You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

1142 lines
45 KiB

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
{
/// <summary>
/// 对指定类型的面进行标色
/// </summary>
/// <param name="planeType"></param>
/// <param name="color"></param>
/// <returns></returns>
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
/// <summary>
/// 通过三角形实体集合生成面模型(生成并添加)
/// </summary>
/// <param name="viewport"></param>
/// <param name="entities"></param>
public static MeshGeometryModel3D GenerateModelByEntity(Viewport3DX viewport, List<Viewport3DTriangleEntity> entities, Color4? color = null)
{
var geometryModel = GenerateModelByEntity(entities, color);
viewport.Items.Add(geometryModel);
return geometryModel;
}
/// <summary>
/// 通过三角形实体集合生成面模型(只生成不添加)
/// </summary>
/// <param name="entities"></param>
/// <param name="color"></param>
/// <returns></returns>
public static MeshGeometryModel3D GenerateModelByEntity(List<Viewport3DTriangleEntity> entities, Color4? color = null)
{
var meshBuilder = new MeshBuilder(true, false);
foreach (var entity in entities)
{
if (entity.PlaneType == PlaneType.Girdle)
{
meshBuilder.AddTriangleFan(new List<Vector3>() { entity.Point1, entity.Point2, entity.Point3 },
new List<Vector3>() { new Vector3(0,0,0), new Vector3(0,0,0), new Vector3(0,0,0) });
}
else
{
meshBuilder.AddPolygon(new List<Vector3>() { 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,
};
}
/// <summary>
/// 通过三角形实体集合生成面模型(只生成不添加)
/// </summary>
/// <param name="entities"></param>
/// <param name="color"></param>
/// <returns></returns>
public static List<MeshGeometryModel3D> GenerateModelByEntityGroupByType(List<Viewport3DTriangleEntity> entities)
{
var groupedDict = entities
.GroupBy(e => e.PlaneType)
.ToDictionary(g => g.Key, g => g.ToList());
var result = new List<MeshGeometryModel3D>();
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;
}
/// <summary>
/// 保存模型截图
/// </summary>
/// <param name="viewport"></param>
/// <param name="filePath"></param>
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<PngBitmapEncoder> pngList = await generationTask;
await VideoHelper.CreateVideoFromPngListAsync(pngList, filePath);
}
/// <summary>
/// 导出模型
/// </summary>
/// <param name="viewport"></param>
/// <param name="filePath"></param>
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<MeshGeometryModel3D>())
{
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");
}
}
/// <summary>
/// 导出模型
/// </summary>
/// <param name="viewport"></param>
/// <param name="filePath"></param>
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<Tuple<IList<Vector3>, IList<int>>> geometries = new List<Tuple<IList<Vector3>, IList<int>>>();
// 在 UI 线程中收集几何信息
await Application.Current.Dispatcher.InvokeAsync(() =>
{
foreach (var model in viewport.Items.OfType<MeshGeometryModel3D>())
{
if (model.Geometry is HelixToolkit.Wpf.SharpDX.Geometry3D geometry)
{
geometries.Add(new Tuple<IList<Vector3>, IList<int>>(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);
}
/// <summary>
/// 通过三角形实体集合生成每个面的边框线
/// </summary>
/// <param name="viewport"></param>
/// <param name="entities"></param>
public static List<LineGeometryModel3D> GentrateLineByEntity(Viewport3DX viewport, List<Viewport3DTriangleEntity> entities, Color4? color = null, double thickness = 1.0)
{
List<LineGeometryModel3D> result = GentrateLineByEntity(entities, color, thickness);
result.ForEach(e => viewport.Items.Add(e));
return result;
}
/// <summary>
/// 通过三角形实体集合生成每个面的边框线(只生成不添加)
/// </summary>
/// <param name="entities"></param>
/// <param name="color"></param>
/// <param name="thickness"></param>
/// <returns></returns>
public static List<LineGeometryModel3D> GentrateLineGirdleByEntity(List<Viewport3DTriangleEntity> entities,
Color4? color = null, double thickness = 1.0)
