using System.Collections.Frozen; using System.Collections.ObjectModel; using System.Diagnostics; using System.Drawing.Text; using System.IO; using System.Windows; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Media.Imaging; using System.Windows.Media.Media3D; using System.Windows.Threading; using HelixToolkit.Wpf.SharpDX; using NPOI.OpenXmlFormats.Vml.Office; using SharpDX; using SharpDX.Direct3D11; using SharpDX.DXGI; using SparkClient.Views.UserControl.ViewportData.Enum; using SparkClient.Views.UserControl.ViewportData.Entity; using Color = SharpDX.Color; using GeometryModel3D = HelixToolkit.Wpf.SharpDX.GeometryModel3D; namespace SparkClient.Views.UserControl.ViewportData.Helper; public class ViewportHelperPro { /// /// 对指定类型的面进行标色 /// /// /// /// public static MeshGeometryModel3D GenerateTypePanelHot(PlaneType planeType, Color4? color = null) { var entities = ViewportManager.ViewportTriangle.Where(e=>e.PlaneType==planeType).ToList(); return GenerateModelByEntity(entities, color??ViewportManager.ColorConfig.ErrFacetColor); } #region 已经确定和调整好的方法 /// /// 通过三角形实体集合生成面模型(生成并添加) /// /// /// public static MeshGeometryModel3D GenerateModelByEntity(Viewport3DX viewport, List entities, Color4? color = null) { var geometryModel = GenerateModelByEntity(entities, color); viewport.Items.Add(geometryModel); return geometryModel; } /// /// 通过三角形实体集合生成面模型(只生成不添加) /// /// /// /// public static MeshGeometryModel3D GenerateModelByEntity(List entities, Color4? color = null) { var meshBuilder = new MeshBuilder(true, false); foreach (var entity in entities) { if (entity.PlaneType == PlaneType.Girdle) { meshBuilder.AddTriangleFan(new List() { entity.Point1, entity.Point2, entity.Point3 }, new List() { new Vector3(0,0,0), new Vector3(0,0,0), new Vector3(0,0,0) }); } else { meshBuilder.AddPolygon(new List() { entity.Point1, entity.Point2, entity.Point3 }); } } var mesh = meshBuilder.ToMeshGeometry3D(); var material = new PBRMaterial { AlbedoColor = new Color4(0.0f, 0f,0f,1f), // 黑色,避免其他光照影响 EmissiveColor =color ?? ViewportManager.ColorConfig.MainFacetColor , // LightGray #D3D3D3 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 SurfaceMapSampler = new SamplerStateDescription { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap }, // NormalMap = texture }; return new MeshGeometryModel3D { Geometry = mesh, Material = material, }; } /// /// 通过三角形实体集合生成面模型(只生成不添加) /// /// /// /// public static List GenerateModelByEntityGroupByType(List entities) { var groupedDict = entities .GroupBy(e => e.PlaneType) .ToDictionary(g => g.Key, g => g.ToList()); var result = new List(); foreach (var group in groupedDict) { var key = group.Key; result.Add(GenerateModelByEntity(group.Value, GenFaceColor4(key))); } return result; } private static Color4? GenFaceColor4(PlaneType planeType) { switch (planeType) { case PlaneType.Girdle: return new Color4(0, 0.74901f, 1, 0.2f); case PlaneType.TableFacet : return new Color4(0.52941f, 0.80734f, 0.98039f, 1); case PlaneType.UpperMainFacet: return new Color4(30/255f, 144/255f, 1, 1f); case PlaneType.StarFacet: return new Color4(0, 0, 1, 1f); case PlaneType.UpperGirdleFacet: return new Color4(100/255f, 149/255f, 237/255f, 1f); case PlaneType.PavilionMainFacet: return new Color4(106/255f, 90/255f, 205/255f, 1f); case PlaneType.LowerGirdleFact: return new Color4(175/255f, 238/255f, 238/255f, 1f); case PlaneType.Culet: return new Color4(255/255f, 255/255f, 255/255f, 