[英]How do I calculate WPF all camera setting dynamically in the code?
我在Window中有Viewport3D。 当窗口大小改变时,它将改变大小。
<Window>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="100"/>
<RowDefinition/>
<Grid.RowDefinitions>
<Label Grid.Row="0" Content="top label"/>
<Viewport3D Grid.Row="1" x:Name="vp3D" >
<Viewport3D.Camera >
<PerspectiveCamera x:Name="pCamera" LookDirection="0 0 -1" UpDirection="0 1 0" />
</Viewport3D.Camera>
<Viewport2DVisual3D x:Name="v2dv3d">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D x:Name="mg3d" TextureCoordinates="0,0 0,1 1,1 1,0" TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial Viewport2DVisual3D.IsVisualHostMaterial="True" Brush="White"/>
</Viewport2DVisual3D.Material>
<Image Height="{Binding ElementName=vp3D, Path=ActualHeight}" Width="{Binding ElementName=vp3D, Path=ActualWidth}" Stretch="Fill"/>
</Viewport2DVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight Color="#FFFFFFFF" Direction="0,0,-1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Grid>
</Window
现在我希望图像显示就像它是原始的2d窗口(看起来没什么变化,但实际上图像是3d)。
但问题是如果我希望它看起来与WPF原始相同,我必须更改一些相机设置,如PerspectiveCamera.Position
或MeshGeometry3D.Position
。 因为Viewport3D
会在窗口改变大小时动态改变大小,我必须动态计算Viewport3D
设置。 反正有吗?
我已经尝试了这个,但是无法正确计算: WPF 3D:使用PerspectiveCamera将整个图像拟合到视图中
我不确定这是不是你想要的,但你试过这个吗?
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="100"/>
<RowDefinition/>
</Grid.RowDefinitions>
<Label Grid.Row="0" Content="top label"/>
<Image HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Grid.Row="1" Stretch="Fill"/>
<Viewport3D Grid.Row="1" x:Name="vp3D">
<Viewport3D.Camera >
<PerspectiveCamera x:Name="pCamera" Position="0,0,1" LookDirection="0,0,-1" />
</Viewport3D.Camera>
<Viewport2DVisual3D x:Name="v2dv3d">
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D x:Name="mg3d" Positions="-1,1,0 -1,-1,0 1,-1,0 1,1,0" TextureCoordinates="0,0 0,1 1,1 1,0" TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial Viewport2DVisual3D.IsVisualHostMaterial="True" Brush="White"/>
</Viewport2DVisual3D.Material>
</Viewport2DVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight Color="#FFFFFFFF" Direction="0,0,-1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Grid>
我自己完成了。
// get the Viewport3D size first, If you want to use .ActualWidth or .ActualHeight property get it, make sure your application loaded finish, otherwise it will return 0.
double height = ; // get the Viewport3D height or calculate the height first
double width = ; // get the Viewport3D width or calculate the width first
mg3d.Positions.Clear();
mg3d.Positions.Add(new Point3D(-width, height, 0.0));
mg3d.Positions.Add(new Point3D(-width, -height, 0.0));
mg3d.Positions.Add(new Point3D(width, -height, 0.0));
mg3d.Positions.Add(new Point3D(width, height, 0.0));
double fieldOfViewInRadians = pCamera.FieldOfView * (Math.PI / 180.0);
var z = (width) / Math.Tan(0.5 * fieldOfViewInRadians);
pCamera.Position = new Point3D(0.0, 0.0, z);
如果窗口大小发生变化,您还需要确保再次计算它。 之后,你可以做任何你想要的3D动画。
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