parent
822c256035
commit
547a2e1c00
10 changed files with 1215 additions and 4 deletions
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using System.Security.Cryptography; |
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using System.Text; |
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using SharpDX; |
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using SparkClient.Model.Enums; |
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|
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namespace SparkClient.Model.Entity; |
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/// <summary> |
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/// 三角形 |
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/// </summary> |
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public class Viewport3DTriangleEntity |
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{ |
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/// <summary> |
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/// 点1 |
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/// </summary> |
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public Vector3 Point1 { get; set; } |
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/// <summary> |
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/// 点2 |
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/// </summary> |
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public Vector3 Point2 { get; set; } |
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/// <summary> |
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/// 点3 |
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/// </summary> |
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public Vector3 Point3 { get; set; } |
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/// <summary> |
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/// 三角形代码[生成] |
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/// 按顺序:p1.x,p1.y,p1.z;p2.x,p2.y,p2.z;p3.x,p3.y,p3.z 拼接后使用生成大写16位md5 |
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/// </summary> |
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public String TriangleCode { get; set; } |
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/// <summary> |
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/// 面代码 |
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/// 由多个三角形组成的面的代码:entity1、entity2组成了一个正方形,那么他俩的TriangleCode属性值一致 |
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/// </summary> |
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public String PlaneCode { get; set; } |
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/// <summary> |
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/// 面类型 |
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/// 比如这个面时钻石的腰部分,那么type统一,当面类型为err时则该面是一个异常面 |
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/// 可选值:PlaneType |
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/// </summary> |
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public PlaneType PlaneType { get; set; } |
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|
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public static Viewport3DTriangleEntity CreateByString(string str) |
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{ |
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if (string.IsNullOrWhiteSpace(str)) |
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{ |
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throw new ArgumentException("Input string cannot be null or empty"); |
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} |
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|
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// 分割为四段 |
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var parts = str.Split('|'); |
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if (parts.Length != 4) |
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{ |
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throw new ArgumentException("Input string format is incorrect. Expected 4 parts separated by '|'."); |
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} |
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|
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// 解析第一段:坐标 |
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var coordinates = parts[0].Split(';'); |
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if (coordinates.Length != 3) |
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{ |
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throw new ArgumentException("Coordinates part must contain exactly 3 points separated by ';'."); |
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} |
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var points = coordinates.Select(ParseVector3).ToArray(); |
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// 解析第二段:TriangleCode [内部标记] |
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// 解析第三段:PlaneCode |
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string planeCode = parts[2]; |
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if (string.IsNullOrWhiteSpace(planeCode)) |
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{ |
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throw new ArgumentException("PlaneCode cannot be null or empty"); |
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} |
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|
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// 解析第四段:PlaneType |
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if (!int.TryParse(parts[3], out int planeTypeValue) || !Enum.IsDefined(typeof(PlaneType), planeTypeValue)) |
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{ |
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throw new ArgumentException("Invalid PlaneType value"); |
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} |
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PlaneType planeType = (PlaneType)planeTypeValue; |
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|
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// 生成 TriangleCode 格式:p1.x,p1.y,p1.z;p2.x,p2.y,p2.z;p3.x,p3.y,p3.z 生成 MD5 |
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string concatenatedPoints = string.Join(";", points.Select(p => $"{p.X},{p.Y},{p.Z}")); |
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string generatedTriangleCode = GenerateMD5Hash(concatenatedPoints); |
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return new Viewport3DTriangleEntity |
