首页 > 编程技术 > csharp

WPF实现平面三角形3D运动效果

发布时间:2020-9-3 10:03

本文实例为大家分享了WPF实现平面三角形3D运动效果的具体代码,供大家参考,具体内容如下

实现效果如下:

思路:封装三角形三个顶点和路径的三角形类,图形渲染时同步更新公共顶点三角形的顶点位置。

步骤:

1、三角形类Triangle.cs

public Point A, B, C;//初始三个顶点
public Point VA, VB, VC;//运动的三个顶点
public Path trianglePath;//三角形路径
public Color triangleColor;//填充
public double ColorIndex;//颜色深度
 
    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>
    /// 绘制三角形
    /// </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、 三角形系统类TriangleSystem.cs

public class TriangleSystem
  {
    /// <summary>
    /// 三角形列表
    /// </summary>
    private List<Triangle> triangles;
 
    /// <summary>
    /// 点和与其对应三角形字典
    /// </summary>
    public Dictionary<Point, PointClass> pointTriangles;
 
    /// <summary>
    /// 容器
    /// </summary>
    private Canvas containerCanvas;
 
    /// <summary>
    /// 三角形宽
    /// </summary>
    private int triangleWidth = 100;
 
    /// <summary>
    /// 三角形高
    /// </summary>
    private int triangleHeight = 100;
 
    /// <summary>
    /// 三角形横向数量
    /// </summary>
    private int horizontalCount = 10;
 
    /// <summary>
    /// 三角形纵向数量
    /// </summary>
    private int verticalCount = 5;
 
    /// <summary>
    /// X坐标运动范围
    /// </summary>
    private int XRange = 100;
 
    /// <summary>
    /// Y坐标运动范围
    /// </summary>
    private int YRange = 10;
 
    /// <summary>
    /// 坐标运动速度
    /// </summary>
    private int speed = 10;
 
    /// <summary>
    /// 三角形颜色深度
    /// </summary>
    private double zIndex = 10.0;
 
    /// <summary>
    /// 随机数
    /// </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()
    {
      //清空队列
      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 ? 1 : index < 0.1 ? 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);
 
          //公共点和三角形集合键值对
          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>
    /// 添加公共点和三角形集合键值对
    /// </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>
    /// 获取三角形颜色
    /// </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>
    /// 计算顶点值
    /// </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 ? index - 0.01 : index < 0.01 ? 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、主窗体交互逻辑

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

不足:其中颜色渲染方式不够完善,无法完全模仿3D起伏的效果,有兴趣的可以一起探讨优化。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持猪先飞。

标签:[!--infotagslink--]

您可能感兴趣的文章: