クラスの割り当てのために WPF で 3D ユーザー インターフェイスを作成しようとしていましたが、現在 2、3 日修正できない問題に遭遇しました。私は答えをグーグルで検索しようとしましたが、いくつかのstackoverflowの投稿を調べましたが、まだ問題を解決するのに役立ったものはありません.
これが状況です。2 つのボタンを配置した 3D 球体があります。1 つのボタンは球のマテリアルを透明にし、もう 1 つはインターフェイス全体を回転させます (球 + ボタン)...問題は、球が透明なときに球のテクスチャがまだそこにあるという事実です。球体の反対側にあるボタンを見てください...少なくともボタンの背景が見えると思っていました...
どんな助けでも大歓迎です。
ここに私のXAMLがあります:
<Window x:Class="RacunalnaGrafika_seminar.SphereWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:src="clr-namespace:RacunalnaGrafika_seminar"
AllowsTransparency="True"
WindowStyle="None"
Title="SphereWindow">
<Window.Resources>
<src:SphereMeshGenerator x:Key="SphereGenerator" Center="0 0 0" Radius="0.5" />
</Window.Resources>
<Viewport3D x:Name="myViewport3D">
<Viewport3D.Children>
<ModelVisual3D>
<Viewport2DVisual3D Geometry="{Binding Source={StaticResource SphereGenerator}, Path=Geometry}">
<Viewport2DVisual3D.Material>
<MaterialGroup>
<DiffuseMaterial Viewport2DVisual3D.IsVisualHostMaterial="True"/>
<SpecularMaterial Brush="#00FFFFFF" SpecularPower="50"/>
</MaterialGroup>
</Viewport2DVisual3D.Material>
<Viewport2DVisual3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="Hax" Axis="0 1 0" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</Viewport2DVisual3D.Transform>
<Viewport2DVisual3D.Visual>
<Canvas Background="Transparent" Width="500" Height="500">
<StackPanel Canvas.Top="150">
<Button Content="Rotate" Padding="10" >
<Button.Triggers>
<EventTrigger RoutedEvent="Button.Click">
<BeginStoryboard>
<Storyboard TargetName="RotateInterface" TargetProperty="Angle">
<DoubleAnimation From="0" To="360" RepeatBehavior="1x" Duration="0:0:5" />
</Storyboard>
</BeginStoryboard>
</EventTrigger>
</Button.Triggers>
</Button>
<Button Padding="10" Content="Click me" Click="Button_Click_1">
<Button.Triggers>
<EventTrigger RoutedEvent="Button.Click">
<BeginStoryboard>
<Storyboard TargetName="SphereMaterial" TargetProperty="Color">
<ColorAnimation To="Transparent" RepeatBehavior="1x" Duration="0:0:5" />
</Storyboard>
</BeginStoryboard>
</EventTrigger>
</Button.Triggers>
</Button>
</StackPanel>
</Canvas>
</Viewport2DVisual3D.Visual>
</Viewport2DVisual3D>
<ModelVisual3D.Content>
<Model3DGroup x:Name="SphereModel3DGroup">
<GeometryModel3D x:Name="SphereGeometryModel" Geometry="{Binding Source={StaticResource SphereGenerator}, Path=Geometry}">
<GeometryModel3D.BackMaterial>
<DiffuseMaterial x:Name="SphereBackMaterial" Brush="Transparent" />
</GeometryModel3D.BackMaterial>
<GeometryModel3D.Material>
<DiffuseMaterial x:Name="SphereMaterial" >
<DiffuseMaterial.Brush>
<RadialGradientBrush>
<GradientStop Color="#FF000000" Offset="1" />
<GradientStop Color="#FF555555" Offset="0" />
</RadialGradientBrush>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</GeometryModel3D.Material>
<GeometryModel3D.Transform>
<TranslateTransform3D />
</GeometryModel3D.Transform>
</GeometryModel3D>
<AmbientLight Color="White" />
</Model3DGroup>
</ModelVisual3D.Content>
<ModelVisual3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="RotateInterface" Axis="0 1 0" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</ModelVisual3D.Transform>
</ModelVisual3D>
</Viewport3D.Children>
<Viewport3D.Camera>
<PerspectiveCamera Position="0 0 -3" LookDirection="0 0 1" UpDirection="0 1 0" FieldOfView="45" />
</Viewport3D.Camera>
</Viewport3D>
以下は、Charles Petzold から取られた球ジェネレータです。
using System;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Media3D;
namespace RacunalnaGrafika_seminar
{
public class SphereMeshGenerator
{
private int _slices = 32;
private int _stacks = 16;
private Point3D _center = new Point3D();
private double _radius = 1;
public int Slices
{
get { return _slices; }
set { _slices = value; }
}
public int Stacks
{
get { return _stacks; }
set { _stacks = value; }
}
public Point3D Center
{
get { return _center; }
set { _center = value; }
}
public double Radius
{
get { return _radius; }
set { _radius = value; }
}
public MeshGeometry3D Geometry
{
get
{
return CalculateMesh();
}
}
private MeshGeometry3D CalculateMesh()
{
MeshGeometry3D mesh = new MeshGeometry3D();
for (int stack = 0; stack <= Stacks; stack++)
{
double phi = Math.PI / 2 - stack * Math.PI / Stacks; // kut koji zamisljeni pravac povucen iz sredista koordinatnog sustava zatvara sa XZ ravninom.
double y = _radius * Math.Sin(phi); // Odredi poziciju Y koordinate.
double scale = -_radius * Math.Cos(phi);
for (int slice = 0; slice <= Slices; slice++)
{
double theta = slice * 2 * Math.PI / Slices; // Kada gledamo 2D koordinatni sustav osi X i Z... ovo je kut koji zatvara zamisljeni pravac povucen iz sredista koordinatnog sustava sa Z osi ( Z = Y ).
double x = scale * Math.Sin(theta); // Odredi poziciju X koordinate. Uoči da je scale = -_radius * Math.Cos(phi)
double z = scale * Math.Cos(theta); // Odredi poziciju Z koordinate. Uoči da je scale = -_radius * Math.Cos(phi)
Vector3D normal = new Vector3D(x, y, z); // Normala je vektor koji je okomit na površinu. U ovom slučaju normala je vektor okomit na trokut plohu trokuta.
mesh.Normals.Add(normal);
mesh.Positions.Add(normal + Center); // Positions dobiva vrhove trokuta.
mesh.TextureCoordinates.Add(new Point((double)slice / Slices, (double)stack / Stacks));
// TextureCoordinates kaže gdje će se neka točka iz 2D-a preslikati u 3D svijet.
}
}
for (int stack = 0; stack <= Stacks; stack++)
{
int top = (stack + 0) * (Slices + 1);
int bot = (stack + 1) * (Slices + 1);
for (int slice = 0; slice < Slices; slice++)
{
if (stack != 0)
{
mesh.TriangleIndices.Add(top + slice);
mesh.TriangleIndices.Add(bot + slice);
mesh.TriangleIndices.Add(top + slice + 1);
}
if (stack != Stacks - 1)
{
mesh.TriangleIndices.Add(top + slice + 1);
mesh.TriangleIndices.Add(bot + slice);
mesh.TriangleIndices.Add(bot + slice + 1);
}
}
}
return mesh;
}
}
}