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WPF 3D : Part 1 of nBy Sacha BarberExcursions and deviations into the dark recesses of my mind |
C# (C#3.0), .NET (.NET3.0, .NET3.5), WPF, Architect, Dev, Design
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.NET 3.5 introduced a few new langauge features, oh and there was that little thing called LINQ. But with all the excitement, sometimes a few things get missed. Such as the new 3D elements that are available to WPF developers in .NET 3.5. This article will discuss the use of some of these new 3D related elements that are now in .NET 3.5.
In order to demonstrate some (yeah I dont use all of the new elements in the
attached demo app) I picked something simple. I decided to have a bunch of 3D
meshes within a Viewport3D (3d scene) that could be clicked on
to open blog entries. I allow users to switch to 3 different blogs, my own,
Josh Smiths and Karl Shiffletts
Here is what this article contains :
Due to the nature of 3D, the only way that I can do the attached demo application any justice, is to show you a video, which shows it in action. As such please click on the image below to see a video of the demo application in action
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Click the image or here to view the video I would reccommend waiting until the entire video has streamed then watch it |
There are 3 new 3D related elements in .NET 3.5, each of which is described
below. But in order to understand why these new elements are so cool, you need
to go back to .NET 3.0 land. In .NET 3.0, ModelVisual3D elements,
were simple elements, and these ModelVisual3D elements did not
support the routed events handling capabilities offered by their 2D counterparts.
So when working with 3D elements and wanting to respond to some mouse events
or perform hit testing, you had to do it manually. Now this sounds ok, but the
only place you could actually carry out hit testing or even listen to routed
events, was actually on the Viewport3D (3d scene) that contained
the various ModelVisual3D elements (3d objects).
This worked something like this:
private void viewport_MouseDown(object sender, MouseButtonEventArgs e)
{
Viewport3D viewport = (Viewport3D)sender;
Point location = e.GetPosition(viewport);
HitTestResult hitResult = VisualTreeHelper.HitTest(viewport, location);
if (hitResult != null && hitResult.VisualHit == SOME_VISUAL)
{
// Hit the visual.
}
RayMeshGeometry3DHitTestResult meshHitResult = hitResult as RayMeshGeometry3DHitTestResult;
if (meshHitResult != null && meshHitResult.ModelHit == SOME_MODEL)
{
// Hit the model.
}
if (meshHitResult != null && meshHitResult.MeshHit == SOME_MESH)
{
//do something
}
}
Now this isn't that bad, for one ModelVisual3D element (3d object).
But if you had loads this just isn't that fun. This is why the new ContainerUIElement3D
/ContainerUIElement3D elements are cool. They are proper full blown
elements, that support input, focus, and events. So we don't have to do code
like the above any more, we simply wire up a routed event handler and write
the appropriate code in code behind. Much better. Lets have a look at these
new elements in a bit more detail.
ContainerUIElement3D simply provides a container for ModelUIElement3D
objects. ContainerUIElement3D is a ModelUIElement3D
object, which provides support for input, focus, and events in 3-D. Stealing
from MSDN, this is an example with 2 cube ModelUIElement3D elements
within a ContainerUIElement3D. Notice the use of the ContainerUIElement3D
MouseDown routed event and ModelUIElement3D MouseDown routed
events. Fully fledged events on 3d objects. Cool.
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera Position="8,3,0" LookDirection="-8,-3,0" />
</Viewport3D.Camera>
<!-- The container has the two cubes as its children -->
<ContainerUIElement3D MouseDown="ContainerMouseDown">
<ContainerUIElement3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="containerRotation" Axis="0, 1, 0" Angle="0" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</ContainerUIElement3D.Transform>
<!-- Cube 1 -->
<ModelUIElement3D MouseDown="Cube1MouseDown">
<ModelUIElement3D.Transform>
<TranslateTransform3D OffsetZ="1.5" />
</ModelUIElement3D.Transform>
<ModelUIElement3D.Model>
<GeometryModel3D Geometry="{StaticResource CubeMesh}">
<GeometryModel3D.Material>
<DiffuseMaterial x:Name="cube1Material" Brush="Blue" />
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelUIElement3D.Model>
</ModelUIElement3D>
<!-- Cube 2 -->
<ModelUIElement3D MouseDown="Cube2MouseDown">
<ModelUIElement3D.Transform>
<TranslateTransform3D OffsetZ="-1.5" />
</ModelUIElement3D.Transform>
<ModelUIElement3D.Model>
<GeometryModel3D Geometry="{StaticResource CubeMesh}">
<GeometryModel3D.Material>
<DiffuseMaterial x:Name="cube2Material" Brush="Green" />
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelUIElement3D.Model>
</ModelUIElement3D>
</ContainerUIElement3D>
<!-- Lights -->
<ModelVisual3D>
<ModelVisual3D.Content>
<PointLight Color="White" Position="3, 10, 4" />
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
As previously stated these are new elements that provide rendering of a 3-D
model, that supports input, focus, and events. Using the same example as before,
noticing the ModelUIElement3D MouseDown routed event :
<!-- Cube 2 -->
<ModelUIElement3D MouseDown="Cube2MouseDown">
<ModelUIElement3D.Transform>
<TranslateTransform3D OffsetZ="-1.5" />
</ModelUIElement3D.Transform>
<ModelUIElement3D.Model>
<GeometryModel3D Geometry="{StaticResource CubeMesh}">
<GeometryModel3D.Material>
<DiffuseMaterial x:Name="cube2Material" Brush="Green" />
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelUIElement3D.Model>
</ModelUIElement3D>
</ContainerUIElement3D>
Although the demo application doesn't actually use this, I can say a few words
about this new element. Basically the Viewport2DVisual3D element
is an element that can be used within a Viewport3D (3d scene),
but hosts an interactive 2d Element. Such as a Button. I've taken
the following example code straight from MSDN. The following example shows how
to place a button, a 2-D object, on a 3-D object. Note that you must set the
IsVisualHostMaterial attached property on the material on which
you wish to have the 2-D visual placed.
