方法 : 3-D モデルに放射性素材を適用する
更新 : 2007 年 11 月
EmissiveMaterial を使用して、EmissiveMaterial のブラシの色と同じ色を既存の Material に追加する方法を次の例に示します。次のコードでは、DiffuseMaterial の外観に青を追加するために適用される DiffuseMaterial と EmissiveMaterial の組み合わせを示します。
<!-- The material applied to the 3D object is made up of a DiffuseMaterial (gradient brush) with
an EmissiveMaterial layered on top (blue SolidColorBrush). The EmissiveMaterial adds blue to the gradient. -->
<GeometryModel3D.Material>
<MaterialGroup>
<DiffuseMaterial>
<DiffuseMaterial.Brush>
<LinearGradientBrush StartPoint="0,0.5" EndPoint="1,0.5">
<LinearGradientBrush.GradientStops>
<GradientStop Color="Yellow" Offset="0" />
<GradientStop Color="Red" Offset="0.25" />
<GradientStop Color="Blue" Offset="0.75" />
<GradientStop Color="LimeGreen" Offset="1" />
</LinearGradientBrush.GradientStops>
</LinearGradientBrush>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
<EmissiveMaterial>
<EmissiveMaterial.Brush>
<SolidColorBrush x:Name="mySolidColorBrush" Color="Blue" />
</EmissiveMaterial.Brush>
</EmissiveMaterial>
</MaterialGroup>
</GeometryModel3D.Material>
手順コード
// The material property of GeometryModel3D specifies the material applied to the 3D object.
// In this sample the material applied to the 3D object is made up of two materials layered
// on top of each other - a DiffuseMaterial (gradient brush) with an EmissiveMaterial
// layered on top (blue SolidColorBrush). The EmmisiveMaterial alters the appearance of
// the gradient toward blue.
// Create a horizontal linear gradient with four stops.
LinearGradientBrush myHorizontalGradient = new LinearGradientBrush();
myHorizontalGradient.StartPoint = new Point(0, 0.5);
myHorizontalGradient.EndPoint = new Point(1, 0.5);
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Yellow, 0.0));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Red, 0.25));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Blue, 0.75));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.LimeGreen, 1.0));
// Define material that will use the gradient.
DiffuseMaterial myDiffuseMaterial = new DiffuseMaterial(myHorizontalGradient);
// Add this gradient to a MaterialGroup.
MaterialGroup myMaterialGroup = new MaterialGroup();
myMaterialGroup.Children.Add(myDiffuseMaterial);
// Define an Emissive Material with a blue brush.
Color c = new Color();
c.ScA = 1;
c.ScB = 255;
c.ScR = 0;
c.ScG = 0;
EmissiveMaterial myEmissiveMaterial = new EmissiveMaterial(new SolidColorBrush(c));
// Add the Emmisive Material to the Material Group.
myMaterialGroup.Children.Add(myEmissiveMaterial);
// Add the composite material to the 3D model.
myGeometryModel.Material = myMaterialGroup;
使用例
次のコードは、XAML でのサンプル全体です。
<Page xmlns="https://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="https://schemas.microsoft.com/winfx/2006/xaml" >
<DockPanel>
<Viewbox>
<Canvas Width="321" Height="201">
<!-- The Viewport3D provides a rendering surface for 3-D visual content. -->
<Viewport3D ClipToBounds="True" Width="150" Height="150"
Canvas.Left="0" Canvas.Top="10">
<!-- Defines the camera used to view the 3D object. -->
<Viewport3D.Camera>
<PerspectiveCamera x:Name="myPerspectiveCamera" Position="0,0,2" LookDirection="0,0,-1"
FieldOfView="60" />
</Viewport3D.Camera>
<!-- The ModelVisual3D children contain the 3D models -->
<Viewport3D.Children>
<!-- This ModelVisual3D defines the lights cast in the scene. Without light, the
3D object cannot be seen. -->
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight Color="#FFFFFF" Direction="-0.612372,-0.5,-0.612372" />
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<GeometryModel3D>
<!-- The geometry specifes the shape of the 3D plane. In this case, a flat sheet is created. -->
