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WPF實(shí)現(xiàn)平面三角形3D運(yùn)動效果

 更新時間:2020年09月03日 17:17:13   作者:RunnerDNA  
這篇文章主要為大家詳細(xì)介紹了WPF實(shí)現(xiàn)平面三角形3D運(yùn)動效果,文中示例代碼介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了WPF實(shí)現(xiàn)平面三角形3D運(yùn)動效果的具體代碼,供大家參考,具體內(nèi)容如下

實(shí)現(xiàn)效果如下:

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

步驟:

1、三角形類Triangle.cs

public Point A, B, C;//初始三個頂點(diǎn)
public Point VA, VB, VC;//運(yùn)動的三個頂點(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)動范圍
  /// </summary>
  private int XRange = 100;
 
  /// <summary>
  /// Y坐標(biāo)運(yùn)動范圍
  /// </summary>
  private int YRange = 10;
 
  /// <summary>
  /// 坐標(biāo)運(yùn)動速度
  /// </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 ? 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);
 
     //公共點(diǎn)和三角形集合鍵值對
     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
  /// </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 ? 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,有興趣的可以一起探討優(yōu)化。

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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