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{ |
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Point1 = points[0], |
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Point2 = points[1], |
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Point3 = points[2], |
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TriangleCode = generatedTriangleCode, |
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PlaneCode = planeCode, |
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PlaneType = planeType |
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}; |
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} |
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// public static Viewport3DTriangleEntity CreateByJsonStr(string str) |
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// { |
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// |
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// } |
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private static Vector3 ParseVector3(string coordinate) |
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{ |
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var values = coordinate.Split(','); |
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if (values.Length != 3) |
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{ |
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throw new ArgumentException("Each coordinate must contain exactly 3 values separated by ','"); |
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} |
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if (!float.TryParse(values[0], out float x) || |
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!float.TryParse(values[1], out float y) || |
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!float.TryParse(values[2], out float z)) |
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{ |
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throw new ArgumentException("Coordinate values must be valid floating-point numbers"); |
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} |
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return new Vector3(x, y, z); |
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} |
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public static string GenerateMD5Hash(string input) |
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{ |
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using (var md5 = MD5.Create()) |
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{ |
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var inputBytes = Encoding.UTF8.GetBytes(input); |
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var hashBytes = md5.ComputeHash(inputBytes); |
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// 转换为大写的16位十六进制字符串 |
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return string.Concat(hashBytes.Take(8).Select(b => b.ToString("X2"))); |
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} |
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} |
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} |
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using System.ComponentModel; |
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namespace SparkClient.Model.Enums; |
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public enum PlaneType |
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{ |
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[Description("瑕疵面")] |
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Error = -1, |
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[Description("腰")] |
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Girdle = 0, |
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[Description("冠部")] |
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Crown = 1, |
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[Description("亭部")] |
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Pavilion = 2, |
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[Description("台面")] |
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TableFacet = 11, |
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[Description("冠部主刻面(风筝面)")] |
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UpperMainFacet = 12, |
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[Description("星刻面")] |
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StarFacet = 13, |
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[Description("上腰面")] |
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UpperGirdleFacet = 14, |
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[Description("亭部主刻面")] |
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PavilionMainFacet = 21, |
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[Description("下腰面")] |
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LowerGirdleFact = 22, |
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[Description("底尖(或底小面)")] |
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Culet = 23, |
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[Description("其他")] |
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Other = 99 |
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} |
@ -0,0 +1,825 @@ |
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using System.IO; |
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using System.Windows.Media; |
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using System.Windows.Media.Media3D; |
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using SharpDX.Direct3D11; |
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using SparkClient.Model.Entity; |
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namespace SparkClient.Model.Helper; |
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using HelixToolkit.Wpf.SharpDX; |
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using SharpDX; |
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using System.Collections.Generic; |
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public class Viewport3DHelper |
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{ |
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// 加载环境贴图 |
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// public static Stream stream = |
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// File.Open("D:\\WorkSpace\\spark\\HelixToolkitSharpDX-Demo\\morning_racing_circuit_16k.dds", FileMode.Open); |
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/// <summary> |
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/// 生成一个多边形钻石 |
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/// </summary> |