1f); } return null; } /// /// 保存模型截图 /// /// /// public static void SaveViewportAsImage(Viewport3DX viewport, string filePath) { // 定义图像大小 int width = (int)viewport.ActualWidth; int height = (int)viewport.ActualHeight; // 创建 RenderTargetBitmap,捕获 Viewport3DX 的内容 var renderTargetBitmap = new RenderTargetBitmap(width, height, 96, 96, PixelFormats.Pbgra32); renderTargetBitmap.Render(viewport); // 使用 PngBitmapEncoder 保存为 PNG 文件 var encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(renderTargetBitmap)); using (var fileStream = new FileStream(filePath, FileMode.Create)) { encoder.Save(fileStream); } } public static async Task ExportModelsToVideo(Viewport3DX viewport, string filePath) { if (viewport == null) viewport = ViewportManager.GetViewport3D(); var generationTask = VideoHelper.StartGenerationAndRotation(viewport); List pngList = await generationTask; await VideoHelper.CreateVideoFromPngListAsync(pngList, filePath); } /// /// 导出模型 /// /// /// public static void ExportModelsToStl(Viewport3DX viewport, string filePath) { if (viewport == null) viewport = ViewportManager.GetViewport3D(); // 打开文件写入流 using (StreamWriter writer = new StreamWriter(filePath)) { writer.WriteLine("solid exportedModel"); foreach (var model in viewport.Items.OfType()) { if (model.Geometry is HelixToolkit.Wpf.SharpDX.Geometry3D geometry) { var positions = geometry.Positions; var indices = geometry.Indices; // 每三个索引构成一个三角形 for (int i = 0; i < indices.Count; i += 3) { int index0 = indices[i]; int index1 = indices[i + 1]; int index2 = indices[i + 2]; var p0 = positions[index0]; var p1 = positions[index1]; var p2 = positions[index2]; // 计算法线 var normal = CalculateNormal(p0, p1, p2); // 写入三角形信息到 STL 文件 writer.WriteLine($" facet normal {normal.X} {normal.Z} {normal.Y}"); writer.WriteLine(" outer loop"); writer.WriteLine($" vertex {p0.X} {p0.Z} {p0.Y}"); writer.WriteLine($" vertex {p1.X} {p1.Z} {p1.Y}"); writer.WriteLine($" vertex {p2.X} {p2.Z} {p2.Y}"); writer.WriteLine(" endloop"); writer.WriteLine(" endfacet"); } } } // 写入 STL 文件结束 writer.WriteLine("endsolid exportedModel"); } } /// /// 导出模型 /// /// /// public static async Task ExportModelsToStlASync( string filePath) { Viewport3DX viewport = ViewportManager.GetViewport3D(); // 创建一个集合来存储几何信息 List, IList>> geometries = new List, IList>>(); // 在 UI 线程中收集几何信息 await Application.Current.Dispatcher.InvokeAsync(() => { foreach (var model in viewport.Items.OfType()) { if (model.Geometry is HelixToolkit.Wpf.SharpDX.Geometry3D geometry) { geometries.Add(new Tuple, IList>(geometry.Positions, geometry.Indices)); } } }); // 在后台线程中处理几何信息并写入 STL 文件 await Task.Run(() => { using (StreamWriter writer = new StreamWriter(filePath)) { writer.WriteLine("solid exportedModel"); foreach (var geometry in geometries) { var positions = geometry.Item1; var indices = geometry.Item2; // 每三个索引构成一个三角形 for (int i = 0; i < indices.Count; i += 3) { int index0 = indices[i]; int index1 = indices[i + 1]; int index2 = indices[i + 2]; var p0 = positions[index0]; var p1 = positions[index1]; var p2 = positions[index2]; // 计算法线 var normal = CalculateNormal(p0, p1, p2); // 写入三角形信息到 STL 文件 writer.WriteLine($" facet normal {normal.X} {normal.Y} {normal.Z}"); writer.WriteLine(" outer loop"); writer.WriteLine($" vertex {p0.X} {p0.Y} {p0.Z}"); writer.WriteLine($" vertex {p1.X} {p1.Y} {p1.Z}"); writer.WriteLine($" vertex {p2.X} {p2.Y} {p2.Z}"); writer.WriteLine(" endloop"); writer.WriteLine(" endfacet"); } } // 