效果呢就是这么个效果,但是大家要发挥想象力,比如做成一个可以旋转的按钮等等。
定义一个这样的资源就好。
<Window.Resources>
<DiffuseMaterial x:Key="DiffuseMaterialStyle" Viewport2DVisual3D.IsVisualHostMaterial="True"
Brush="White"/>
</Window.Resources>
关键是在Grid里放这么一个东西:
<Viewport3D x:Name="view" ClipToBounds="True" RenderOptions.EdgeMode="Aliased">
<Viewport3D.Camera>
<PerspectiveCamera x:Name="perspectiveCam" FieldOfView="59" Position="0.5,0.5,2" LookDirection="0,0,-1">
<PerspectiveCamera.Transform>
<RotateTransform3D x:Name="rot" CenterY="0.5" CenterX="0.5" CenterZ="-0.5">
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="AxisAngleRot" Axis="0,1,0" Angle="0"/>
</RotateTransform3D.Rotation>
</RotateTransform3D>
</PerspectiveCamera.Transform>
</PerspectiveCamera>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight Color="White" />
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
正面:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle }">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="0,1,0 0,0,0 1,0,0 1,1,0"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="10" x:Name="FrontSide" BorderBrush="Blue" CornerRadius="1"
PreviewMouseDown="FrontSide_PreviewMouseDown" >
<TextBlock Text="欢迎访问我的博客" Foreground="Green" />
</Border>
</Viewport2DVisual3D>
右侧:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle}">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="1,1,0 1,0,0 1,0,-1 1,1,-1"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="1" x:Name="RightSide" BorderBrush="Lime" CornerRadius="4"
PreviewMouseDown="RightSide_PreviewMouseDown" >
<Border.Background>
<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
<GradientStop Color="White" />
</LinearGradientBrush>
</Border.Background>
<TextBlock Text="感谢您的支持" FontSize="20"/>
</Border>
</Viewport2DVisual3D>
大家对比上面这两个就知道正面的镂空是怎么来的了……
左侧:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle}">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="0,1,-1 0,0,-1 0,0,0 0,1,0"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 3 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="40" x:Name="LeftSide" BorderBrush="White" CornerRadius="1"
PreviewMouseDown="LeftSide_PreviewMouseDown" >
<Border.Background>
<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
<GradientStop Color="Black" />
</LinearGradientBrush>
</Border.Background>
<TextBlock Text="有问题直接评论就好" Foreground="Lime"/>
</Border>
</Viewport2DVisual3D>
后方:
<Viewport2DVisual3D Material="{StaticResource DiffuseMaterialStyle}">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="1,1,-1 1,0,-1 0,0,-1 0,1,-1 0,0.5,-1"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 2 0 2 4"/>
</Viewport2DVisual3D.Geometry>
<Border BorderThickness="1" x:Name="BackSide" BorderBrush="White" CornerRadius="4"
PreviewMouseDown="BackSide_PreviewMouseDown" >
<Border.Background>
<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
<GradientStop Color="White" />
</LinearGradientBrush>
</Border.Background>
<TextBlock Text="常来哦……" FontSize="20"/>
</Border>
</Viewport2DVisual3D>
大家先不管MeshGeometry3D这些东西是做什么的,后面我尽量简单快速的讲解它们。
所以先来看看程序的内部。
public partial class MainWindow : Window
{
DispatcherTimer dispatTime = null;
double AxAngle = 90;
public MainWindow()
{
InitializeComponent();
if (dispatTime == null)
dispatTime = new DispatcherTimer();
dispatTime.Tick += new EventHandler(DT_Tick);
dispatTime.Interval = new TimeSpan(0, 0, 0, 0, 2);
}
private void DT_Tick(object sender, EventArgs e)
{
AxisAngleRot.Angle += 1;
if (AxisAngleRot.Angle >= AxAngle)
dispatTime.Stop();
}
private void FrontSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxisAngleRot.Angle = 0;
AxAngle = 90;
dispatTime.Start();
}
private void LeftSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxAngle = 360;
dispatTime.Start();
}
private void BackSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxAngle = 270;
dispatTime.Start();
}
private void RightSide_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
AxAngle = 180;
dispatTime.Start();
}
}
像这种程序肯定会涉及到计时器的,就是DT_Tick方法。我将它设置为每次都转动1度,而下面这一行则是间隔的时间。
dispatTime.Interval = new TimeSpan(0, 0, 0, 0, 2);
其余的每个方法都用于调节角度,可以看到在正面时会将角度重置一次。
所以接下来看看Positions是什么意思。
原谅我把正方体画歪了,图中另外用箭头指出了“正面”、“右侧”等。
大家看看Positions中都是3个数字一组对吧,这就是一个点,我在图中已经标识出来了。而TriangleIndices中也是3个数字一组,这3个数字指示了Positions中的组合索引(从0开始索引),然后3个数字组成三角形,如图中箭头所指向的。
而TextureCoordinates是WPF的3D纹理坐标,这里就不深究的,后面可以深入探讨写一篇博客。
大家也可以拿源码回去慢慢弄着玩嘛……
所以这篇博客就到此为止咯。掰掰……
好玩的WPF第四弹:用Viewport2DVisual3D实现3D旋转效果
原文地址:http://blog.csdn.net/nomasp/article/details/46567895