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/// <param name="viewport">控件</param> |
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/// <param name="sides">边数</param> |
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public static void GenerateDiamond(Viewport3DX viewport, int sides) |
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{ |
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// 启用法线生成 |
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var meshBuilder = new MeshBuilder(true, false); |
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//设置抗锯齿 |
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viewport.RenderHost.MSAA = MSAALevel.Maximum; |
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double radius = 3.2915; |
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double smallRadius = radius / 2; |
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double topHeight = 1.67; |
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double bottomHeight = 4.43; |
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double smallOffset = 1.25; |
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var largeVertices = new List<Vector3>(); |
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var smallVertices = new List<Vector3>(); |
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var edgeLines = new List<Tuple<Vector3, Vector3>>(); |
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// 生成大八边形顶点 |
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for (int i = 0; i < sides; i++) |
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{ |
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double angle = i * Math.PI / (sides / 2); |
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largeVertices.Add(new Vector3((float)(radius * Math.Cos(angle)), (float)topHeight, |
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(float)(radius * Math.Sin(angle)))); |
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} |
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// 生成小八边形顶点 |
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for (int i = 0; i < sides; i++) |
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{ |
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double angle = i * Math.PI / (sides / 2); |
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smallVertices.Add(new Vector3((float)(smallRadius * Math.Cos(angle)), (float)(topHeight + smallOffset), |
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(float)(smallRadius * Math.Sin(angle)))); |
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} |
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var bottomPoint = new Vector3(0, (float)(topHeight - bottomHeight), 0); |
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var topPoint = new Vector3(0, (float)topHeight, 0); |
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// 生成底部面 |
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for (int i = 0; i < sides; i++) |
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{ |
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int nextIndex = (i + 1) % sides; |
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// 计算法线 |
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// Vector3 edge1 = largeVertices[nextIndex] - bottomPoint; |
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// Vector3 edge2 = largeVertices[i] - bottomPoint; |
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// Vector3 normal = Vector3.Cross(edge1, edge2); |
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// normal.Normalize(); |
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List<Vector3> fanPositions2 = new List<Vector3>() |
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{ bottomPoint, largeVertices[nextIndex], largeVertices[i] }; |
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List<Vector3> fanNormals2 = new List<Vector3>() |
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{ new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0) }; |
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meshBuilder.AddTriangleFan(fanPositions2, fanNormals2); |
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// meshBuilder.AddTriangle(bottomPoint, largeVertices[nextIndex], largeVertices[i]); |
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// meshBuilder.AddTriangle(topPoint, largeVertices[i], largeVertices[nextIndex]); |
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// 添加边框线 |
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edgeLines.Add(new Tuple<Vector3, Vector3>(bottomPoint, largeVertices[nextIndex])); |
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edgeLines.Add(new Tuple<Vector3, Vector3>(largeVertices[nextIndex], largeVertices[i])); |
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edgeLines.Add(new Tuple<Vector3, Vector3>(largeVertices[i], bottomPoint)); |
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} |
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// 生成法线并添加小八边形的面 |
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var smallNormals = new List<Vector3>(); |
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for (int i = 0; i < smallVertices.Count; i++) |
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{ |
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smallNormals.Add(new Vector3(0, 1, 0)); // 小八边形法线向上 |
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} |
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meshBuilder.AddTriangleFan(smallVertices, smallNormals); |
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// 生成大八边形和小八边形的连接面 |
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for (int i = 0; i < sides; i++) |
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{ |
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int nextIndex = (i + 1) % sides; |
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// 计算法线 |
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// Vector3 edge1 = largeVertices[nextIndex] - largeVertices[i]; |
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// Vector3 edge2 = smallVertices[nextIndex] - largeVertices[i]; |
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// Vector3 normal1 = Vector3.Cross(edge1, edge2); |
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// normal1.Normalize(); |
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// |
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// Vector3 edge3 = smallVertices[nextIndex] - largeVertices[i]; |
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// Vector3 edge4 = smallVertices[i] - largeVertices[i]; |
