[英]C# 3D wpf black meshes
C#3D WPF Visual Studio 2010
我有一个场景,其中包括一个由数字三角形构成的圆,并在背面和正面都添加了网格。
在我看来,三角形出现了,但内部和外部均为黑色。 我以这种方式添加材料
Material material = new DiffuseMaterial(new SolidColorBrush(Colors.Blue));
但是如果我将材料更改为
Material material = new EmissiveMaterial(new SolidColorBrush(Colors.Red));
侧面开始以这种颜色发光。
我有三个光源
< AmbientLight Color="White" / >
< DirectionalLight x:Name="myDirectLight1" Color="White"/ >
< PointLight x:Name="myPointLight1" Color="White" Position="0,0,0"/>
我也在哪里
myCamera.LookDirection = -(Vector3D)myCamera.Position; //always look to (0,0,0)
myDirectLight1.Direction = myCamera.LookDirection; //light comes from the camera
但是侧面仍然是黑色的(除非我将材质更改为EmissiveMaterial)???
灯光是否具有未设置为infinity的某种默认范围?
圆圈很大,直径约为2000个单位,
问候
添加
private Model3DGroup CreateTriangleModel(Point3D p0, Point3D p1, Point3D p2, Material material, Material material2)
{
MeshGeometry3D mesh = null;
GeometryModel3D model = null;
Model3DGroup group = new Model3DGroup();
//
// Front side of jagged part
//
mesh = new MeshGeometry3D();
mesh.Positions.Add(p0);
mesh.Positions.Add(p1);
mesh.Positions.Add(p2);
mesh.TriangleIndices.Add(0);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(2);
Vector3D normal = CalculateNormal(p0, p1, p2);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
//
// Front side of the surface below the jagged edge
//
Point3D p3 = new Point3D(p1.X, p1.Y, bh);
Point3D p4 = new Point3D(p2.X, p2.Y, bh);
mesh.Positions.Add(p3);
mesh.Positions.Add(p4);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(3);
mesh.TriangleIndices.Add(4);
normal = CalculateNormal(p1, p3, p4);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(4);
mesh.TriangleIndices.Add(2);
normal = CalculateNormal(p1, p4, p2);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
model = new GeometryModel3D(mesh, material);
group.Children.Add(model);
//
// Back side of jagged part
//
mesh = new MeshGeometry3D();
mesh.Positions.Add(p0);
mesh.Positions.Add(p1);
mesh.Positions.Add(p2);
mesh.TriangleIndices.Add(0);
mesh.TriangleIndices.Add(2);
mesh.TriangleIndices.Add(1);
normal = CalculateNormal(p0, p1, p2);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
//
// Back side of the surface below the jagged edge
//
p3 = new Point3D(p1.X, p1.Y, bh);
p4 = new Point3D(p2.X, p2.Y, bh);
mesh.Positions.Add(p3);
mesh.Positions.Add(p4);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(4);
mesh.TriangleIndices.Add(3);
normal = CalculateNormal(p1, p4, p3);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(2);
mesh.TriangleIndices.Add(4);
normal = CalculateNormal(p1, p2, p4);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
model = new GeometryModel3D(mesh, material2);
group.Children.Add(model);
return group;
}
private Vector3D CalculateNormal(Point3D p0, Point3D p1, Point3D p2)
{
Vector3D v0 = new Vector3D(
p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
Vector3D v1 = new Vector3D(
p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
return Vector3D.CrossProduct(v0, v1);
}
错误是我的光源是在XAML代码中定义的,但是我很方便地在源代码中删除了它们,从而导致奇怪的结果,其中对象是“可见的”,而无论材质如何,都是黑色的
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.