{
List<LineGeometryModel3D> result = new List<LineGeometryModel3D>();
//按面分组,腰面特殊单独生成
List<Viewport3DTriangleEntity> waistList = entities
.Where(entity => entity.PlaneType == PlaneType.Girdle)
.ToList();
List<Vector3> selFaceVector = new List<Vector3>();
List<Tuple<Vector3, Vector3>> lines = new List<Tuple<Vector3, Vector3>>();
if (waistList.Count > 0)
{
foreach (var entity in waistList)
{
selFaceVector.Add(entity.Point1);
selFaceVector.Add(entity.Point2);
selFaceVector.Add(entity.Point3);
}
HashSet<Vector3> uniqueVectors = new HashSet<Vector3>(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<Vector3, Vector3>(nowItem, nextItem);
if (IsLineSegmentParallelToYAxis(line))
{
lines.Add(line);
result.Add(DisplayLineModel3D(new List<Vector3>(){nowItem,nextItem }, color??ViewportManager.ColorConfig.MainBorderColor, thickness));
}
}
}
CalculateLineSegmentStats(lines, out ViewportManager.MainModelGirdleMaxLines, out ViewportManager.MainModelGirdleMinLines, out ViewportManager.MainModelGirdleAvgLines);
ViewportManager.MainModelGirdleLines = lines;
return result;
}
/// <summary>
/// 通过三角形实体集合生成每个面的边框线(只生成不添加)
/// </summary>
/// <param name="entities"></param>
/// <param name="color"></param>
/// <param name="thickness"></param>
/// <returns></returns>
public static List<LineGeometryModel3D> GentrateLineByEntity(List<Viewport3DTriangleEntity> entities, Color4? color = null, double thickness = 1.0)
{
List<LineGeometryModel3D> result = new List<LineGeometryModel3D>();
//按面分组,腰面特殊单独生成
List<Viewport3DTriangleEntity> waistList = entities
.Where(entity => entity.PlaneType == PlaneType.Girdle)
.ToList();
Dictionary<string, List<Viewport3DTriangleEntity>> 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<Vector3> temp = new List<Vector3>();
foreach (var entity in item.Value)
{
temp.Add(entity.Point1);
temp.Add(entity.Point2);
temp.Add(entity.Point3);
}
result.Add(DisplayLineModel3D(VectorClockwiseSort(new HashSet<Vector3>(temp).ToList()), color??ViewportManager.ColorConfig.MainBorderColor, thickness));
}
//腰 - 特殊
List<Vector3> selFaceVector = new List<Vector3>();
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<Vector3> uniqueVectors = new HashSet<Vector3>(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;
}
/// <summary>
/// 显示线段长度mm
/// </summary>
/// <param name="entities">三角形集合</param>
/// <param name="textColor">文字颜色</param>
/// <param name="showAll">是否显示全部(false:只显示不重复)</param>
/// <returns></returns>
public static List<GeometryModel3D> GenerateLineTextModels(List<Viewport3DTriangleEntity> entities,
Color4? textColor = null,bool showAll = false)
{
var selFacet = entities;
var selFacetType = entities.First().PlaneType;
var result = new List<GeometryModel3D>();
if (selFacetType == PlaneType.Girdle)
{
if (ViewportManager.MainModelGirdleMaxLines != null || ViewportManager.MainModelGirdleMinLines != null ||
ViewportManager.MainModelGirdleAvgLines != null)
{
result.Add(DisplayLineModel3D(new List<Tuple<Vector3,Vector3>>(){ViewportManager.MainModelGirdleMaxLines}, new Color4(1f, 0, 0, 1f) ));
result.Add(DisplayLineModel3D(new List<Tuple<Vector3,Vector3>>(){ViewportManager.MainModelGirdleMinLines}, new Color4(0f, 1f, 0, 1f) ));
result.Add(DisplayLineModel3D(new List<Tuple<Vector3,Vector3>>(){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<Viewport3DTriangleEntity> 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<string>();
// 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;
}
/// <summary>
/// 生成选择的视图()
/// </summary>
/// <param name="triangleCode">三角形ID</param>
/// <param name="selType">生成范围</param>
/// <returns></returns>
public static List<GeometryModel3D> 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<GeometryModel3D>();
}
/// <summary>
/// 生成选择的视图(只生成,不添加!!)