<Viewport3D>
<!-- Button on 3D -->
<Viewport2DVisual3D>
<!-- Give the plane a slight rotation -->
<Viewport2DVisual3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D Angle="40" Axis="0, 1, 0" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</Viewport2DVisual3D.Transform>
<!-- The Geometry, Material, and Visual for the Viewport2DVisual3D -->
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="-1,1,0 -1,-1,0 1,-1,0 1,1,0"
TextureCoordinates="0,0 0,1 1,1 1,0"
TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial Viewport2DVisual3D.IsVisualHostMaterial="True"
Brush="White"/>
</Viewport2DVisual3D.Material>
<Button>Hello, 3D</Button>
</Viewport2DVisual3D>
</Viewport3D>
So what does the attached demo app actually do. Well it looks like the following diagram when it first starts

Where a number of 3d objects (ModelUIElement3D elements) are shown
to represent blog entries. Moving the mouse over one of these individual ModelUIElement3D
elements causes them to grow in scale, and when the mouse is moved out they
shrink back to their original size.
This is achieved as follows:
<Tools:TrackballDecorator >
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera x:Name="camera" Position="-2,2,40"
LookDirection="2,-2,-40" FieldOfView="90" />
</Viewport3D.Camera>
<ContainerUIElement3D x:Name="container" />
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight Color="White" Direction="-1,-1,-1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Tools:TrackballDecorator>
So this sets up the Viewport3D (3d scene), and does the normal 3d stuff like create a Light and a Camera, but it also sets up a
ContainerUIElement3D (container to host other ModelUIElement3D elements).
The only other thing to note here is that I am using a TrackballDecorator
decorator element. This is not actually part of the .NET 3.0/3.5 frameworks,
but is part of a Dll that the WPF 3D team released called 3dTools. Which is
an open source codeplex project which is located right here.
This TrackballDecorator decorator element, allows the user to
pan and scroll around the entire Viewport3D (3d scene) in 3D space.
Its very cool.
So in the code behind a number of ModelUIElement3D elements are
added which represent blog entries, where each ModelUIElement3D
element uses a tesselate (sphere in my case) MeshGeometry3D mesh.
This is done something like this.
this.Resources.Add("sphereMesh", Tesselate.Create(10, 10, 5));
.....
.....
ModelUIElement3D sphere1 = CreateSphere(brushes[1], points3D[0].X, points3D[0].Y, points3D[0].Z);
container.Children.Add(sphere1);
feedsForShapes.Add(sphere1, feeds[0]);
.....
.....
