using System.IO;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using SharpDX.Direct3D11;
using SparkClient.Model.Entity;
namespace SparkClient.Model.Helper;
using HelixToolkit.Wpf.SharpDX;
using SharpDX;
using System.Collections.Generic;
public class Viewport3DHelper
{
// 加载环境贴图
// public static Stream stream =
// File.Open("D:\\WorkSpace\\spark\\HelixToolkitSharpDX-Demo\\morning_racing_circuit_16k.dds", FileMode.Open);
///
/// 生成一个多边形钻石
///
/// 控件
/// 边数
public static void GenerateDiamond(Viewport3DX viewport, int sides)
{
// 启用法线生成
var meshBuilder = new MeshBuilder(true, false);
//设置抗锯齿
viewport.RenderHost.MSAA = MSAALevel.Maximum;
double radius = 3.2915;
double smallRadius = radius / 2;
double topHeight = 1.67;
double bottomHeight = 4.43;
double smallOffset = 1.25;
var largeVertices = new List();
var smallVertices = new List();
var edgeLines = new List>();
// 生成大八边形顶点
for (int i = 0; i < sides; i++)
{
double angle = i * Math.PI / (sides / 2);
largeVertices.Add(new Vector3((float)(radius * Math.Cos(angle)), (float)topHeight,
(float)(radius * Math.Sin(angle))));
}
// 生成小八边形顶点
for (int i = 0; i < sides; i++)
{
double angle = i * Math.PI / (sides / 2);
smallVertices.Add(new Vector3((float)(smallRadius * Math.Cos(angle)), (float)(topHeight + smallOffset),
(float)(smallRadius * Math.Sin(angle))));
}
var bottomPoint = new Vector3(0, (float)(topHeight - bottomHeight), 0);
var topPoint = new Vector3(0, (float)topHeight, 0);
// 生成底部面
for (int i = 0; i < sides; i++)
{
int nextIndex = (i + 1) % sides;
// 计算法线
// Vector3 edge1 = largeVertices[nextIndex] - bottomPoint;
// Vector3 edge2 = largeVertices[i] - bottomPoint;
// Vector3 normal = Vector3.Cross(edge1, edge2);
// normal.Normalize();
List fanPositions2 = new List()
{ bottomPoint, largeVertices[nextIndex], largeVertices[i] };
List fanNormals2 = new List()
{ new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0) };
meshBuilder.AddTriangleFan(fanPositions2, fanNormals2);
// meshBuilder.AddTriangle(bottomPoint, largeVertices[nextIndex], largeVertices[i]);
// meshBuilder.AddTriangle(topPoint, largeVertices[i], largeVertices[nextIndex]);
// 添加边框线
edgeLines.Add(new Tuple(bottomPoint, largeVertices[nextIndex]));
edgeLines.Add(new Tuple(largeVertices[nextIndex], largeVertices[i]));
edgeLines.Add(new Tuple(largeVertices[i], bottomPoint));
}
// 生成法线并添加小八边形的面
var smallNormals = new List();
for (int i = 0; i < smallVertices.Count; i++)
{
smallNormals.Add(new Vector3(0, 1, 0)); // 小八边形法线向上
}
meshBuilder.AddTriangleFan(smallVertices, smallNormals);
// 生成大八边形和小八边形的连接面
for (int i = 0; i < sides; i++)
{
int nextIndex = (i + 1) % sides;
// 计算法线
// Vector3 edge1 = largeVertices[nextIndex] - largeVertices[i];
// Vector3 edge2 = smallVertices[nextIndex] - largeVertices[i];
// Vector3 normal1 = Vector3.Cross(edge1, edge2);
// normal1.Normalize();
//
// Vector3 edge3 = smallVertices[nextIndex] - largeVertices[i];
// Vector3 edge4 = smallVertices[i] - largeVertices[i];
// Vector3 normal2 = Vector3.Cross(edge3, edge4);
// normal2.Normalize();
List fanPositions1 = new List()
{ largeVertices[i], largeVertices[nextIndex], smallVertices[nextIndex] };
List fanNormals1 = new List()
{ new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0) };
meshBuilder.AddTriangleFan(fanPositions1, fanNormals1);
//meshBuilder.AddTriangle(largeVertices[i], largeVertices[nextIndex], smallVertices[nextIndex]);
List fanPositions2 = new List()
{ largeVertices[i], smallVertices[nextIndex], smallVertices[i] };
List fanNormals2 = new List()
{ new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0) };
meshBuilder.AddTriangleFan(fanPositions2, fanNormals2);
//meshBuilder.AddTriangle(largeVertices[i], smallVertices[nextIndex], smallVertices[i]);
// 添加边框线
edgeLines.Add(new Tuple(largeVertices[i], largeVertices[nextIndex]));
edgeLines.Add(new Tuple(largeVertices[nextIndex], smallVertices[nextIndex]));
edgeLines.Add(new Tuple(smallVertices[nextIndex], smallVertices[i]));
edgeLines.Add(new Tuple(smallVertices[i], largeVertices[i]));
}
var mesh = meshBuilder.ToMeshGeometry3D();
var material = new PBRMaterial
{
AlbedoColor = new Color4(0.11f, 0.56f, 1f, 0.6f), // 纯白色
MetallicFactor = 0.0,
RoughnessFactor = 0.01,
ReflectanceFactor = 1.0,
ClearCoatStrength = 1.0,
ClearCoatRoughness = 0.0,
// RenderEnvironmentMap = true,
// IrradianceMap = TextureModel.Create(stream), // 环境贴图
};
// 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
};
//边框
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.Black,
Thickness = 1.0
};
viewport.Items.Add(edgeLinesModel);
var geometryModel = new MeshGeometryModel3D
