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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 DiffuseMaterialEmissiveMaterial 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 シーンを作成する

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

概念

3-D グラフィックスの概要