原文: 好玩的WPF第四彈:用Viewport2DVisual3D實作3D旋轉效果 版權聲明:轉載請聯系本人,感謝配合!本站位址:http://blog.csdn.net/nomasp https://blog.csdn.net/NoMasp/article/details/46567895

效果呢就是這麼個效果,但是大家要發揮想象力,比如做成一個可以旋轉的按鈕等等。
定義一個這樣的資源就好。
<Window.Resources>
<DiffuseMaterial x:Key="DiffuseMaterialStyle" Viewport2DVisual3D.IsVisualHostMaterial="True"
Brush="White"/>
</Window.Resources>
關鍵是在Grid裡放這麼一個東西:
<Viewport3D x:Name="view" ClipToBounds="True" RenderOptions.EdgeMode="Aliased">
<Viewport3D.Camera>
<PerspectiveCamera x:Name="perspectiveCam" FieldOfView="59" Position="0.5,0.5,2" LookDirection="0,0,-1">
<PerspectiveCamera.Transform>
<RotateTransform3D x:Name="rot" CenterY="0.5" CenterX="0.5" CenterZ="-0.5">
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="AxisAngleRot" Axis="0,1,0" Angle="0"/>
</RotateTransform3D.Rotation>
</RotateTransform3D>
</PerspectiveCamera.Transform>
</PerspectiveCamera>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight Color="White" />
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
正面:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle }">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="0,1,0 0,0,0 1,0,0 1,1,0"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="10" x:Name="FrontSide" BorderBrush="Blue" CornerRadius="1"
PreviewMouseDown="FrontSide_PreviewMouseDown" >
<TextBlock Text="歡迎通路我的部落格" Foreground="Green" />
</Border>
</Viewport2DVisual3D>
右側:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle}">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="1,1,0 1,0,0 1,0,-1 1,1,-1"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="1" x:Name="RightSide" BorderBrush="Lime" CornerRadius="4"
PreviewMouseDown="RightSide_PreviewMouseDown" >
<Border.Background>
<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
<GradientStop Color="White" />
</LinearGradientBrush>
</Border.Background>
<TextBlock Text="感謝您的支援" FontSize="20"/>
</Border>
</Viewport2DVisual3D>
大家對比上面這兩個就知道正面的镂空是怎麼來的了……
左側:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle}">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="0,1,-1 0,0,-1 0,0,0 0,1,0"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 3 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="40" x:Name="LeftSide" BorderBrush="White" CornerRadius="1"
PreviewMouseDown="LeftSide_PreviewMouseDown" >
<Border.Background>
<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
<GradientStop Color="Black" />
</LinearGradientBrush>
</Border.Background>
<TextBlock Text="有問題直接評論就好" Foreground="Lime"/>
</Border>
</Viewport2DVisual3D>
後方:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle}">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="1,1,-1 1,0,-1 0,0,-1 0,1,-1 0,0.5,-1"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 2 0 2 4"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="1" x:Name="BackSide" BorderBrush="White" CornerRadius="4"
PreviewMouseDown="BackSide_PreviewMouseDown" >
<Border.Background>
<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
<GradientStop Color="White" />
</LinearGradientBrush>
</Border.Background>
<TextBlock Text="常來哦……" FontSize="20"/>
</Border>
</Viewport2DVisual3D>
大家先不管MeshGeometry3D這些東西是做什麼的,後面我盡量簡單快速的講解它們。
是以先來看看程式的内部。
public partial class MainWindow : Window
{
DispatcherTimer dispatTime = null;
double AxAngle = 90;
public MainWindow()
{
InitializeComponent();
if (dispatTime == null)
dispatTime = new DispatcherTimer();
dispatTime.Tick += new EventHandler(DT_Tick);
dispatTime.Interval = new TimeSpan(0, 0, 0, 0, 2);
}
private void DT_Tick(object sender, EventArgs e)
{
AxisAngleRot.Angle += 1;
if (AxisAngleRot.Angle >= AxAngle)
dispatTime.Stop();
}
private void FrontSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxisAngleRot.Angle = 0;
AxAngle = 90;
dispatTime.Start();
}
private void LeftSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxAngle = 360;
dispatTime.Start();
}
private void BackSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxAngle = 270;
dispatTime.Start();
}
private void RightSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxAngle = 180;
dispatTime.Start();
}
}
像這種程式肯定會涉及到計時器的,就是DT_Tick方法。我将它設定為每次都轉動1度,而下面這一行則是間隔的時間。
dispatTime.Interval = new TimeSpan(0, 0, 0, 0, 2);
其餘的每個方法都用于調節角度,可以看到在正面時會将角度重置一次。
是以接下來看看Positions是什麼意思。
原諒我把正方體畫歪了,圖中另外用箭頭指出了“正面”、“右側”等。
大家看看Positions中都是3個數字一組對吧,這就是一個點,我在圖中已經辨別出來了。而TriangleIndices中也是3個數字一組,這3個數字訓示了Positions中的組合索引(從0開始索引),然後3個數字組成三角形,如圖中箭頭所指向的。
而TextureCoordinates是WPF的3D紋理坐标,這裡就不深究的,後面可以深入探讨寫一篇部落格。
大家也可以拿源碼回去慢慢弄着玩嘛……
是以這篇部落格就到此為止咯。掰掰……