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如何使用WPF實(shí)現(xiàn)一個(gè)平面三角形3D運(yùn)動(dòng)效果

發(fā)布時(shí)間:2020-11-05 16:57:15 來源:億速云 閱讀:466 作者:Leah 欄目:開發(fā)技術(shù)

如何使用WPF實(shí)現(xiàn)一個(gè)平面三角形3D運(yùn)動(dòng)效果?針對(duì)這個(gè)問題,這篇文章詳細(xì)介紹了相對(duì)應(yīng)的分析和解答,希望可以幫助更多想解決這個(gè)問題的小伙伴找到更簡(jiǎn)單易行的方法。

實(shí)現(xiàn)效果如下:

如何使用WPF實(shí)現(xiàn)一個(gè)平面三角形3D運(yùn)動(dòng)效果

思路:封裝三角形三個(gè)頂點(diǎn)和路徑的三角形類,圖形渲染時(shí)同步更新公共頂點(diǎn)三角形的頂點(diǎn)位置。

步驟:

1、三角形類Triangle.cs

public Point A, B, C;//初始三個(gè)頂點(diǎn)
public Point VA, VB, VC;//運(yùn)動(dòng)的三個(gè)頂點(diǎn)
public Path trianglePath;//三角形路徑
public Color triangleColor;//填充
public double ColorIndex;//顏色深度
 
    public Triangle(Point a, Point b, Point c, Color co, double z)
    {
      A = VA = a;
      B = VB = b;
      C = VC = c;
      triangleColor = co;
      ColorIndex = z;
      trianglePath = new Path();
      Draw();
    }
 
    /// <summary>
    /// 繪制三角形
    /// </summary>
    public void Draw()
    {
      var g = new StreamGeometry();
      using (StreamGeometryContext context = g.Open())
      {
        context.BeginFigure(VA, true, true);
        context.LineTo(VB, true, false);
        context.LineTo(VC, true, false);
      }
      trianglePath.Data = g;
      trianglePath.Fill = new SolidColorBrush(triangleColor);
    }

2、 三角形系統(tǒng)類TriangleSystem.cs

public class TriangleSystem
  {
    /// <summary>
    /// 三角形列表
    /// </summary>
    private List<Triangle> triangles;
 
    /// <summary>
    /// 點(diǎn)和與其對(duì)應(yīng)三角形字典
    /// </summary>
    public Dictionary<Point, PointClass> pointTriangles;
 
    /// <summary>
    /// 容器
    /// </summary>
    private Canvas containerCanvas;
 
    /// <summary>
    /// 三角形寬
    /// </summary>
    private int triangleWidth = 100;
 
    /// <summary>
    /// 三角形高
    /// </summary>
    private int triangleHeight = 100;
 
    /// <summary>
    /// 三角形橫向數(shù)量
    /// </summary>
    private int horizontalCount = 10;
 
    /// <summary>
    /// 三角形縱向數(shù)量
    /// </summary>
    private int verticalCount = 5;
 
    /// <summary>
    /// X坐標(biāo)運(yùn)動(dòng)范圍
    /// </summary>
    private int XRange = 100;
 
    /// <summary>
    /// Y坐標(biāo)運(yùn)動(dòng)范圍
    /// </summary>
    private int YRange = 10;
 
    /// <summary>
    /// 坐標(biāo)運(yùn)動(dòng)速度
    /// </summary>
    private int speed = 10;
 
    /// <summary>
    /// 三角形顏色深度
    /// </summary>
    private double zIndex = 10.0;
 
    /// <summary>
    /// 隨機(jī)數(shù)
    /// </summary>
    private Random random;
 
    public TriangleSystem(Canvas ca)
    {
      containerCanvas = ca;
      random = new Random();
      triangles = new List<Triangle>();
      pointTriangles = new Dictionary<Point, PointClass>();
 
      SpawnTriangle();
    }
 
    /// <summary>
    /// 三角形初始化
    /// </summary>
    private void SpawnTriangle()
    {
      //清空隊(duì)列
      triangles.Clear();
 
      for (int i = 0; i < horizontalCount; i++)
      {
        for (int j = 0; j < verticalCount; j++)
        {
          Point A = new Point(i * triangleWidth, j * triangleHeight);
          Point B = new Point(i * triangleWidth, (j + 1) * triangleHeight);
          Point C = new Point((i + 1) * triangleWidth, (j + 1) * triangleHeight);
          Point D = new Point((i + 1) * triangleWidth, j * triangleHeight);
 
          double index = (i * horizontalCount / zIndex + j * verticalCount / zIndex ) / zIndex;
          index = index > 1 &#63; 1 : index < 0.1 &#63; 0.1 : index;
          Triangle t1 = new Triangle(A, B, C, GetTriangleColor(index), index);
          Triangle t2 = new Triangle(A, D, C, GetTriangleColor(index - 0.1), index - 0.1);
 