写入 STL 文件结束 writer.WriteLine("endsolid exportedModel"); } }).ConfigureAwait(false); } /// /// 通过三角形实体集合生成每个面的边框线 /// /// /// public static List GentrateLineByEntity(Viewport3DX viewport, List entities, Color4? color = null, double thickness = 1.0) { List result = GentrateLineByEntity(entities, color, thickness); result.ForEach(e => viewport.Items.Add(e)); return result; } /// /// 通过三角形实体集合生成每个面的边框线(只生成不添加) /// /// /// /// /// public static List GentrateLineGirdleByEntity(List entities, Color4? color = null, double thickness = 1.0) { List result = new List(); //按面分组,腰面特殊单独生成 List waistList = entities .Where(entity => entity.PlaneType == PlaneType.Girdle) .ToList(); List selFaceVector = new List(); List> lines = new List>(); if (waistList.Count > 0) { foreach (var entity in waistList) { selFaceVector.Add(entity.Point1); selFaceVector.Add(entity.Point2); selFaceVector.Add(entity.Point3); } HashSet uniqueVectors = new HashSet(selFaceVector); for (int i = 0; i < uniqueVectors.ToList().Count - 1; i++) { var nowItem = uniqueVectors.ToList()[i]; var nextItem = uniqueVectors.ToList()[i + 1]; var line = new Tuple(nowItem, nextItem); if (IsLineSegmentParallelToYAxis(line)) { lines.Add(line); result.Add(DisplayLineModel3D(new List(){nowItem,nextItem }, color??ViewportManager.ColorConfig.MainBorderColor, thickness)); } } } CalculateLineSegmentStats(lines, out ViewportManager.MainModelGirdleMaxLines, out ViewportManager.MainModelGirdleMinLines, out ViewportManager.MainModelGirdleAvgLines); ViewportManager.MainModelGirdleLines = lines; return result; } /// /// 通过三角形实体集合生成每个面的边框线(只生成不添加) /// /// /// /// /// public static List GentrateLineByEntity(List entities, Color4? color = null, double thickness = 1.0) { List result = new List(); //按面分组,腰面特殊单独生成 List waistList = entities .Where(entity => entity.PlaneType == PlaneType.Girdle) .ToList(); Dictionary> feactList = entities .Where(entity => entity.PlaneType != PlaneType.Girdle) .GroupBy(entity => entity.PlaneCode) .ToDictionary(group => group.Key, group => group.ToList()); foreach (var item in feactList) { //GenerateLineTextModelByEntity(viewport, item.Value, Viewport3DManager.Gray); List temp = new List(); foreach (var entity in item.Value) { temp.Add(entity.Point1); temp.Add(entity.Point2); temp.Add(entity.Point3); } result.Add(DisplayLineModel3D(VectorClockwiseSort(new HashSet(temp).ToList()), color??ViewportManager.ColorConfig.MainBorderColor, thickness)); } //腰 - 特殊 List selFaceVector = new List(); if (waistList.Count > 0) { //顶线和底线 foreach (var entity in waistList) { selFaceVector.Add(entity.Point1); selFaceVector.Add(entity.Point2); selFaceVector.Add(entity.Point3); } HashSet uniqueVectors = new HashSet(selFaceVector); float maxY = uniqueVectors.Max(v => v.Y); float minY = uniqueVectors.Min(v => v.Y); float mid = (maxY + minY) / 2; ViewportManager.GirdleTopLines.Clear(); ViewportManager.GirdleBottomLines.Clear(); foreach (var vector in uniqueVectors) { if(vector.Y < mid) ViewportManager.GirdleBottomLines.Add(vector); else ViewportManager.GirdleTopLines.Add(vector); } result.Add(DisplayLineModel3D( VectorClockwiseSort(ViewportManager.GirdleBottomLines), color??ViewportManager.ColorConfig.MainBorderColor, thickness)); result.Add(DisplayLineModel3D( VectorClockwiseSort(ViewportManager.GirdleTopLines), color??ViewportManager.ColorConfig.MainBorderColor, thickness)); } return result; } /// /// 显示线段长度mm /// /// 三角形集合 /// 文字颜色 /// 