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// Vector3 normal2 = Vector3.Cross(edge3, edge4); |
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// normal2.Normalize(); |
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List<Vector3> fanPositions1 = new List<Vector3>() |
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{ largeVertices[i], largeVertices[nextIndex], smallVertices[nextIndex] }; |
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List<Vector3> fanNormals1 = new List<Vector3>() |
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{ new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0) }; |
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meshBuilder.AddTriangleFan(fanPositions1, fanNormals1); |
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//meshBuilder.AddTriangle(largeVertices[i], largeVertices[nextIndex], smallVertices[nextIndex]); |
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List<Vector3> fanPositions2 = new List<Vector3>() |
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{ largeVertices[i], smallVertices[nextIndex], smallVertices[i] }; |
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List<Vector3> fanNormals2 = new List<Vector3>() |
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{ new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0) }; |
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meshBuilder.AddTriangleFan(fanPositions2, fanNormals2); |
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//meshBuilder.AddTriangle(largeVertices[i], smallVertices[nextIndex], smallVertices[i]); |
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// 添加边框线 |
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edgeLines.Add(new Tuple<Vector3, Vector3>(largeVertices[i], largeVertices[nextIndex])); |
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edgeLines.Add(new Tuple<Vector3, Vector3>(largeVertices[nextIndex], smallVertices[nextIndex])); |
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edgeLines.Add(new Tuple<Vector3, Vector3>(smallVertices[nextIndex], smallVertices[i])); |
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edgeLines.Add(new Tuple<Vector3, Vector3>(smallVertices[i], largeVertices[i])); |
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} |
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var mesh = meshBuilder.ToMeshGeometry3D(); |
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var material = new PBRMaterial |
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{ |
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AlbedoColor = new Color4(0.11f, 0.56f, 1f, 0.6f), // 纯白色 |
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MetallicFactor = 0.0, |
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RoughnessFactor = 0.01, |
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ReflectanceFactor = 1.0, |
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ClearCoatStrength = 1.0, |
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ClearCoatRoughness = 0.0, |
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// RenderEnvironmentMap = true, |
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// IrradianceMap = TextureModel.Create(stream), // 环境贴图 |
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}; |
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// 设置材质的采样器状态 |
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material.SurfaceMapSampler = new SamplerStateDescription |
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{ |
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Filter = Filter.MinMagMipLinear, |
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AddressU = TextureAddressMode.Wrap, |
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AddressV = TextureAddressMode.Wrap, |
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AddressW = TextureAddressMode.Wrap |
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}; |
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//边框 |
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var lineBuilder = new LineBuilder(); |
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foreach (var line in edgeLines) |
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{ |
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lineBuilder.AddLine(line.Item1, line.Item2); |
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} |
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var edgeLinesModel = new LineGeometryModel3D |
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{ |
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Geometry = lineBuilder.ToLineGeometry3D(), |
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Color = System.Windows.Media.Colors.Black, |
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Thickness = 1.0 |
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}; |
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viewport.Items.Add(edgeLinesModel); |
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var geometryModel = new MeshGeometryModel3D |
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{ |
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Geometry = mesh, |
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Material = material |
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}; |
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viewport.Items.Add(geometryModel); |
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viewport.ZoomExtents(); |
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} |
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public static void GenerateModelByEntity(Viewport3DX viewport, List<Viewport3DTriangleEntity> entities) |
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{ |
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var meshBuilder = new MeshBuilder(true, false); |
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viewport.RenderHost.MSAA = MSAALevel.Maximum; |
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foreach (var entity in entities) |
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{ |
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List<Vector3> vertices = new List<Vector3>(){entity.Point1, entity.Point2, entity.Point3}; |
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meshBuilder.AddPolygon(vertices); |
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} |
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var mesh = meshBuilder.ToMeshGeometry3D(); |
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var material = new PBRMaterial |