private ModelUIElement3D CreateSphere(Brush materialBrush, double OffsetX,
double OffsetY, double OffsetZ)
{
ModelUIElement3D sphere3D = new ModelUIElement3D();
sphere3D.MouseEnter += new MouseEventHandler(Sphere_MouseEnter);
sphere3D.MouseLeave += new MouseEventHandler(Sphere_MouseLeave);
sphere3D.MouseDown += new MouseButtonEventHandler(sphere3D_MouseDown);
GeometryModel3D sphere3D_Geom = new GeometryModel3D(
this.Resources["sphereMesh"] as MeshGeometry3D,
new DiffuseMaterial(materialBrush));
sphere3D.Model = sphere3D_Geom;
Transform3DGroup transGroup = new Transform3DGroup();
ScaleTransform3D scaleTrans = new ScaleTransform3D(1, 1, 1);
TranslateTransform3D translateTrans =
new TranslateTransform3D(OffsetX, OffsetY, OffsetZ);
RotateTransform3D rotateTrans = new RotateTransform3D();
rotateTrans.Rotation = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 1);
transGroup.Children.Add(scaleTrans);
transGroup.Children.Add(translateTrans);
transGroup.Children.Add(rotateTrans);
sphere3D.Transform = transGroup;
return sphere3D;
}
The actual blog entries are read using a very simple bit of XLINQ, which is as follows:
public List GetFeedEntries(FeedMember feedMember)
{
try
{
XElement feeds = XElement.Load(GetFeedUrl(feedMember));
//check that there is some feed entries
if (feeds.Element("channel") != null)
{
var items = (from f in feeds.Element("channel").Elements("item")
select new FeedEntry
{
Link = f.Element("link").Value,
Title = f.Element("title").Value
}).Take(10);
return items.ToList();
}
else
{
return null;
}
}
catch(Exception ex)
{
System.Diagnostics.Debug.WriteLine(ex.Message + "\r\n");
return null;
}
}
The next section talks a little bit more about how the tesselates are created.
Within WPF there are no standard meshes that can be used as GeometryModel3D
properties. Some times there are example meshes for example directX has a well
known teapot. No such luck in WPF. You have to do it manually. The following
code shows how you can create a simple square MeshGeometry3D mesh:
<!-- Simple flat, square surface -->
<GeometryModel3D.Geometry>
<MeshGeometry3D
TriangleIndices="0,1,2 2,3,0"
TextureCoordinates="0,1 1,1 1,0 0,0"
Positions="-0.5,-0.5,0 0.5,-0.5,0 0.5,0.5,0 -0.5,0.5,0" />
</GeometryModel3D.Geometry>
Perhaps this could do with a little explanation. The Positions property is the positions in 3D space X,Y,Z planes. So we can see if this were mapped out we would get something like

And the TriangleIndices property is the indices of the triangles that make up the GeometryModel3D.Geometry, in this case a simple square, which is made from 2 seperate triangles. This is how 3D works. Lets see these 2 triangles (basically triangles are the building blocks of any 3d mesh) :

But what I wanted for this article was some nice sphere. Or to be more precise a tessalate.
Tesselation : A tessellation or tiling of the plane is a collection of plane figures that fills the plane with no overlaps and no gaps. One may also speak of tessellations of the parts of the plane or of other surfaces.
http://en.wikipedia.org/wiki/Tesselate
But what does that really mean in terms of a 3D mesh. Well consider the following image
We can see that dividing the sphere into divisions both around (theta) and
up from the bottom pole to the top pole (phi), we can create rectangles. And
we can treat each rectangle as we did with the above simple square MeshGeometry3D.
So this would look something like the following figure. So we can see the triangles
that are forming our mesh.

There is a helper class called tesselate.cs in the attached demo
project which produces the appropriate MeshGeometry3D, here is
the main part of that class:
/// <summary>
/// Tessellates the sphere and returns a MeshGeometry3D representing the
/// tessellation based on the given parameters
/// </summary>
/// <param name="tDiv">theta Divisions</param>
/// <param name="pDiv">phi divisions</param>
/// <param name="radius">radius</param>
public static MeshGeometry3D Create(int tDiv, int pDiv, double radius)
{
double dt = DegToRad(360.0) / tDiv;
double dp = DegToRad(180.0) / pDiv;
MeshGeometry3D mesh = new MeshGeometry3D();
for (int pi = 0; pi <= pDiv; pi++)
{
double phi = pi * dp;
for (int ti = 0; ti <= tDiv; ti++)
{
// we want to start the mesh on the x axis
double theta = ti * dt;
mesh.Positions.Add(GetPosition(theta, phi, radius));
mesh.Normals.Add(GetNormal(theta, phi));
mesh.TextureCoordinates.Add(GetTextureCoordinate(theta, phi));
}
}
for (int pi = 0; pi < pDiv; pi++)
{
for (int ti = 0; ti < tDiv; ti++)
{
int x0 = ti;
int x1 = (ti + 1);
int y0 = pi * (tDiv + 1);
int y1 = (pi + 1) * (tDiv + 1);
mesh.TriangleIndices.Add(x0 + y0);
mesh.TriangleIndices.Add(x0 + y1);
mesh.TriangleIndices.Add(x1 + y0);
mesh.TriangleIndices.Add(x1 + y0);
mesh.TriangleIndices.Add(x0 + y1);
mesh.TriangleIndices.Add(x1 + y1);
}
}
mesh.Freeze();
return mesh;
}
Cant remember exactly where this code came from, but it was than likely the WPF 3D teams blog http://blogs.msdn.com/wpf3d/
27/03/08 : Initial release
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Last Updated: 27 Mar 2008 Editor: |
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