是否显示全部(false:只显示不重复) /// public static List GenerateLineTextModels(List entities, Color4? textColor = null,bool showAll = false) { var selFacet = entities; var selFacetType = entities.First().PlaneType; var result = new List(); if (selFacetType == PlaneType.Girdle) { if (ViewportManager.MainModelGirdleMaxLines != null || ViewportManager.MainModelGirdleMinLines != null || ViewportManager.MainModelGirdleAvgLines != null) { result.Add(DisplayLineModel3D(new List>(){ViewportManager.MainModelGirdleMaxLines}, new Color4(1f, 0, 0, 1f) )); result.Add(DisplayLineModel3D(new List>(){ViewportManager.MainModelGirdleMinLines}, new Color4(0f, 1f, 0, 1f) )); result.Add(DisplayLineModel3D(new List>(){ViewportManager.MainModelGirdleAvgLines}, new Color4(1f, 0.5f, 0, 1f) )); result.Add(DisplayText3D($"{CalculateLength(ViewportManager.MainModelGirdleMaxLines)}mm", ViewportManager.MainModelGirdleMaxLines.Item1, textColor)); result.Add(DisplayText3D($"{CalculateLength(ViewportManager.MainModelGirdleMinLines)}mm", ViewportManager.MainModelGirdleMinLines.Item1, textColor)); result.Add(DisplayText3D($"{CalculateLength(ViewportManager.MainModelGirdleAvgLines)}mm", ViewportManager.MainModelGirdleAvgLines.Item1, textColor)); } } else { //查找同类面 List facetTypeAll = ViewportManager.ViewportTriangle.FindAll(e => e.PlaneType == selFacetType); var groupedDic = facetTypeAll.GroupBy(entity => entity.PlaneCode) .ToDictionary(group => group.Key, group => group.ToList()); /*** * 思路: * 1、以面分组,1组为台面、底面,8组、16组、64组、other * 2、每组数据区别 * 1组:取第一个数据 * 8组:按索引0-7 -> 1-8 * 16组:1-2、3-4、5-6、7-8、9-10、11-12、13-14、15-0共享数据 * 64组:这组特殊理论上是腰,按照else里的东西来 * 3、这个方法是主动点击,被动触发理论上通用 * 4、主动触发:循环遍历面组,根据面类型获取算法存储的数据,在Manager里制定面-参数的一对多关系,主动触发时,取参数的首位为默认 * 5、被动触发:根据结果页传入的参数编号,找到对应的面,循环遍历面组,根据面类型获取算法存储的数据,根据被动传入参数找到值 * 6、 ①组面可能由至少两个三角形组成,计算出三角形拼接出的多边形的中心作为文字显示的中心 * ②在从算法结果数据对应好面组的索引,做成值-组面id的文本,计算出这个文本的大小 * ③在拼接的图片中心,平行于平面,向中心点外偏移“文本大小高度+0.1"个单位 显示文本 */ // var selFaceVector = entities // .SelectMany(entity => new[] { entity.Point1, entity.Point2, entity.Point3 }) // .Distinct() // .ToList(); // var uniqueLines = new HashSet(); // var sortedVectors = VectorClockwiseSort(selFaceVector); // for (int i = 0; i < sortedVectors.Count; i++) // { // var current = sortedVectors[i]; // var next = sortedVectors[(i + 1) % sortedVectors.Count]; // // double length = (next - current).Length(); // string lineKey = $"{length:F2}"; // if (showAll == false) // { // if (uniqueLines.Contains(lineKey)) continue; // uniqueLines.Add(lineKey); // } // var midPoint = (current + next) / 2; // var text = $"{length:F2}mm"; // var textY = midPoint.Y > ViewportManager.CenterVector.Y ? midPoint.Y + 0.3f : midPoint.Y - 0.3f; // var lengthTextModel = DisplayText3D(text, new Vector3(midPoint.X, textY, midPoint.Z),next - current, textColor); // result.Add(lengthTextModel); // } } return result; } /// /// 生成选择的视图() /// /// 三角形ID /// 生成范围 /// public static List GentrateChosenView(string triangleCode, params SelShowType[] selType) { var res = ViewportManager.ViewportTriangle.Find(e => triangleCode.Equals(e.TriangleCode)); if(res != null) return GentrateChosenView(res, selType); return new List(); } /// /// 生成选择的视图(只生成,不添加!!) /// /// 选中的实体 /// 生成范围 /// /// public static List GentrateChosenView(Viewport3DTriangleEntity entity, params SelShowType[] selType) { if (entity == null || entity.TriangleCode == null || entity.TriangleCode.Length == 0) { throw new Exception("Invalid Viewport3DTriangleEntity