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{ |
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AlbedoColor = new Color4(0.11f, 0.56f, 1f, 0.6f), |
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MetallicFactor = 0.0, |
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RoughnessFactor = 0.01, |
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ReflectanceFactor = 1.0, |
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ClearCoatStrength = 1.0, |
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ClearCoatRoughness = 0.0, |
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}; |
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// 设置材质的采样器状态 |
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material.SurfaceMapSampler = new SamplerStateDescription |
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{ |
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Filter = Filter.MinMagMipLinear, |
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AddressU = TextureAddressMode.Wrap, |
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AddressV = TextureAddressMode.Wrap, |
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AddressW = TextureAddressMode.Wrap |
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}; |
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var geometryModel = new MeshGeometryModel3D |
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{ |
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Geometry = mesh, |
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Material = material |
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}; |
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viewport.Items.Add(geometryModel); |
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} |
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/// <summary> |
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/// 传入一个三角形,找到关联面 |
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/// </summary> |
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/// <param name="viewport">控件</param> |
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/// <param name="triangleIndex">三角形顶点</param> |
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/// <param name="selColor">选择主体颜色</param> |
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/// <param name="linkColor">选择关联颜色(null不渲染)</param> |
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/// <param name="borderColor">选择边框颜色(null不渲染)</param> |
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/// <returns></returns> |
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public static List<GeometryModel3D> HighlightAssociatedFaces(Viewport3DX viewport, |
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Tuple<Vector3, Vector3, Vector3> triangleIndex, Color4 selColor, Color4? linkColor = null, |
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Color4? borderColor = null) |
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{ |
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List<GeometryModel3D> result = new List<GeometryModel3D>(); |
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//选中平面上的点(实现选中高亮、边框线) |
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List<Vector3> selFaceVector = new List<Vector3>(); |
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selFaceVector.Add(triangleIndex.Item1); |
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selFaceVector.Add(triangleIndex.Item2); |
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selFaceVector.Add(triangleIndex.Item3); |
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foreach (var item in viewport.Items) |
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{ |
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if (item is MeshGeometryModel3D geometryModel) |
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{ |
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var geometry = geometryModel.Geometry; |
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if (geometry != null) |
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{ |
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var positions = geometry.Positions; // 顶点列表 |
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var indices = geometry.Indices; // 索引列表 |
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// 确保 Indices 是三角形格式 |
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for (int i = 0; i < indices.Count; i += 3) |
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{ |
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// 获取三角形的三个顶点索引 |
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int index0 = indices[i]; |
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int index1 = indices[i + 1]; |
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int index2 = indices[i + 2]; |
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// 获取三角形的三个顶点坐标 |
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var vertex0 = positions[index0]; |
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var vertex1 = positions[index1]; |
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var vertex2 = positions[index2]; |
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List<Vector3> temp = new List<Vector3>() { vertex0, vertex1, vertex2 }; |
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if (ArePointsOnSamePlane(triangleIndex, temp)) |
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{ |
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//所有点共面,两种情况,三角形自己,三角形相连在同一个平面 |
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if (temp.Count == 3 && temp.Contains(triangleIndex.Item1) && |
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temp.Contains(triangleIndex.Item2) && temp.Contains(triangleIndex.Item3)) |
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continue; |
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foreach (var vector in temp) |
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{ |
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// if(!selFaceVector.Contains(vector)) |
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selFaceVector.Add(vector); |
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} |
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} |
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} |
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} |
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} |
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} |
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//当前选中的平面 |
