VisualBrush outerVB = new VisualBrush();
Rectangle outerRect = new Rectangle();
outerRect.Width = 10.0; //can be any size
outerRect.Height = 10.0;
outerRect.Fill = gridLines;
outerVB.Visual = outerRect;
outerVB.Viewport = new Rect(0, 0,
width * numTileToAccumulate, height * numTileToAccumulate);
outerVB.ViewportUnits = BrushMappingMode.Absolute;
outerVB.TileMode = TileMode.Tile;
this.Children.Remove(brdGrid);
brdGrid = new Border();
brdGrid.Height = this.Height;
brdGrid.Width = this.Width;
brdGrid.Background = outerVB;
this.Children.Add(brdGrid);
}
protected override void OnMouseMove(System.Windows.Input.MouseEventArgs e)
{
base.OnMouseMove(e);
tbPos.Text = (_wBMP.PixelWidth / zoomLevel).ToString() + "," + (_wBMP.PixelHeight / zoomLevel).ToString() + " | " + Math.Ceiling((((Point)e.GetPosition(this)).X) / zoomLevel).ToString() + "," + Math.Ceiling((((Point)e.GetPosition(this)).Y / zoomLevel)).ToString();
if (e.LeftButton == System.Windows.Input.MouseButtonState.Pressed)
{
Point pos = e.GetPosition(this);
int xPos = (int)Math.Ceiling((pos.X) / zoomLevel);
int yPos = (int)Math.Ceiling((pos.Y) / zoomLevel);
int xDraw = (int)Math.Ceiling(pos.X);
int yDraw = (int)Math.Ceiling(pos.Y);
array[xPos, yPos] = 1;
drawing = true;
SetPixelsFromArray((int)zoomLevel);
//for (int i = 0; i < zoomLevel; i++)
//{
// for (int j = 0; j < zoomLevel; j++)
// {
// _wBMP.setPixel(xDraw, yDraw, cellColor);
// _dispImg.Source = _wBMP;
// }
//}
//_wBMP.setPixel(xPos, yPos, cellColor);
//_wBMP.setPixel((int)pos.X, (int)pos.Y, cellColor);
//_dispImg.Source = _wBMP;
}
}
private void SetPixelsFromArray(int ZoomLevel)
{
for (int i = 1; i < _wBMP.PixelWidth / ZoomLevel; i++)
{
for (int j = 1; j < _wBMP.PixelHeight / ZoomLevel; j++)
{
if (array[i, j] == 1)
{
for (int k = 0; k < ZoomLevel; k++)
{
for (int l = 0; l < ZoomLevel; l++)
{
_wBMP.setPixel((int)(i * ZoomLevel + k), (int)(j * ZoomLevel + l), cellColor);
_dispImg.Source = _wBMP;
}
}
}
}
}
}
protected override void OnMouseUp(System.Windows.Input.MouseButtonEventArgs e)
{
//double d= this.ActualHeight;
//Double t =(double) this.GetValue(Canvas.TopProperty);
//double i = Convert.ToDouble(top);
getScreenRect();
if (e.ChangedButton == System.Windows.Input.MouseButton.Right)
{
if (cellColor == Colors.Black)
{
cellColor = Colors.Red;
}
else
{
cellColor = Colors.Black;
}
}
else if (e.ChangedButton == System.Windows.Input.MouseButton.Left)
{
Point pos = e.GetPosition(this);
int xPos = (int)Math.Ceiling((pos.X) / zoomLevel);
int yPos = (int)Math.Ceiling((pos.Y) / zoomLevel);
array[xPos, yPos] = 1;
drawing = true;
SetPixelsFromArray((int)zoomLevel);
//_wBMP.setPixel((int)pos.X, (int)pos.Y, cellColor);
//_dispImg.Source = _wBMP;
}
}
private void getScreenRect()
{
Visual _rootVisual = HwndSource.FromVisual(this).RootVisual;
GeneralTransform transformToRoot = this.TransformToAncestor(_rootVisual);
Rect screenRect = new Rect(transformToRoot.Transform(new Point(0, 0)), transformToRoot.Transform(new Point(this.ActualWidth, this.ActualHeight)));
DependencyObject parent = VisualTreeHelper.GetParent(this);
while (parent != null)
{
Visual visual = parent as Visual;
System.Windows.Controls.Control control = parent as System.Windows.Controls.Control;
if (visual != null && control != null)
{