object!"); } if (selType == null || selType.Length == 0) { throw new Exception("Invalid SelShowType collection"); } List result = new List(); //选中的面 var selPanel = ViewportManager.ViewportTriangle.Where(e => entity.PlaneCode.Equals(e.PlaneCode)).ToList(); //选中同类的面 var selPanelType = ViewportManager.ViewportTriangle.Where(e => entity.PlaneType.Equals(e.PlaneType)).ToList(); selPanel.ForEach(e=>selPanelType.Remove(e)); foreach (var type in selType) { switch (type) { case SelShowType.SelPanel: //选中面的高亮 result.Add(GenerateModelByEntity(selPanel, ViewportManager.ColorConfig.SelFacetColor)); break; case SelShowType.Border: //选中面边框的高亮 result.AddRange(GentrateLineByEntity(selPanel, ViewportManager.ColorConfig.SelBorderColor)); break; case SelShowType.IsTypePanel: //选中面的同类面高亮 result.Add(GenerateModelByEntity(selPanelType, ViewportManager.ColorConfig.SelTypeColor)); break; case SelShowType.LengthText: //选中面 每条边长度标记 // if(PlaneType.Girdle == entity.PlaneType)break; result.AddRange(GenerateLineTextModels(selPanel)); break; case SelShowType.BorderAngle: //选中面 每条边向内的夹角 if(PlaneType.Girdle == entity.PlaneType)break; result.AddRange(GenerateLineAngleTextModels(selPanel)); break; } } //生成的需要添加的元素 return result; } /// /// 生成线段夹角文本(不绘制) /// /// 线集合 /// 文本颜色(默认红) /// 是否显示全部(默认否) /// public static List GenerateLineAngleTextModels(List entities, Color4? textColor = null, bool showAll = false) { var result = new List(); var uniqueAngles = new HashSet(); var selFaceVector = entities .SelectMany(entity => new[] { entity.Point1, entity.Point2, entity.Point3 }) .Distinct() .ToList(); var sortedVectors = VectorClockwiseSort(selFaceVector); for (int i = 0; i < sortedVectors.Count; i++) { int prevIndex = (i - 1 + sortedVectors.Count) % sortedVectors.Count; int nextIndex = (i + 1) % sortedVectors.Count; var p1 = sortedVectors[prevIndex]; var p2 = sortedVectors[i]; var p3 = sortedVectors[nextIndex]; // 向量 var v1 = Vector3.Normalize(p1 - p2); var v2 = Vector3.Normalize(p3 - p2); // 计算内角(考虑方向性) double angle = Math.Acos(Vector3.Dot(v1, v2)) * (180 / Math.PI); string angleKey = $"{angle:F2}"; // 唯一标识 if (showAll == false) { if (uniqueAngles.Contains(angleKey)) continue; uniqueAngles.Add(angleKey); } // 显示内角 var text = $"{angle:F2}°"; var textY = p2.Y > ViewportManager.CenterVector.Y ? p2.Y + 0.3f : p2.Y - 0.3f; var angleTextModel = DisplayText3D(text, new Vector3(p2.X, textY, p2.Z), textColor); result.Add(angleTextModel); } return result; } #endregion /// /// 旋转主体 /// /// 中心 /// 是否包含线 /// 旋转时间 秒 public static void RotateModel(Vector3D axis, bool hasLine = true, int speed = 7, int to = 360) { // 设置旋转的中心点和旋转轴 var rotateTransform = new RotateTransform3D(); var rotation = new AxisAngleRotation3D(axis, 0); rotateTransform.Rotation = rotation; rotateTransform.CenterX = ViewportManager.CenterVector.X; rotateTransform.CenterY = ViewportManager.CenterVector.Y; rotateTransform.CenterZ = ViewportManager.CenterVector.Z; // 将旋转变换应用到模型 ViewportManager.MainModel3D.Transform = rotateTransform; if(hasLine) ViewportManager.MainModelLines.ForEach(e => e.Transform = rotateTransform); double currentAngle = rotation.Angle; // 创建旋转动画 var rotateAnimation = new DoubleAnimation { From = currentAngle, To = to + currentAngle, Duration = new Duration(TimeSpan.FromSeconds(speed)), FillBehavior = FillBehavior.HoldEnd }; // 应用动画 rotation.BeginAnimation(AxisAngleRotation3D.AngleProperty, rotateAnimation); } /// /// 在场景中添加文字 /// /// 