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在WPF中構建網格的機制非常低級。例如,你必須提供頂點和索引。 WPF中有助手還是.NET 4.0框架中的任何地方我都可以使用?還是我不得不求助於第三方庫?WPF或.NET 4.0中是否存在網格構建助手類?
在WPF中構建網格的機制非常低級。例如,你必須提供頂點和索引。 WPF中有助手還是.NET 4.0框架中的任何地方我都可以使用?還是我不得不求助於第三方庫?WPF或.NET 4.0中是否存在網格構建助手類?
這是我寫的一個較舊的XNA 3.1代碼塊,用於構建一個球體。我在我的渲染循環中應用了一個轉換矩陣,使我可以對它進行拉伸和定向。計算頂點非常簡單...計算指數是我發現更困難的。不過,這應該有希望給你一個想法。其他基元(例如,錐體,圓柱體,立方體......)計算起來更簡單。
m_iSegments paremeter只是允許我定義要將球體分成多少個切片......越多的切片越多,頂點越平滑。
m_Appearance參數是我的着色器包裝器。
/// <summary>
/// This method constructs ellipsoid vertices, indices, and normals.
/// Equations are performed using the parameterized equations:
///
/// x = a cos(B)cos(L)
/// y = b cos(B)sin(L)
/// z = c sin(B)
///
/// Where:
///
/// B = latitude and,
/// L = longitude
///
/// </summary>
/// <seealso cref="http://en.wikipedia.org/wiki/Ellipsoid">Wikipedia - Ellipsoid</seealso>
public override void BuildVertices()
{
#region Declarations
int iIndex = 0; // Stores the index of the vertex array.
int iBeta = 0; // Stores the beta increment.
int iLambda = 0; // Stores the lambda increment.
float Beta = 0.0f; // Beta0 - Stores the latitude.
float Lambda = 0.0f; // Lambda0 - Stores the longitude.
float BetaStep = MathHelper.Pi/m_iSegments; // Latitude Segements, in degrees.
float LambdaStep = MathHelper.TwoPi/m_iSegments; // Longitude Segments, in degrees.
Vector3 vectPos = Vector3.Zero; // Vertex Position Vector
Vector3 vectNor = Vector3.Zero; // Vertex Normal Vector
Vector2 vectTex = Vector2.Zero; // Vertex Texture Coordinate
#endregion
#region Build the vertices.
int[] iIndices = new int[6 * m_iSegments * m_iSegments];
Vector3[] vVertices = new Vector3[(m_iSegments + 1) * (m_iSegments + 1)];
Vector2[] vTexCrds = new Vector2[vVertices.Length];
iIndex = 0;
for (iBeta = 0; iBeta <= m_iSegments; iBeta++)
{
// Compute the latitude.
Beta = MathHelper.Clamp((-MathHelper.PiOver2) + (iBeta * BetaStep), -MathHelper.PiOver2, MathHelper.PiOver2);
for (iLambda = 0; iLambda <= m_iSegments; iLambda++)
{
// Compute the current longitude.
Lambda = MathHelper.Clamp((-MathHelper.Pi) + (iLambda * LambdaStep), -MathHelper.Pi, MathHelper.Pi);
// Compute the current vertex.
vVertices[iIndex] = new Vector3((float)(Math.Cos(Beta) * Math.Sin(Lambda)),
(float)(Math.Sin(Beta)),
(float)(Math.Cos(Beta) * Math.Cos(Lambda)));
// Compute the triangle indices.
if (iBeta < m_iSegments &&
iLambda < m_iSegments)
{
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 0] = iIndex;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 1] = iIndex + m_iSegments + 1;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 2] = iIndex + m_iSegments + 2;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 3] = iIndex;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 4] = iIndex + m_iSegments + 2;
iIndices[iIndex + (iIndex * 5) - (iBeta * 6) + 5] = iIndex + 1;
}
// Compute the texture coordinates.
vTexCrds[iIndex] = new Vector2((float)iLambda/(float)m_iSegments, 1.0f - (float)iBeta/(float)m_iSegments);
iIndex++;
}
}
# endregion
#region Build the normals.
Vector3[] vNormals = new Vector3[vVertices.Length];
for (iIndex = 0; iIndex < vVertices.Length; iIndex++)
{
vNormals[iIndex] = vVertices[iIndex] - this.AbsolutePosition;
vNormals[iIndex].Normalize();
}
#endregion
#region Build the buffers.
VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[vVertices.Length];
for (iIndex = 0; iIndex < vVertices.Length; iIndex++)
vertices[iIndex] = new VertexPositionNormalTexture(vVertices[iIndex], vNormals[iIndex], vTexCrds[iIndex]);
m_pAppearance.SetBuffers(vertices, iIndices);
#endregion
}
我不知道任何,但你想構建什麼類型的網格? (例如球體,立方體,錐體,別的東西?)我已經在XNA中編寫邏輯來計算頂點和索引。以上全部爲 – bporter
。我正在創建一個用於從基本操作創建原始形狀的庫。我只是想確保我從正確的水平開始。但是,如果你想分享一些來自XNA的算法,我完全是遊戲! – cdiggins