<GeometryModel3D.Geometry>
<MeshGeometry3D
TriangleIndices="0,1,2 3,4,5 "
Normals="0,0,1 0,0,1 0,0,1 0,0,1 0,0,1 0,0,1 "
TextureCoordinates="0,0 1,0 1,1 1,1 0,1 0,0 "
Positions="-0.5,-0.5,0.5 0.5,-0.5,0.5 0.5,0.5,0.5 0.5,0.5,0.5 -0.5,0.5,0.5 -0.5,-0.5,0.5 " />
</GeometryModel3D.Geometry>
<!-- The material applied to the 3D object is made up of a DiffuseMaterial (gradient brush) with
an EmissiveMaterial layered on top (blue SolidColorBrush). The EmissiveMaterial adds blue to the gradient. -->
<GeometryModel3D.Material>
<MaterialGroup>
<DiffuseMaterial>
<DiffuseMaterial.Brush>
<LinearGradientBrush StartPoint="0,0.5" EndPoint="1,0.5">
<LinearGradientBrush.GradientStops>
<GradientStop Color="Yellow" Offset="0" />
<GradientStop Color="Red" Offset="0.25" />
<GradientStop Color="Blue" Offset="0.75" />
<GradientStop Color="LimeGreen" Offset="1" />
</LinearGradientBrush.GradientStops>
</LinearGradientBrush>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
<EmissiveMaterial>
<EmissiveMaterial.Brush>
<SolidColorBrush x:Name="mySolidColorBrush" Color="Blue" />
</EmissiveMaterial.Brush>
</EmissiveMaterial>
</MaterialGroup>
</GeometryModel3D.Material>
<!-- The Transform specifies how to transform the 3D object. This transform
rotates the object.-->
<GeometryModel3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="myAngleRotation" Axis="0,3,0" Angle="40" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</GeometryModel3D.Transform>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D.Children>
</Viewport3D>
</Canvas>
</Viewbox>
</DockPanel>
</Page>
手順コードでのサンプル全体を次に示します。
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Media3D;
namespace SDKSample
{
public partial class EmissiveMaterialExample : Page
{
public EmissiveMaterialExample()
{
// Declare scene objects.
Viewport3D myViewport3D = new Viewport3D();
Model3DGroup myModel3DGroup = new Model3DGroup();
GeometryModel3D myGeometryModel = new GeometryModel3D();
ModelVisual3D myModelVisual3D = new ModelVisual3D();
// Defines the camera used to view the 3D object. In order to view the 3D object,
// the camera must be positioned and pointed such that the object is within view
// of the camera.
PerspectiveCamera myPCamera = new PerspectiveCamera();
// Specify where in the 3D scene the camera is.
myPCamera.Position = new Point3D(0, 0, 2);
// Specify the direction that the camera is pointing.
myPCamera.LookDirection = new Vector3D(0, 0, -1);
// Define camera's horizontal field of view in degrees.
myPCamera.FieldOfView = 60;
// Asign the camera to the viewport
myViewport3D.Camera = myPCamera;
// Define the lights cast in the scene. Without light, the 3D object cannot
// be seen. Also, the direction of the lights affect shadowing. Note: to
// illuminate an object from additional directions, create additional lights.
DirectionalLight myDirectionalLight = new DirectionalLight();
myDirectionalLight.Color = Colors.White;
myDirectionalLight.Direction = new Vector3D(-0.61, -0.5, -0.61);
myModel3DGroup.Children.Add(myDirectionalLight);
// The geometry specifes the shape of the 3D plane. In this sample, a flat sheet
// is created.
MeshGeometry3D myMeshGeometry3D = new MeshGeometry3D();
// Create a collection of normal vectors for the MeshGeometry3D.
Vector3DCollection myNormalCollection = new Vector3DCollection();
myNormalCollection.Add(new Vector3D(0,0,1));
myNormalCollection.Add(new Vector3D(0,0,1));
myNormalCollection.Add(new Vector3D(0,0,1));
myNormalCollection.Add(new Vector3D(0,0,1));
myNormalCollection.Add(new Vector3D(0,0,1));
myNormalCollection.Add(new Vector3D(0,0,1));
myMeshGeometry3D.Normals = myNormalCollection;
// Create a collection of vertex positions for the MeshGeometry3D.