/// </summary>
/// <param name="entity">选中的实体</param>
/// <param name="selType">生成范围</param>
/// <returns></returns>
/// <exception cref="Exception"></exception>
public static List<GeometryModel3D> 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<GeometryModel3D> result = new List<GeometryModel3D>();
//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;
}
/// <summary>
/// 生成线段夹角文本(不绘制)
/// </summary>
/// <param name="entities">线集合</param>
/// <param name="textColor">文本颜色(默认红)</param>
/// <param name="showAll">是否显示全部(默认否)</param>
/// <returns></returns>
public static List<GeometryModel3D> GenerateLineAngleTextModels(List<Viewport3DTriangleEntity> entities,
Color4? textColor = null, bool showAll = false)
{
var result = new List<GeometryModel3D>();
var uniqueAngles = new HashSet<string>();
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
/// <summary>
/// 旋转主体
/// </summary>
/// <param name="axis">中心</param>
/// <param name="hasLine">是否包含线</param>
/// <param name="speed">旋转时间 秒</param>
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);
}
/// <summary>
/// 在场景中添加文字
/// </summary>
/// <param name="text">文字</param>
/// <param name="position">位置</param>
/// <returns></returns>
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;
}
/// <summary>
/// 在场景中添加文字
/// </summary>
/// <param name="text"></param>
/// <param name="position"></param>
/// <param name="direction"></param>
/// <param name="color"></param>
/// <returns></returns>
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<TextInfo>()
{
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;
}
/// <summary>
/// 生成线对象
/// </summary>
/// <param name="points">点集合(自动闭环)</param>
/// <param name="lineColor">线颜色</param>
/// <param name="thickness">线粗细 默认1</param>
/// <returns></returns>
public static LineGeometryModel3D DisplayLineModel3D(List<Vector3> points, Color4 lineColor,
double thickness = 1.0)
{
var edgeLines = new List<Tuple<Vector3, Vector3>>();
for (int i = 0; i < points.Count - 1; i++)
{
var nowItem = points[i];
var nextItem = points[i + 1];
edgeLines.Add(new Tuple<Vector3, Vector3>(nowItem, nextItem));
}
edgeLines.Add(new Tuple<Vector3, Vector3>(points.Last(), points.First()));
return DisplayLineModel3D(edgeLines, lineColor, thickness);
}
/// <summary>
/// 在正方向生成相机
/// </summary>
/// <param name="positiveDirection"></param>
/// <param name="boundingBox"></param>
/// <param name="fieldOfView"></param>
/// <param name="aspectRatio"></param>
/// <returns></returns>
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,
};
}
/// <summary>
/// 绘制箭头(相机指向模型中心)
/// </summary>
/// <param name="cameraPosition">相机位置</param>
/// <param name="modelCenter">中心位置</param>
/// <param name="modelBounds">模型</param>
/// <param name="totalLength">箭头总长度 D:5</param>
/// <param name="cylinderRatio">圆柱部分占比 0.7</param>
/// <param name="diameter">箭头直径 1</param>
/// <param name="headDiameterRatio">圆锥直径与圆柱直径的比例 1.5</param>
/// <param name="padding">模型边界范围 1</param>
/// <returns></returns>
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
};
}
/// <summary>
/// 生成线对象
/// </summary>
/// <param name="points">线段集合</param>
/// <param name="lineColor">线段颜色</param>
/// <param name="thickness">线段粗细</param>
/// <returns></returns>
public static LineGeometryModel3D DisplayLineModel3D(List<Tuple<Vector3, Vector3>> 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;
}
/// <summary>
/// 根据视图中模型生成光照
/// </summary>
/// <param name="viewport"></param>
/// <returns></returns>
public static List<Light3D> GenerateLightingForModel(Viewport3DX viewport)
{
List<Light3D> result = new List<Light3D>();
var models = viewport.Items.OfType<MeshGeometryModel3D>();
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<Point3D>
{
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<Point3D>
// {
// 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<Viewport3DTriangleEntity> 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<Vector3> girdleTopLines, List<Vector3> 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;
}
/// <summary>
/// 删除视图中的照明
/// </summary>
/// <param name="viewport"></param>
public static void RemoveLightingInViewport(Viewport3DX viewport)
{
List<Light3D> lights = new List<Light3D>();
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
/// <summary>
/// 向量按中心点顺时针排序
/// </summary>
/// <param name="points"></param>
/// <returns></returns>
public static List<Vector3> VectorClockwiseSort(List<Vector3> points)
{
Vector3 center = GetCentroid(points);
return VectorClockwiseSort(points, center);
}
/// <summary>
/// 向量按中心点顺时针排序
/// </summary>
/// <param name="points"></param>
/// <param name="center"></param>
/// <returns></returns>
public static List<Vector3> VectorClockwiseSort(List<Vector3> 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<Vector3> 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);
}
/// <summary>
/// 计算点集合的中心点(几何质心)
/// </summary>
/// <param name="vectors"></param>
/// <returns></returns>
public 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>
/// 计算夹角度数
/// </summary>
/// <param name="v1"></param>
/// <param name="v2"></param>
/// <returns></returns>
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<Vector3, Vector3> 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<Tuple<Vector3, Vector3>> lines,
out Tuple<Vector3, Vector3> maxLine,
out Tuple<Vector3, Vector3> minLine,
out Tuple<Vector3, Vector3> 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<Vector3, Vector3> line)
{
Vector3 startPoint = line.Item1;
Vector3 endPoint = line.Item2;
return Math.Round(Vector3.Distance(startPoint, endPoint), 2);
}
#endregion
}