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var meshBuilder = new MeshBuilder(true, false); |
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List<Vector3> fanNormals2 = new List<Vector3>(); |
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foreach (var vertex in selFaceVector) |
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fanNormals2.Add(new Vector3(0, 1, 0)); |
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meshBuilder.AddTriangleFan(selFaceVector, fanNormals2); |
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var mesh = meshBuilder.ToMeshGeometry3D(); |
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var material = new PBRMaterial |
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{ |
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AlbedoColor = selColor, // 纯白色 |
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MetallicFactor = 0, |
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RoughnessFactor = 1, |
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ReflectanceFactor = 0.5, |
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}; |
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var geometryModel1 = new MeshGeometryModel3D |
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{ |
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Geometry = mesh, |
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Material = material |
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}; |
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//当前选中平面边框线 |
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var edgeLines = new List<Tuple<Vector3, Vector3>>(); |
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var lengths = new List<double>(); // 长度列表 |
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var angles = new List<double>(); // 夹角列表 |
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HashSet<Vector3> uniqueVectors = new HashSet<Vector3>(selFaceVector); |
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List<Vector3> sortedVectors = uniqueVectors.ToList(); |
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Vector3 center = GetCentroid(sortedVectors); |
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// 按极角顺时针排序 |
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sortedVectors.Sort((v1, v2) => |
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{ |
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double angle1 = Math.Atan2(v1.Z - center.Z, v1.X - center.X); // 计算第一个点的角度 |
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double angle2 = Math.Atan2(v2.Z - center.Z, v2.X - center.X); // 计算第二个点的角度 |
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return angle1.CompareTo(angle2); // 按角度从小到大排序 |
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}); |
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for (int i = 0; i < sortedVectors.Count - 1; i++) |
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{ |
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var nowItem = sortedVectors[i]; |
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var nextItem = sortedVectors[i + 1]; |
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edgeLines.Add(new Tuple<Vector3, Vector3>(nowItem, nextItem)); |
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// 计算当前线段的长度 |
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lengths.Add((nextItem - nowItem).Length()); |
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} |
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|
||||
edgeLines.Add(new Tuple<Vector3, Vector3>(sortedVectors.Last(), sortedVectors.First())); |
||||
lengths.Add((sortedVectors.Last() - sortedVectors.First()).Length()); |
||||
//计算夹角 |
||||
for (int i = 0; i < sortedVectors.Count; i++) |
||||
{ |
||||
int prevIndex = (i - 1 + sortedVectors.Count) % sortedVectors.Count; |
||||
int nextIndex = (i + 1) % sortedVectors.Count; |
||||
|
||||
// 获取三点 |
||||
var p1 = sortedVectors[prevIndex]; |
||||
var p2 = sortedVectors[i]; |
||||
var p3 = sortedVectors[nextIndex]; |
||||
|
||||
// 计算夹角 |
||||
var v1 = p2 - p1; |
||||
var v2 = p3 - p2; |
||||
double angle = AngleBetween(v1, v2); |
||||
angles.Add(angle); // 夹角,单位是度 |
||||
} |
||||
|
||||
if (sortedVectors.Count == lengths.Count && sortedVectors.Count == angles.Count) |
||||
{ |
||||
for (int i = 0; i < sortedVectors.Count; i++) |
||||
{ |
||||
var point = sortedVectors[i]; |
||||
var pointNext = i + 1 >= sortedVectors.Count ? sortedVectors.First() : sortedVectors[i + 1]; |
||||
var lengthText = $"L: {lengths[i]:F2}"; |
||||
var angleText = $"Angle: {angles[i]:F2}°"; |
||||
|
||||
var lengthTextPoint = (pointNext + point) / 2; |
||||
|
||||
// 在合适位置显示文本 |
||||
var text3DL = DisplayText3D(lengthText, |
||||
new Vector3(lengthTextPoint.X, lengthTextPoint.Y + 0.5f, lengthTextPoint.Z)); |
||||
var text3DA = DisplayText3D(angleText, new Vector3(point.X, point.Y + 0.5f, point.Z + 0.5f)); |
||||
viewport.Items.Add(text3DL); |
||||
viewport.Items.Add(text3DA); |
||||
result.Add(text3DL); |
||||
result.Add(text3DA); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
// 如果列表长度不一致,给出提示信息 |
||||
Console.WriteLine("The lengths or angles list size does not match the sorted vectors list."); |
||||
} |
||||
|
||||
var lineBuilder = new LineBuilder(); |
||||
foreach (var line in edgeLines) |
||||
{ |
||||
lineBuilder.AddLine(line.Item1, line.Item2); |
||||
} |
||||
|
||||
var edgeLinesModel = new LineGeometryModel3D |
||||
{ |
||||
Geometry = lineBuilder.ToLineGeometry3D(), |
||||
Color = System.Windows.Media.Colors.Red, |
||||
Thickness = 1.0 |
||||
}; |
||||
|
||||
viewport.Items.Add(edgeLinesModel); |
||||
viewport.Items.Add(geometryModel1); |
||||
|
||||
|
||||
result.Add(geometryModel1); |
||||
result.Add(edgeLinesModel); |
||||
return result; |
||||
} |
||||
|
||||
/// <summary> |
||||
/// 遍历视图中的所有三角形 |
||||
/// </summary> |
||||
/// <param name="viewport"></param> |
||||
/// <returns></returns> |
||||
public static List<Tuple<Vector3, Vector3, Vector3>> ForeachViewPortTriangle(Viewport3DX viewport) |
||||
{ |
||||
List<Tuple<Vector3, Vector3, Vector3>> result = new List<Tuple<Vector3, Vector3, Vector3>>(); |
||||
foreach (var item in viewport.Items) |
||||
{ |
||||
if (item is MeshGeometryModel3D geometryModel) |
||||
{ |
||||
var geometry = geometryModel.Geometry; |
||||
if (geometry != null) |
||||
{ |
||||
var positions = geometry.Positions; // 顶点列表 |
||||
var indices = geometry.Indices; // 索引列表 |
||||
|
||||
// 确保 Indices 是三角形格式 |
||||
for (int i = 0; i < indices.Count; i += 3) |
||||
{ |
||||
// 获取三角形的三个顶点索引 |
||||
int index0 = indices[i]; |
||||
int index1 = indices[i + 1]; |
||||