transformToRoot = visual.TransformToAncestor(_rootVisual);
Point pointAncestorTopLeft = transformToRoot.Transform(new Point(0, 0));
Point pointAncestorBottomRight = transformToRoot.Transform(new Point(control.ActualWidth, control.ActualHeight));
Rect ancestorRect = new Rect(pointAncestorTopLeft, pointAncestorBottomRight);
screenRect.Intersect(ancestorRect);
}
parent = VisualTreeHelper.GetParent(parent);
//}
// at this point screenRect is the bounding rectangle for the visible portion of "this" element
}
// return screenRect;
}
protected override void OnMouseWheel(System.Windows.Input.MouseWheelEventArgs e)
{
base.OnMouseWheel(e);
if (e.Delta > 0)
{
zoomLevel *= 2;
}
else
{
zoomLevel /= 2;
}
if (zoomLevel > 8)
{
zoomLevel = 8;
}
if (zoomLevel <= 1)
{
zoomLevel = 1;
// brdGrid.Visibility = Visibility.Collapsed;
}
else
{
//brdGrid.Visibility = Visibility.Visible;
}
_wBMP = new WriteableBitmap((int)zoomLevel * canvasWidth, (int)zoomLevel * canvasHeight, 96, 96, PixelFormats.Bgr32, BitmapPalettes.WebPalette);
_wBMP.setPixel(Colors.White);
this.Width = zoomLevel * canvasWidth;
this.Height = zoomLevel * canvasHeight;
if (drawing == true)
{
SetPixelsFromArray((int)zoomLevel);
}
//this.InvalidateVisual();
}
internal bool SaveAsBMP(string fileName)
{
return true;
}
}
public static class bitmapextensions
{
public static void setPixel(this WriteableBitmap wbm, Color c)
{
if (!wbm.Format.Equals(PixelFormats.Bgr32))
return;
wbm.Lock();
IntPtr buff = wbm.BackBuffer;
int Stride = wbm.BackBufferStride;
int x = 0;
int y = 0;
for (x = 0; x < wbm.PixelWidth; x++)
{
for (y = 0; y < wbm.PixelHeight; y++)
{
unsafe
{
byte* pbuff = (byte*)buff.ToPointer();
int loc = y * Stride + x * 4;
pbuff[loc] = c.B;
pbuff[loc + 1] = c.G;
pbuff[loc + 2] = c.R;
//pbuff[loc + 3] = c.A;
}
}
}
wbm.AddDirtyRect(new Int32Rect(0, 0, x, y));
wbm.Unlock();
}
public static void setPixel(this WriteableBitmap wbm, int x, int y, Color c)
{
if (y > wbm.PixelHeight - 1 || x > wbm.PixelWidth - 1)
return;
if (y < 0 || x < 0)
return;
if (!wbm.Format.Equals(PixelFormats.Bgr32))
return;
wbm.Lock();
IntPtr buff = wbm.BackBuffer;
int Stride = wbm.BackBufferStride;
unsafe
{
byte* pbuff = (byte*)buff.ToPointer();
int loc = y * Stride + x * 4;
pbuff[loc] = c.B;
pbuff[loc + 1] = c.G;
pbuff[loc + 2] = c.R;
//pbuff[loc + 3] = c.A;
}
wbm.AddDirtyRect(new Int32Rect(x, y, 1, 1));
wbm.Unlock();
}
public static Color getPixel(this WriteableBitmap wbm, int x, int y)
{
if (y > wbm.PixelHeight - 1 || x > wbm.PixelWidth - 1)
return Color.FromArgb(0, 0, 0, 0);
if (y < 0 || x < 0)
return Color.FromArgb(0, 0, 0, 0);
if (!wbm.Format.Equals(PixelFormats.Bgr32))
return Color.FromArgb(0, 0, 0, 0);
IntPtr buff = wbm.BackBuffer;
int Stride = wbm.BackBufferStride;
Color c;
unsafe
{
byte* pbuff = (byte*)buff.ToPointer();
int loc = y * Stride + x * 4;
c = Color.FromArgb(pbuff[loc + 3], pbuff[loc + 2], pbuff[loc + 1], pbuff[loc]);
}
return c;
}
}
}
You should implement IScrollInfo on your canvas (or actually, create a custom Panel that inherits from Canvas and implements IScrollInfo).
That interface holds all that is relevant to your situation:
http://msdn.microsoft.com/en-us/library/system.windows.controls.primitives.iscrollinfo.aspx
http://blogs.msdn.com/b/jgoldb/archive/2008/03/08/performant-virtualized-wpf-canvas.aspx