Como: Criar uma Cena 3-D
Este exemplo mostra como criar um objeto 3D parecido com uma folha de papel que foi girada. Uma Viewport3D juntamente com os seguintes componentes são usados para criar esta cena 3D simples:
Uma câmera é criada usando uma PerspectiveCamera. A câmera especifica qual parte a cena 3D é visível.
Uma malha é criada para especificar a forma do objeto 3D (folha de papel) usando a propriedade Geometry do GeometryModel3D.
Um material é especificado para ser exibido na superfície do objeto (gradiente linear gradiente neste exemplo) usando a propriedade Material do GeometryModel3D.
A luz é criada para brilhar sobre objeto usando DirectionalLight.
Exemplo
O código abaixo mostra como criar uma cena 3D em XAML.
<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 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 light cast in the scene. Without light, the 3D
object cannot be seen. Also, the direction of the lights affect shadowing. If desired,
you can create multiple lights with different colors that shine from different directions. -->
<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 sample, 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 specifies the material applied to the 3D object. In this sample a linear gradient
covers the surface of the 3D object.-->
<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>
</MaterialGroup>
</GeometryModel3D.Material>
<!-- Apply a transform to the object. In this sample, a rotation transform is applied, rendering the
3D object rotated. -->
<GeometryModel3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D Axis="0,3,0" Angle="40" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</GeometryModel3D.Transform>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D.Children>
</Viewport3D>
</Canvas>
</Viewbox>
</DockPanel>
</Page>
O código abaixo mostra como criar a mesma cena 3D em código procedural.
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Media3D;
namespace SDKSample
{
public partial class Basic3DShapeExample : Page
{
public Basic3DShapeExample()
{
// 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 specifies the material applied to the 3D object. In this sample a
// linear gradient covers the surface of the 3D object.
// 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 and apply to the mesh geometries.
DiffuseMaterial myMaterial = new DiffuseMaterial(myHorizontalGradient);
myGeometryModel.Material = myMaterial;
// 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;
}
}
}