int index2 = indices[i + 2]; |
||||
|
||||
// 获取三角形的三个顶点坐标 |
||||
var vertex0 = positions[index0]; |
||||
var vertex1 = positions[index1]; |
||||
var vertex2 = positions[index2]; |
||||
result.Add(new Tuple<Vector3, Vector3, Vector3>(vertex0, vertex1, vertex2)); |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
return result; |
||||
} |
||||
|
||||
private static BillboardTextModel3D DisplayText3D(string text, Vector3 position) |
||||
{ |
||||
var billboardTextModel = new BillboardTextModel3D(); |
||||
var billboardText = new BillboardText3D(); |
||||
billboardText.TextInfo.Add(new TextInfo(text, position) |
||||
{ |
||||
Foreground = Color.Green, |
||||
Scale = 0.5f, |
||||
}); |
||||
billboardTextModel.Geometry = billboardText; |
||||
return billboardTextModel; |
||||
} |
||||
|
||||
public static float AngleBetween(Vector3 v1, Vector3 v2) |
||||
{ |
||||
// 计算两个向量的点积 |
||||
float dotProduct = Vector3.Dot(v1, v2); |
||||
|
||||
// 计算每个向量的模长 |
||||
float magnitudeV1 = v1.Length(); |
||||
float magnitudeV2 = v2.Length(); |
||||
|
||||
// 防止除以零错误 |
||||
if (magnitudeV1 == 0 || magnitudeV2 == 0) |
||||
{ |
||||
return 0f; |
||||
} |
||||
|
||||
// 计算夹角的余弦值 |
||||
float cosTheta = dotProduct / (magnitudeV1 * magnitudeV2); |
||||
|
||||
// 限制cosTheta的值范围在 -1 到 1 之间,以防计算机浮点误差 |
||||
cosTheta = Math.Max(-1f, Math.Min(1f, cosTheta)); |
||||
|
||||
// 返回角度,单位是度 |
||||
return (float)(Math.Acos(cosTheta) * (180.0 / Math.PI)); |
||||
} |
||||
|
||||
// 计算点集合的中心点(几何质心) |
||||
private static Vector3 GetCentroid(List<Vector3> vectors) |
||||
{ |
||||
float x = vectors.Sum(v => v.X) / vectors.Count; |
||||
float y = vectors.Sum(v => v.Y) / vectors.Count; |
||||
float z = vectors.Sum(v => v.Z) / vectors.Count; |
||||
return new Vector3(x, y, z); |
||||
} |
||||
|
||||
/// <summary> |
||||
/// 判断集合元素是狗共面 |
||||
/// </summary> |
||||
/// <param name="triangle"></param> |
||||
/// <param name="points"></param> |
||||
/// <returns></returns> |
||||
public static bool ArePointsOnSamePlane(Tuple<Vector3, Vector3, Vector3> triangle, List<Vector3> points) |
||||
{ |
||||
// 获取三角形的三个点 |
||||
var P1 = triangle.Item1; |
||||
var P2 = triangle.Item2; |
||||
var P3 = triangle.Item3; |
||||
|
||||
// 计算平面的法线 |
||||
Vector3 V1 = P2 - P1; // 向量P1P2 |
||||
Vector3 V2 = P3 - P1; // 向量P1P3 |
||||
Vector3 normal = Vector3.Cross(V1, V2); // 叉积得到平面法线 |
||||
|
||||
// 对每个点进行检查 |
||||
foreach (var point in points) |
||||
{ |
||||
if (!IsPointInPlane(P1, normal, point)) |
||||
{ |
||||
return false; // 如果有点不在平面上,返回false |
||||
} |
||||
} |
||||
|
||||
return true; // 如果所有点都在平面上,返回true |
||||
} |
||||
|
||||
/// <summary> |
||||
/// 判断点是否在平面上 |
||||
/// </summary> |
||||
/// <returns></returns> |
||||
private static bool IsPointInPlane(Vector3 planePoint, Vector3 normal, Vector3 point) |
||||
{ |
||||
// 计算点到平面的距离 |
||||
// 点到平面的距离公式:d = (point - planePoint) · normal / |normal| |
||||
float distance = Vector3.Dot(point - planePoint, normal) / normal.Length(); |
||||
|
||||
// 如果距离为0,说明点在平面上 |
||||
return Math.Abs(distance) < 1e-6; // 容忍一个小的误差 |
||||
} |
||||
|
||||
public static void GenerateLightingForModel(Viewport3DX viewport) |
||||
{ |
||||
// 移除现有的灯光 |
||||
List<Light3D> lights = new List<Light3D>(); |
||||
foreach (var item in viewport.Items) |
||||
{ |
||||
if (item is Light3D) |
||||
{ |
||||
lights.Add(item as Light3D); |
||||
} |
||||
} |
||||
lights.ForEach(item => viewport.Items.Remove(item)); |
||||
|
||||
// 获取场景中最大的模型 |
||||
var models = viewport.Items.OfType<MeshGeometryModel3D>(); |
||||
if (!models.Any()) return; |
||||
|
||||
var largestModel = models |
||||
.OrderByDescending(m => GetBoundingBoxVolume(m.Geometry.Bound)) |
||||
.FirstOrDefault(); |
||||
|
||||
if (largestModel == null) return; |
||||
|
||||
// 获取最大模型的边界立方体 |
||||
var boundingBox = largestModel.Geometry.Bound; |
||||
var size = boundingBox.Size; |
||||
var center = boundingBox.Center; |
||||
|
||||
// 计算 Bounding Box 的八个顶点 |
||||
var corners = new List<Point3D> |
||||
{ |
||||
boundingBox.Minimum.ToPoint3D(), // 左下后 |
||||
new Point3D(boundingBox.Maximum.X, boundingBox.Minimum.Y, boundingBox.Minimum.Z), // 右下后 |
||||
new Point3D(boundingBox.Minimum.X, boundingBox.Maximum.Y, boundingBox.Minimum.Z), // 左上后 |
||||
new Point3D(boundingBox.Minimum.X, boundingBox.Minimum.Y, boundingBox.Maximum.Z), // 左下前 |
||||
boundingBox.Maximum.ToPoint3D(), // 右上前 |
||||
new Point3D(boundingBox.Maximum.X, boundingBox.Maximum.Y, boundingBox.Minimum.Z), // 右上后 |
||||
new Point3D(boundingBox.Minimum.X, boundingBox.Maximum.Y, boundingBox.Maximum.Z), // 左上前 |
||||
new Point3D(boundingBox.Maximum.X, boundingBox.Minimum.Y, boundingBox.Maximum.Z) // 右下前 |
||||
}; |
||||
|
||||
// 在每个顶点处添加光源 |
||||
for (int i = 0; i < corners.Count; i++) |
||||
{ |
||||
var corner = corners[i]; |
||||
|
||||
// 设置点光源的颜色和强度,使得八个点的光源具有不同效果 |
||||
var color = i % 2 == 0 ? Colors.LightGoldenrodYellow : Colors.LightSkyBlue; |
||||
|
||||
// 添加点光源 |
||||
var pointLight = new PointLight3D |
||||
{ |
||||
Position = corner, |
||||
Color = color, |
||||
Range = (float)size.Length() * 4 // 光照范围覆盖整个模型 |
||||
}; |
||||
|
||||
viewport.Items.Add(pointLight); |
||||
} |
||||
|
||||
// 添加顶部的多处光源(从上向下照射,模拟太阳光) |
||||
double topLightDistance = size.Y * 1.2; // 适当调整顶部光源的高度 |
||||
var topLightPositions = new List<Point3D> |
||||
{ |
||||
new Point3D(center.X, boundingBox.Maximum.Y + topLightDistance, center.Z), |
||||
new Point3D(boundingBox.Minimum.X - size.X / 3, boundingBox.Maximum.Y + topLightDistance, center.Z), |
||||
new Point3D(boundingBox.Maximum.X + size.X / 3, boundingBox.Maximum.Y + topLightDistance, center.Z) |
||||
}; |
||||
|
||||
foreach (var position in topLightPositions) |
||||
{ |
||||
var topLight = new PointLight3D |
||||
{ |
||||
Position = position, |
||||
Color = Colors.LightGoldenrodYellow, |
||||
Range = (float)size.Length() * 0.5, // 增加光的照射范围 |
||||
Attenuation = new Vector3D(1, 0.1f, 0.05f) // 控制光的衰减,使光在距离内更有效 |
||||
}; |
||||
viewport.Items.Add(topLight); |
||||
} |
||||
// 添加环境光以柔化整体效果并增加亮度 |
||||
var ambientLight = new AmbientLight3D |
||||
{ |
||||
Color = Colors.LightGray |
||||
}; |
||||
viewport.Items.Add(ambientLight); |
||||
|
||||
|
||||
var ambientLigh1t = new AmbientLight3D |
||||
{ |
||||
Color = Colors.Gray // 设置环境光颜色 |
||||
}; |
||||
viewport.Items.Add(ambientLigh1t); |
||||
|
||||
|
||||
// 添加环境光以柔化整体效果并增加亮度 |
||||
// var ambientLight = new AmbientLight3D |
||||
// { |
||||
// Color = Colors.LightGray |
||||
// }; |
||||
// viewport.Items.Add(ambientLight); |
||||
// 添加底部的光源(从底部中心向上照射) |
||||
// var bottomLightPosition = new Point3D(center.X, boundingBox.Minimum.Y - 1.0f, center.Z); // 位于底部中心点下方 |
||||