Point3DCollection myPositionCollection = new Point3DCollection();
myPositionCollection.Add(new Point3D(-0.5, -0.5, 0.5));
myPositionCollection.Add(new Point3D(0.5, -0.5, 0.5));
myPositionCollection.Add(new Point3D(0.5, 0.5, 0.5));
myPositionCollection.Add(new Point3D(0.5, 0.5, 0.5));
myPositionCollection.Add(new Point3D(-0.5, 0.5, 0.5));
myPositionCollection.Add(new Point3D(-0.5, -0.5, 0.5));
myMeshGeometry3D.Positions = myPositionCollection;
// Create a collection of texture coordinates for the MeshGeometry3D.
PointCollection myTextureCoordinatesCollection = new PointCollection();
myTextureCoordinatesCollection.Add(new Point(0, 0));
myTextureCoordinatesCollection.Add(new Point(1, 0));
myTextureCoordinatesCollection.Add(new Point(1, 1));
myTextureCoordinatesCollection.Add(new Point(1, 1));
myTextureCoordinatesCollection.Add(new Point(0, 1));
myTextureCoordinatesCollection.Add(new Point(0, 0));
myMeshGeometry3D.TextureCoordinates = myTextureCoordinatesCollection;
// Create a collection of triangle indices for the MeshGeometry3D.
Int32Collection myTriangleIndicesCollection = new Int32Collection();
myTriangleIndicesCollection.Add(0);
myTriangleIndicesCollection.Add(1);
myTriangleIndicesCollection.Add(2);
myTriangleIndicesCollection.Add(3);
myTriangleIndicesCollection.Add(4);
myTriangleIndicesCollection.Add(5);
myMeshGeometry3D.TriangleIndices = myTriangleIndicesCollection;
// Apply the mesh to the geometry model.
myGeometryModel.Geometry = myMeshGeometry3D;
// The material property of GeometryModel3D specifies the material applied to the 3D object.
// In this sample the material applied to the 3D object is made up of two materials layered
// on top of each other - a DiffuseMaterial (gradient brush) with an EmissiveMaterial
// layered on top (blue SolidColorBrush). The EmmisiveMaterial alters the appearance of
// the gradient toward blue.
// Create a horizontal linear gradient with four stops.
LinearGradientBrush myHorizontalGradient = new LinearGradientBrush();
myHorizontalGradient.StartPoint = new Point(0, 0.5);
myHorizontalGradient.EndPoint = new Point(1, 0.5);
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Yellow, 0.0));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Red, 0.25));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.Blue, 0.75));
myHorizontalGradient.GradientStops.Add(new GradientStop(Colors.LimeGreen, 1.0));
// Define material that will use the gradient.
DiffuseMaterial myDiffuseMaterial = new DiffuseMaterial(myHorizontalGradient);
// Add this gradient to a MaterialGroup.
MaterialGroup myMaterialGroup = new MaterialGroup();
myMaterialGroup.Children.Add(myDiffuseMaterial);
// Define an Emissive Material with a blue brush.
Color c = new Color();
c.ScA = 1;
c.ScB = 255;
c.ScR = 0;
c.ScG = 0;
EmissiveMaterial myEmissiveMaterial = new EmissiveMaterial(new SolidColorBrush(c));
// Add the Emmisive Material to the Material Group.
myMaterialGroup.Children.Add(myEmissiveMaterial);
// Add the composite material to the 3D model.
myGeometryModel.Material = myMaterialGroup;
// Apply a transform to the object. In this sample, a rotation transform is applied,
// rendering the 3D object rotated.
RotateTransform3D myRotateTransform3D = new RotateTransform3D();
AxisAngleRotation3D myAxisAngleRotation3d = new AxisAngleRotation3D();
myAxisAngleRotation3d.Axis = new Vector3D(0,3,0);
myAxisAngleRotation3d.Angle = 40;
myRotateTransform3D.Rotation = myAxisAngleRotation3d;
myGeometryModel.Transform = myRotateTransform3D;
// Add the geometry model to the model group.
myModel3DGroup.Children.Add(myGeometryModel);
// Add the group of models to the ModelVisual3d.
myModelVisual3D.Content = myModel3DGroup;
myViewport3D.Children.Add(myModelVisual3D);
// Apply the viewport to the page so it will be rendered.
this.Content = myViewport3D;
}
}
}
参照
処理手順
方法 : 3-D シーンで素材プロパティをアニメーション化する
方法 : 3-D オブジェクトの前面および背面に素材を適用する