文字 /// 位置 /// public static BillboardTextModel3D DisplayText3D(string text, Vector3 position, Color4? color = null) { var billboardTextModel = new BillboardTextModel3D(); var billboardText = new BillboardText3D(); billboardText.TextInfo.Add(new TextInfo(text, position) { Foreground = color??ViewportManager.ColorConfig.SelFontColor, Scale = 0.8f, }); billboardTextModel.Geometry = billboardText; return billboardTextModel; } /// /// 在场景中添加文字 /// /// /// /// /// /// public static BillboardTextModel3D DisplayText3D(string text, Vector3 position, Vector3 direction, Color4? color = null) { // 计算线段方向的角度 double angle = Math.Atan2(direction.Y, direction.X) * (180 / Math.PI); var billboardTextModel = new BillboardTextModel3D() { Geometry = new BillboardText3D() { TextInfo = new ObservableCollection() { new TextInfo(text, position){ Foreground = color ?? ViewportManager.ColorConfig.SelFontColor, Scale = 0.5f, Offset = new Vector2(0.2f, 0.2f), // Angle = (float)angle // 设置文字的旋转角度 } } }, DepthBias = -99, SlopeScaledDepthBias = 1.0f, IsDepthClipEnabled = true }; return billboardTextModel; } /// /// 生成线对象 /// /// 点集合(自动闭环) /// 线颜色 /// 线粗细 默认1 /// public static LineGeometryModel3D DisplayLineModel3D(List points, Color4 lineColor, double thickness = 1.0) { var edgeLines = new List>(); for (int i = 0; i < points.Count - 1; i++) { var nowItem = points[i]; var nextItem = points[i + 1]; edgeLines.Add(new Tuple(nowItem, nextItem)); } edgeLines.Add(new Tuple(points.Last(), points.First())); return DisplayLineModel3D(edgeLines, lineColor, thickness); } /// /// 在正方向生成相机 /// /// /// /// /// /// public static HelixToolkit.Wpf.SharpDX.PerspectiveCamera CalculateCamera(Vector3 positiveDirection, BoundingBox boundingBox, double fieldOfView = 45, double aspectRatio = 16.0 / 9.0) { // 单位化正方向 var normalizedDirection = Vector3.Normalize(positiveDirection); // 计算模型中心和最大尺寸 var center = boundingBox.Center; // 包围盒中心 var maxDimension = boundingBox.Size.Length(); // 包围盒对角线长度 // 计算视场角的一半(弧度制) var halfFov = Math.PI * fieldOfView / 360.0; // 计算相机距离 var distance = maxDimension / (2 * Math.Tan(halfFov)); // 相机位置和朝向 var cameraPosition = center - normalizedDirection * (float)distance; // 沿正方向放置相机 var lookDirection = center - cameraPosition; // 朝向模型中心 // 创建并返回相机 return new HelixToolkit.Wpf.SharpDX.PerspectiveCamera { Position = cameraPosition.ToPoint3D(), LookDirection = lookDirection.ToVector3D(), UpDirection = new Vector3D(0, 1, 0), // 默认全局 Y 轴为上方向 FieldOfView = fieldOfView, }; } /// /// 绘制箭头(相机指向模型中心) /// /// 相机位置 /// 中心位置 /// 模型 /// 箭头总长度 D:5 /// 圆柱部分占比 0.7 /// 箭头直径 1 /// 圆锥直径与圆柱直径的比例 1.5 /// 模型边界范围 1 /// public static MeshGeometryModel3D CreateArrow( Vector3 cameraPosition, Vector3 modelCenter, BoundingBox modelBounds, float totalLength = 1.5f, // 箭头总长度 float cylinderRatio = 0.7f,// 圆柱部分占比 float diameter = 0.25f, // 箭头直径 float headDiameterRatio = 2f, // 圆锥直径与圆柱直径的比例 float padding = 1.0f ) { // 计算模型的半径(对角线的一半) var modelSize = modelBounds.Size; var modelRadius = modelSize.Length() / 2; // 计算方向向量(从相机位置指向模型中心) var direction = Vector3.Normalize(modelCenter - cameraPosition); // 调整箭头起点,避免与模型交集 var adjustedStart = modelCenter - direction * (modelRadius + padding); // 计算圆柱和圆锥部分长度 float cylinderLength = totalLength * cylinderRatio; float coneLength = totalLength - cylinderLength; // 箭头圆柱终点 var cylinderEnd = adjustedStart + direction * cylinderLength; // 箭头终点(圆锥部分终点) var arrowEnd = cylinderEnd + direction * coneLength; // 