[英]RenderTargetBitmap and Viewport3D rendering margin outside the ViewPort3D
[英]Viewport3D content size
我有一個包含圖像的Viewport3D,這是我的代碼:
<Window>
<Window.Resources>
<MaterialGroup x:Key="mat1" >
<DiffuseMaterial >
<DiffuseMaterial.Brush >
<VisualBrush >
<VisualBrush.Visual >
<Grid Width="270" Height="638" Background="Red">
<Image Width="270" Height="638" Source="screenshot-1.Png"></Image>
</Grid>
</VisualBrush.Visual >
</VisualBrush >
</DiffuseMaterial.Brush >
</DiffuseMaterial >
</MaterialGroup>
</Window.Resources >
<Grid>
<Viewport3D x:Name="vp" UIElement.ClipToBounds ="False" Height="638" UIElement.IsHitTestVisible ="False" RenderOptions.EdgeMode ="Unspecified" >
<Viewport3D.Camera >
<PerspectiveCamera x:Name="camera" ProjectionCamera.Position="0,0,5" ProjectionCamera.LookDirection ="0,0,-1" PerspectiveCamera.FieldOfView ="28" />
</Viewport3D.Camera>
<Viewport3D.Children >
<ModelVisual3D >
<ModelVisual3D.Content >
<SpotLight PointLightBase.Position="0,0,30" SpotLight.Direction ="0,0,-1" Light.Color ="white" />
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D >
<ModelVisual3D.Content >
<GeometryModel3D x:Name="gm3d" Material="{StaticResource mat1}" >
<GeometryModel3D.Geometry >
<MeshGeometry3D x:Name="plane3d" MeshGeometry3D.Normals ="0,0,1 0,0,1 0,0,1 0,0,1 0,0,1 0,0,1" MeshGeometry3D.TextureCoordinates ="0,1 1,1 1,0 1,0 0,0 0,1" MeshGeometry3D.Positions ="-1,-1,1 1,-1,1 1,1,1 1,1,1 -1,1,1 -1,-1,1" />
</GeometryModel3D.Geometry>
<Model3D.Transform >
<RotateTransform3D >
<RotateTransform3D.Rotation >
<AxisAngleRotation3D AxisAngleRotation3D.Axis="0,1,0" AxisAngleRotation3D.Angle ="0" x:Name ="rAngle" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</Model3D.Transform>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D.Children>
</Viewport3D>
<Button Height="20" Width="30" VerticalAlignment="Top" HorizontalAlignment="Left" Click="Button_Click_2"></Button>
</Grid>
</Window>
問題在於圖像大小應該是這樣的:
但是在使用Viewport3D時看起來像這樣:
請問有人可以幫助我嗎?
對此的簡單解釋是,您將矩形圖像放置在正方形面上。
更詳細的解釋是,您的MeshGeometry3D.TextureCoordinates
定義了兩個覆蓋矩形圖像的三角形,並將它們擠壓到由MeshGeometry3D.Positions
的值定義的正方形區域中。
現在,有許多解決方案取決於您要實現的目標。 讓我們從一個簡單的例子開始:
更改畫筆以具有正方形圖像。 因為默認情況下Image.Stretch
是Uniform
, Image.Stretch
這將節省圖像的長寬比。 請注意,我還將背景更改為Transparent
。
<MaterialGroup x:Key="mat1" >
<DiffuseMaterial >
<DiffuseMaterial.Brush >
<VisualBrush >
<VisualBrush.Visual >
<Grid Width="800" Height="800" Background="Transparent">
<Image Source="screenshot-1.Png"></Image>
</Grid>
</VisualBrush.Visual >
</VisualBrush >
</DiffuseMaterial.Brush >
</DiffuseMaterial >
</MaterialGroup>
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