{
Geometry = mesh,
Material = material
};
viewport.Items.Add(geometryModel);
viewport.ZoomExtents();
}
public static void GenerateModelByEntity(Viewport3DX viewport, List entities)
{
var meshBuilder = new MeshBuilder(true, false);
viewport.RenderHost.MSAA = MSAALevel.Maximum;
foreach (var entity in entities)
{
List vertices = new List(){entity.Point1, entity.Point2, entity.Point3};
meshBuilder.AddPolygon(vertices);
}
var mesh = meshBuilder.ToMeshGeometry3D();
var material = new PBRMaterial
{
AlbedoColor = new Color4(0.11f, 0.56f, 1f, 0.6f),
MetallicFactor = 0.0,
RoughnessFactor = 0.01,
ReflectanceFactor = 1.0,
ClearCoatStrength = 1.0,
ClearCoatRoughness = 0.0,
};
// 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
};
var geometryModel = new MeshGeometryModel3D
{
Geometry = mesh,
Material = material
};
viewport.Items.Add(geometryModel);
}
///
/// 传入一个三角形,找到关联面
///
/// 控件
/// 三角形顶点
/// 选择主体颜色
/// 选择关联颜色(null不渲染)
/// 选择边框颜色(null不渲染)
///
public static List HighlightAssociatedFaces(Viewport3DX viewport,
Tuple triangleIndex, Color4 selColor, Color4? linkColor = null,
Color4? borderColor = null)
{
List result = new List();
//选中平面上的点(实现选中高亮、边框线)
List selFaceVector = new List();
selFaceVector.Add(triangleIndex.Item1);
selFaceVector.Add(triangleIndex.Item2);
selFaceVector.Add(triangleIndex.Item3);
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];
List temp = new List() { vertex0, vertex1, vertex2 };
if (ArePointsOnSamePlane(triangleIndex, temp))
{
//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
if (temp.Count == 3 && temp.Contains(triangleIndex.Item1) &&
temp.Contains(triangleIndex.Item2) && temp.Contains(triangleIndex.Item3))
continue;
foreach (var vector in temp)
{
// if(!selFaceVector.Contains(vector))
selFaceVector.Add(vector);
}
}
}
}
}
}
//当前选中的平面
var meshBuilder = new MeshBuilder(true, false);
List fanNormals2 = new List();
foreach (var vertex in selFaceVector)
fanNormals2.Add(new Vector3(0, 1, 0));
meshBuilder.AddTriangleFan(selFaceVector, fanNormals2);
var mesh = meshBuilder.ToMeshGeometry3D();
var material = new PBRMaterial
{
AlbedoColor = selColor, // 纯白色
MetallicFactor = 0,
RoughnessFactor = 1,
ReflectanceFactor = 0.5,
};
var geometryModel1 = new MeshGeometryModel3D
{
Geometry = mesh,
Material = material
};
//当前选中平面边框线
var edgeLines = new List>();
var lengths = new List(); // 长度列表
var angles = new List(); // 夹角列表
HashSet uniqueVectors = new HashSet(selFaceVector);
List sortedVectors = uniqueVectors.ToList();
Vector3 center = GetCentroid(sortedVectors);
// 按极角顺时针排序
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(nowItem, nextItem));
// 计算当前线段的长度
lengths.Add((nextItem - nowItem).Length());
}
edgeLines.Add(new Tuple(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;
}
///
/// 遍历视图中的所有三角形
///
///
///
public static List> ForeachViewPortTriangle(Viewport3DX viewport)
{
List> result = new List>();
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(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 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);
}
///
/// 判断集合元素是狗共面
///
///
///
///
public static bool ArePointsOnSamePlane(Tuple triangle, List 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
}
///
/// 判断点是否在平面上
///
///
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 lights = new List();
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();
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
{
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
{
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 InitDemo(Viewport3DX viewport)
{
List entities = new List();
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 GenerateEmissiveModelByEntity(Viewport3DX viewport, List 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 vertices = new List() { 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 result = new List();
result.Add(geometryModel);
return result;
}
public static List GenerateLineTextModelByEntity(Viewport3DX viewport, List entities)
{
List result = new List();
List selFaceVector = new List();
foreach (var entity in entities)
{
selFaceVector.Add(entity.Point1);
selFaceVector.Add(entity.Point2);
selFaceVector.Add(entity.Point3);
}
var edgeLines = new List>();
var lengths = new List(); // 长度列表
var angles = new List(); // 夹角列表
HashSet uniqueVectors = new HashSet(selFaceVector);
List 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(nowItem, nextItem));
// 计算当前线段的长度
lengths.Add((nextItem - nowItem).Length());
}
edgeLines.Add(new Tuple(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;
}
}