WPF實(shí)現(xiàn)3D粒子波浪效果
本文實(shí)例為大家分享了WPF實(shí)現(xiàn)3D粒子波浪效果的具體代碼,供大家參考,具體內(nèi)容如下
實(shí)現(xiàn)效果如下:
步驟:
1、3D粒子類(lèi)Particle.cs
public class Particle { public Point3D Position;//位置 public double Size;//尺寸 public int XIndex;//X位置標(biāo)識(shí) public int YIndex;//Y位置標(biāo)識(shí) }
2、粒子系統(tǒng)ParticleSystem類(lèi)
public class ParticleSystem { private readonly List<Particle> _particleList; private readonly GeometryModel3D _particleModel; private readonly int SEPARATION = 100; public ParticleSystem(int amountX, int amountY, Color color, int Size) { XParticleCount = amountX; YParticleCount = amountY; _particleList = new List<Particle>(); _particleModel = new GeometryModel3D { Geometry = new MeshGeometry3D() }; var e = new Ellipse { Width = Size, Height = Size }; var b = new RadialGradientBrush(); b.GradientStops.Add(new GradientStop(Color.FromArgb(0xFF, color.R, color.G, color.B), 0.25)); b.GradientStops.Add(new GradientStop(Color.FromArgb(0x00, color.R, color.G, color.B), 1.0)); e.Fill = b; e.Measure(new Size(Size, Size)); e.Arrange(new Rect(0, 0, Size, Size)); Brush brush = null; var renderTarget = new RenderTargetBitmap(Size, Size, 96, 96, PixelFormats.Pbgra32); renderTarget.Render(e); renderTarget.Freeze(); brush = new ImageBrush(renderTarget); var material = new DiffuseMaterial(brush); _particleModel.Material = material; } public int XParticleCount { get; set; } public int YParticleCount { get; set; } public Model3D ParticleModel => _particleModel; private double _count = 0; public void Update() { // 計(jì)算粒子位置及大小 for (int ix = 0; ix < XParticleCount; ix++) { for (int iy = 0; iy < YParticleCount; iy++) { foreach (var p in _particleList) { if(p.XIndex == ix && p.YIndex == iy) { p.Position.Z = (Math.Sin((ix + _count) * 0.3) * 100) + (Math.Sin((iy + _count) * 0.5) * 100); p.Size = (Math.Sin((ix + _count) * 0.3) + 1) * 8 + (Math.Sin((iy + _count) * 0.5) + 1) * 8; } } } } _count += 0.1; UpdateGeometry(); } private void UpdateGeometry() { var positions = new Point3DCollection(); var indices = new Int32Collection(); var texcoords = new PointCollection(); for (var i = 0; i < _particleList.Count; ++i) { var positionIndex = i * 4; var indexIndex = i * 6; var p = _particleList[i]; var p1 = new Point3D(p.Position.X, p.Position.Y, p.Position.Z); var p2 = new Point3D(p.Position.X, p.Position.Y + p.Size, p.Position.Z); var p3 = new Point3D(p.Position.X + p.Size, p.Position.Y + p.Size, p.Position.Z); var p4 = new Point3D(p.Position.X + p.Size, p.Position.Y, p.Position.Z); positions.Add(p1); positions.Add(p2); positions.Add(p3); positions.Add(p4); var t1 = new Point(0.0, 0.0); var t2 = new Point(0.0, 1.0); var t3 = new Point(1.0, 1.0); var t4 = new Point(1.0, 0.0); texcoords.Add(t1); texcoords.Add(t2); texcoords.Add(t3); texcoords.Add(t4); indices.Add(positionIndex); indices.Add(positionIndex + 2); indices.Add(positionIndex + 1); indices.Add(positionIndex); indices.Add(positionIndex + 3); indices.Add(positionIndex + 2); } ((MeshGeometry3D)_particleModel.Geometry).Positions = positions; ((MeshGeometry3D)_particleModel.Geometry).TriangleIndices = indices; ((MeshGeometry3D)_particleModel.Geometry).TextureCoordinates = texcoords; } public void SpawnParticle(double size) { // 初始化粒子位置和大小 for (int ix = 0; ix < XParticleCount; ix++) { for (int iy = 0; iy < YParticleCount; iy++) { var p = new Particle { Position = new Point3D(ix * SEPARATION - ((XParticleCount * SEPARATION) / 2), iy * SEPARATION - ((YParticleCount * SEPARATION) / 2), 0), Size = size, XIndex = ix, YIndex = iy, }; _particleList.Add(p); } } } }
3、Viewport布局
<Viewport3D Name="World"> <Viewport3D.Camera> <PerspectiveCamera Position="0,50,1000" LookDirection="0,2,-1" UpDirection="0,-1,-1" FieldOfView="10000" NearPlaneDistance="10" FarPlaneDistance="8000"/> </Viewport3D.Camera> <Viewport3D.Children> <ModelVisual3D> <ModelVisual3D.Content> <Model3DGroup x:Name="WorldModels"> <AmbientLight Color="#FFFFFFFF" /> </Model3DGroup> </ModelVisual3D.Content> </ModelVisual3D> </Viewport3D.Children> </Viewport3D>
4、交互邏輯
private readonly ParticleSystem _ps; private DispatcherTimer _frameTimer; public MainWindow() { InitializeComponent(); _frameTimer = new DispatcherTimer(); _frameTimer.Tick += OnFrame; _frameTimer.Interval = TimeSpan.FromSeconds(1.0 / 60.0); _frameTimer.Start(); _ps = new ParticleSystem(50, 50, Colors.White, 30); WorldModels.Children.Add(_ps.ParticleModel); _ps.SpawnParticle(30); KeyDown += Window_KeyDown; Cursor = Cursors.None; } private void Window_KeyDown(object sender, KeyEventArgs e) { if (e.Key == Key.Escape) Close(); } private void OnFrame(object sender, EventArgs e) { _ps.Update(); }
以上就是本文的全部?jī)?nèi)容,希望對(duì)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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