          //公共點(diǎn)和三角形集合鍵值對(duì)
          AddPointTriangles(A, t1, t2);
          AddPointTriangles(B, t1, t2);
          AddPointTriangles(C, t1, t2);
          AddPointTriangles(D, t1, t2);
 
          //添加三角形
          this.containerCanvas.Children.Add(t1.trianglePath);
          this.containerCanvas.Children.Add(t2.trianglePath);
          this.triangles.Add(t1);
          this.triangles.Add(t2);
        }
      }
    }
 
    /// <summary>
    /// 添加公共點(diǎn)和三角形集合鍵值對(duì)
    /// </summary>
    private void AddPointTriangles(Point p, Triangle t1, Triangle t2)
    {
      if (!this.pointTriangles.Keys.Contains(p))
      {
        List<Triangle> ts = new List<Triangle>();
        ts.Add(t1);
        ts.Add(t2);
        PointClass pc = new PointClass
        {
          triangles = ts,
          vector = new Vector(random.Next(-speed, speed) * 0.05, random.Next(-speed, speed) * 0.05),
        };
        this.pointTriangles.Add(p, pc);
      }
      else
      {
        if (!this.pointTriangles[p].triangles.Contains(t1))
          this.pointTriangles[p].triangles.Add(t1);
        if (!this.pointTriangles[p].triangles.Contains(t2))
          this.pointTriangles[p].triangles.Add(t2);
      }
    }
 
    /// <summary>
    /// 獲取三角形顏色
    /// </summary>
    private Color GetTriangleColor(double index)
    {
      return Color.FromArgb((byte)(255 * index), 230, 18, 65);
    }
 
    /// <summary>
    /// 更新三角形
    /// </summary>
    public void Update()
    {
      foreach (var pt in pointTriangles)
      {
        foreach (var t in pt.Value.triangles)
        {
          if (t.A == pt.Key)
            t.VA = GetPointValue(t.VA, t.A, ref pt.Value.vector, ref t.triangleColor, ref t.ColorIndex);
          if (t.B == pt.Key)
            t.VB = GetPointValue(t.VB, t.B, ref pt.Value.vector, ref t.triangleColor, ref t.ColorIndex);
          if (t.C == pt.Key)
            t.VC = GetPointValue(t.VC, t.C, ref pt.Value.vector, ref t.triangleColor, ref t.ColorIndex);
          t.Draw();
        }
      }
    }
 
    /// <summary>
    /// 計(jì)算頂點(diǎn)值
    /// </summary>
    private Point GetPointValue(Point p1, Point p2, ref Vector v, ref Color c, ref double index)
    {
      Point getPoint = new Point();
      if (p1.X + v.X < p2.X + XRange && p1.X + v.X > p2.X - XRange)
        getPoint.X = p1.X + v.X;
      else
      {
        v.X = -v.X;
        index = index > 1 &#63; index - 0.01 : index < 0.01 &#63; index + 0.01 : index - 0.01;
        c = GetTriangleColor(index);
        getPoint.X = p1.X + v.X;
      }
        
      if (p1.Y + v.Y < p2.Y + YRange && p1.Y + v.Y > p2.Y - YRange)
        getPoint.Y = p1.Y + v.Y;
      else
      {
        v.Y = -v.Y;
        getPoint.Y = p1.Y + v.Y;
      }
      return getPoint;
    }
  }

3、PointClass.cs

public class PointClass
  {
    public List<Triangle> triangles;
    public Vector vector;
  }

4、主窗體交互邏輯

private TriangleSystem ts;
 
 public MainWindow()
    {
      InitializeComponent();
      ts = new TriangleSystem(this.mainCanvas);
      CompositionTarget.Rendering += CompositionTarget_Rendering;
    }
 
    /// <summary>
    /// 幀渲染事件
    /// </summary>
    private void CompositionTarget_Rendering(object sender, EventArgs e)
    {
      ts.Update();
    }

不足:其中顏色渲染方式不夠完善,無法完全模仿3D起伏的效果

關(guān)于如何使用WPF實(shí)現(xiàn)一個(gè)平面三角形3D運(yùn)動(dòng)效果問題的解答就分享到這里了,希望以上內(nèi)容可以對(duì)大家有一定的幫助,如果你還有很多疑惑沒有解開,可以關(guān)注億速云行業(yè)資訊頻道了解更多相關(guān)知識(shí)。

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