// var bottomLight = new PointLight3D |
||||
// { |
||||
// Position = bottomLightPosition, |
||||
// Color = Colors.White, // 白色光源 |
||||
// Range = (float)size.Length() * 2 // 设置光照范围 |
||||
// }; |
||||
// viewport.Items.Add(bottomLight); |
||||
} |
||||
|
||||
// 辅助方法:获取边界体积 |
||||
private static double GetBoundingBoxVolume(BoundingBox bound) |
||||
{ |
||||
var size = bound.Size; |
||||
return size.X * size.Y * size.Z; |
||||
} |
||||
|
||||
public static List<Viewport3DTriangleEntity> InitDemo(Viewport3DX viewport) |
||||
{ |
||||
List<Viewport3DTriangleEntity> entities = new List<Viewport3DTriangleEntity>(); |
||||
try |
||||
{ |
||||
using (FileStream fileStream = new FileStream(AppDomain.CurrentDomain.BaseDirectory + @"Resource\DimDemo.txt", FileMode.Open, FileAccess.Read)) |
||||
using (StreamReader reader = new StreamReader(fileStream)) |
||||
{ |
||||
string line; |
||||
while ((line = reader.ReadLine()) != null) |
||||
{ |
||||
if(string.IsNullOrWhiteSpace(line))continue; |
||||
if(line.StartsWith("-- "))continue; |
||||
entities.Add(Viewport3DTriangleEntity.CreateByString(line)); |
||||
} |
||||
} |
||||
} |
||||
catch (Exception ex) |
||||
{ |
||||
Console.WriteLine($"读取文件时出错:{ex.Message}"); |
||||
} |
||||
GenerateModelByEntity(viewport, entities); |
||||
GenerateLightingForModel(viewport); |
||||
|
||||
return entities; |
||||
} |
||||
|
||||
public static List<GeometryModel3D> GenerateEmissiveModelByEntity(Viewport3DX viewport, List<Viewport3DTriangleEntity> entities, Color4 emissiveColor) |
||||
{ |
||||
// 创建 MeshBuilder,启用法线生成 |
||||
var meshBuilder = new MeshBuilder(true, false); |
||||
viewport.RenderHost.MSAA = MSAALevel.Maximum; |
||||
|
||||
// 通过实体构建三角形面 |
||||
foreach (var entity in entities) |
||||
{ |
||||
List<Vector3> vertices = new List<Vector3>() { entity.Point1, entity.Point2, entity.Point3 }; |
||||
meshBuilder.AddPolygon(vertices); |
||||
} |
||||
|
||||
// 生成网格 |
||||
var mesh = meshBuilder.ToMeshGeometry3D(); |
||||
|
||||
// 创建自发光材质 |
||||
var material = new PBRMaterial |
||||
{ |
||||
AlbedoColor = new Color4(0, 0, 0, 1.0f), // 黑色,避免其他光照影响 |
||||
EmissiveColor = emissiveColor, // 自发光颜色 |
||||
MetallicFactor = 0.0, // 非金属 |
||||
RoughnessFactor = 1.0, // 高粗糙度,避免反射效果 |
||||
ReflectanceFactor = 0.0, // 无反射 |
||||
ClearCoatStrength = 0.0, // 无清漆效果 |
||||
ClearCoatRoughness = 1.0, // 高粗糙度 |
||||
}; |
||||
|
||||
// 设置材质的采样器状态 |
||||
material.SurfaceMapSampler = new SamplerStateDescription |
||||
{ |
||||
Filter = Filter.MinMagMipLinear, |
||||
AddressU = TextureAddressMode.Wrap, |
||||
AddressV = TextureAddressMode.Wrap, |
||||
AddressW = TextureAddressMode.Wrap |
||||
}; |
||||
|
||||
// 创建几何模型 |
||||
var geometryModel = new MeshGeometryModel3D |
||||
{ |
||||
Geometry = mesh, |
||||
Material = material |
||||
}; |
||||
|
||||
// 将几何模型添加到视图中 |
||||
viewport.Items.Add(geometryModel); |
||||
List<GeometryModel3D> result = new List<GeometryModel3D>(); |
||||
result.Add(geometryModel); |
||||
return result; |
||||
} |
||||
|
||||
public static List<GeometryModel3D> GenerateLineTextModelByEntity(Viewport3DX viewport, List<Viewport3DTriangleEntity> entities) |
||||
{ |
||||
List<GeometryModel3D> result = new List<GeometryModel3D>(); |
||||
List<Vector3> selFaceVector = new List<Vector3>(); |
||||
foreach (var entity in entities) |
||||
{ |
||||
selFaceVector.Add(entity.Point1); |
||||
selFaceVector.Add(entity.Point2); |
||||
selFaceVector.Add(entity.Point3); |
||||
} |
||||
var edgeLines = new List<Tuple<Vector3, Vector3>>(); |
||||
var lengths = new List<double>(); // 长度列表 |
||||
var angles = new List<double>(); // 夹角列表 |
||||
HashSet<Vector3> uniqueVectors = new HashSet<Vector3>(selFaceVector); |
||||
List<Vector3> sortedVectors = uniqueVectors.ToList(); |
||||
Vector3 center = GetCentroid(sortedVectors); |
||||
sortedVectors.Sort((v1, v2) => |
||||
{ |
||||
double angle1 = Math.Atan2(v1.Z - center.Z, v1.X - center.X); // 计算第一个点的角度 |
||||
double angle2 = Math.Atan2(v2.Z - center.Z, v2.X - center.X); // 计算第二个点的角度 |
||||
return angle1.CompareTo(angle2); // 按角度从小到大排序 |
||||
}); |
||||
for (int i = 0; i < sortedVectors.Count - 1; i++) |
||||
{ |
||||
var nowItem = sortedVectors[i]; |
||||
var nextItem = sortedVectors[i + 1]; |
||||
edgeLines.Add(new Tuple<Vector3, Vector3>(nowItem, nextItem)); |
||||
// 计算当前线段的长度 |
||||
lengths.Add((nextItem - nowItem).Length()); |
||||
} |
||||
edgeLines.Add(new Tuple<Vector3, Vector3>(sortedVectors.Last(), sortedVectors.First())); |
||||
lengths.Add((sortedVectors.Last() - sortedVectors.First()).Length()); |
||||
//计算夹角 |
||||
for (int i = 0; i < sortedVectors.Count; i++) |
||||
{ |
||||
int prevIndex = (i - 1 + sortedVectors.Count) % sortedVectors.Count; |
||||
int nextIndex = (i + 1) % sortedVectors.Count; |
||||
|
||||
// 获取三点 |
||||
var p1 = sortedVectors[prevIndex]; |
||||
var p2 = sortedVectors[i]; |
||||
var p3 = sortedVectors[nextIndex]; |
||||
|
||||
// 计算夹角 |
||||
var v1 = p2 - p1; |
||||
var v2 = p3 - p2; |
||||
double angle = AngleBetween(v1, v2); |
||||
angles.Add(angle); // 夹角,单位是度 |
||||
} |
||||
if (sortedVectors.Count == lengths.Count && sortedVectors.Count == angles.Count) |
||||
{ |
||||
for (int i = 0; i < sortedVectors.Count; i++) |
||||
{ |
||||
var point = sortedVectors[i]; |
||||
var pointNext = i + 1 >= sortedVectors.Count ? sortedVectors.First() : sortedVectors[i + 1]; |
||||
var lengthText = $"L: {lengths[i]:F2}"; |
||||
var angleText = $"Angle: {angles[i]:F2}°"; |
||||
|
||||
var lengthTextPoint = (pointNext + point) / 2; |
||||
|
||||
// 在合适位置显示文本 |
||||
var text3DL = DisplayText3D(lengthText, |
||||
new Vector3(lengthTextPoint.X, lengthTextPoint.Y + 0.5f, lengthTextPoint.Z)); |
||||
var text3DA = DisplayText3D(angleText, new Vector3(point.X, point.Y + 0.5f, point.Z + 0.5f)); |
||||
viewport.Items.Add(text3DL); |
||||
viewport.Items.Add(text3DA); |
||||
result.Add(text3DL); |
||||
result.Add(text3DA); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
// 如果列表长度不一致,给出提示信息 |
||||
Console.WriteLine("The lengths or angles list size does not match the sorted vectors list."); |
||||
} |
||||
var lineBuilder = new LineBuilder(); |
||||
foreach (var line in edgeLines) |
||||
{ |
||||
lineBuilder.AddLine(line.Item1, line.Item2); |
||||
} |
||||
|
||||
var edgeLinesModel = new LineGeometryModel3D |
||||
{ |
||||
Geometry = lineBuilder.ToLineGeometry3D(), |
||||
Color = System.Windows.Media.Colors.Red, |
||||
Thickness = 1.0 |
||||
}; |
||||
|
||||
viewport.Items.Add(edgeLinesModel); |
||||
result.Add(edgeLinesModel); |
||||
return result; |
||||
} |
||||
|
||||
|
||||
} |
After Width: | Height: | Size: 10 KiB |
Loading…
Reference in new issue