创建箭头几何体 var builder = new MeshBuilder(); // 添加圆柱部分 builder.AddCylinder(adjustedStart, cylinderEnd, diameter, 20); // 添加圆锥部分 builder.AddCone(cylinderEnd, arrowEnd, diameter * headDiameterRatio, true, 20); // 设置箭头自发光材质 var material = new PhongMaterial { DiffuseColor = Color.Red, // 箭头的基本颜色 EmissiveColor = Color.Red // 箭头自发光颜色 }; // 创建 3D 模型 return new MeshGeometryModel3D { Geometry = builder.ToMeshGeometry3D(), Material = material }; } /// /// 生成线对象 /// /// 线段集合 /// 线段颜色 /// 线段粗细 /// public static LineGeometryModel3D DisplayLineModel3D(List> points, Color4 lineColor, double thickness = 1.0) { var lineBuilder = new LineBuilder(); foreach (var line in points) { lineBuilder.AddLine(line.Item1, line.Item2); } var edgeLinesModel = new LineGeometryModel3D { Geometry = lineBuilder.ToLineGeometry3D(), Color = lineColor.ToColor(), Thickness = thickness, }; return edgeLinesModel; } /// /// 根据视图中模型生成光照 /// /// /// public static List GenerateLightingForModel(Viewport3DX viewport) { List result = new List(); var models = viewport.Items.OfType(); if (!models.Any()) throw new Exception("Model in view not found"); var largestModel = models .OrderByDescending(m => GetBoundingBoxVolume(m.Geometry.Bound)) .FirstOrDefault(); if (largestModel == null) throw new Exception("Model in view not found"); var boundingBox = largestModel.Geometry.Bound; var size = boundingBox.Size; var center = boundingBox.Center; ViewportManager.CenterVector = center; ViewportManager.ModelBounds = boundingBox; var yao = CalculateCenter(ViewportManager.GirdleTopLines, ViewportManager.GirdleBottomLines); var corners = new List { new Point3D(boundingBox.Minimum.X-0.5, boundingBox.Minimum.Y-boundingBox.Maximum.Y/2, boundingBox.Minimum.Z-0.5), // 右下后 new Point3D(boundingBox.Maximum.X+0.5, boundingBox.Minimum.Y-boundingBox.Maximum.Y/2, boundingBox.Minimum.Z-0.5), // 右下后 new Point3D(boundingBox.Minimum.X-0.5, boundingBox.Minimum.Y-boundingBox.Maximum.Y/2, boundingBox.Maximum.Z+0.5), // 左下前 new Point3D(boundingBox.Maximum.X+0.5, boundingBox.Minimum.Y-boundingBox.Maximum.Y/2, boundingBox.Maximum.Z+0.5), // 右下前 // new Point3D(boundingBox.Minimum.X-1, yao.Y, boundingBox.Minimum.Z-1), // 右下后 // new Point3D(boundingBox.Maximum.X+1, yao.Y, boundingBox.Minimum.Z-1), // 右下后 // new Point3D(boundingBox.Minimum.X-1, yao.Y, boundingBox.Maximum.Z+1), // 左下前 // new Point3D(boundingBox.Maximum.X+1, yao.Y, boundingBox.Maximum.Z+1), // 右下前 new Point3D(boundingBox.Minimum.X-0.5, boundingBox.Maximum.Y+boundingBox.Maximum.Y/4, boundingBox.Minimum.Z-0.5), // 左上后 new Point3D(boundingBox.Maximum.X+0.5, boundingBox.Maximum.Y+boundingBox.Maximum.Y/4,boundingBox.Maximum.Z+0.5), // 右上前 new Point3D(boundingBox.Maximum.X+0.5, boundingBox.Maximum.Y+boundingBox.Maximum.Y/4, boundingBox.Minimum.Z-0.5), // 右上后 new Point3D(boundingBox.Minimum.X-0.5, boundingBox.Maximum.Y+boundingBox.Maximum.Y/4, boundingBox.Maximum.Z+0.5), // 左上前 }; for (int i = 0; i < corners.Count; i++) { var corner = corners[i]; var color = i % 2 == 0 ? Colors.LightGoldenrodYellow : Colors.LightSkyBlue; var pointLight = new PointLight3D { Position = corner, Color = color, Range = (float)size.Length() }; result.Add(pointLight); } // var topLightPositions = new List // { // new Point3D(center.X, center.Y, 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 // }; // result.Add(topLight); // } // 添加环境光以柔化整体效果并增加亮度 result.Add(new AmbientLight3D { Color = Colors.LightGray }); result.Add(new AmbientLight3D { Color = Colors.Gray // 设置环境光颜色 }); RemoveLightingInViewport(viewport); result.ForEach(e => viewport.Items.Add(e)); return result; } public static Vector3 GetCenterOfTriangles(List triangles) { if (triangles == null || triangles.Count == 0) throw new ArgumentException("The list of triangles cannot be null or empty."); // 累加所有顶点的坐标 Vector3 total = Vector3.Zero; int vertexCount = 0; foreach (var triangle in triangles) { total += triangle.Point1; total += triangle.Point2; total += triangle.Point3; vertexCount += 3; // 每个三角形有3个顶点 } // 计算平均坐标 return total / vertexCount; } public static Vector3 CalculateCenter(List girdleTopLines, List girdleBottomLines) { // 计算 GirdleTopLines 的中心点 Vector3 topCenter = GetCenter(girdleTopLines); // 计算 GirdleBottomLines 的中心点 Vector3 bottomCenter = GetCenter(girdleBottomLines); // 计算两个中心点的中点作为垂直方向的中心点 Vector3 centerInVertical = new Vector3( (topCenter.X + bottomCenter.X) / 2, (topCenter.Y + bottomCenter.Y) / 2, (topCenter.Z + bottomCenter.Z) / 2 ); return centerInVertical; } /// /// 删除视图中的照明 /// /// public static void RemoveLightingInViewport(Viewport3DX viewport) { List lights = new List(); foreach (var item in viewport.Items) { if (item is Light3D light3D) { lights.Add(light3D); } } lights.ForEach(item => viewport.Items.Remove(item)); } #region 私有方法 /// /// 向量按中心点顺时针排序 /// /// /// public static List VectorClockwiseSort(List points) { Vector3 center = GetCentroid(points); return VectorClockwiseSort(points, center); } /// /// 向量按中心点顺时针排序 /// /// /// /// public static List VectorClockwiseSort(List points, Vector3 center) { points.Sort((v1, v2) => { double angle1 = Math.Atan2(v1.Z - center.Z, v1.X - center.X); double angle2 = Math.Atan2(v2.Z - center.Z, v2.X - center.X); return angle1.CompareTo(angle2); }); return points; } private static Vector3 GetCenter(List points) { float x = points.Average(p => p.X); float y = points.Average(p => p.Y); float z = points.Average(p => p.Z); return new Vector3(x, y, z); } /// /// 计算点集合的中心点(几何质心) /// /// /// public 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); } /// /// 计算夹角度数 /// /// /// /// private 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)); } private static double GetBoundingBoxVolume(BoundingBox bound) { var size = bound.Size; return size.X * size.Y * size.Z; } private static Vector3 CalculateNormal(Vector3 p0, Vector3 p1, Vector3 p2) { var u = p1 - p0; var v = p2 - p0; return Vector3.Cross(u, v); } private static bool IsLineSegmentParallelToYAxis(Tuple lineSegment,float epsilon = 1e-6f) { Vector3 nowItem = lineSegment.Item1; Vector3 nextItem = lineSegment.Item2; if (Math.Abs(nowItem.X - nextItem.X) < epsilon && Math.Abs(nowItem.Z - nextItem.Z) < epsilon) { return true; // 平行于 Y 轴 } return false; // 不平行于 Y 轴 } private static void CalculateLineSegmentStats(List> lines, out Tuple maxLine, out Tuple minLine, out Tuple avgLine) { // 计算所有线段的长度 var lineLengths = lines.Select(line => new { Line = line, Length = CalculateLength(line) }).ToList(); // 找到最大、最小和平均长度对应的线段 maxLine = lineLengths.OrderByDescending(l => l.Length).First().Line; minLine = lineLengths.OrderBy(l => l.Length).First().Line; avgLine = lineLengths.OrderBy(l => Math.Abs(l.Length - lineLengths.Average(ll => ll.Length))) .First().Line; } private static double CalculateLength(Tuple line) { Vector3 startPoint = line.Item1; Vector3 endPoint = line.Item2; return Math.Round(Vector3.Distance(startPoint, endPoint), 2); } #endregion }