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D3dScenePresenter - How to present and manipulate a 3D scene using MDX

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15 Feb 2013CPOL14 min read 45.4K   1.6K   25  
This article shows how we can present a 3D scene and, perform common operations (zoom, rotate, move, zoom to specific region, adjust the camera to view the whole of the scene, and pick a 3D shape on a specific region on the rendered surface) on it, using Managed DirectX.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MdxScene.Shapes;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;

namespace MdxScene.Example
{
    public class House : D3dShape
    {
        private D3dComposedShape _composedHouse;
        private D3dBox _houseBody;
        private Pyramid _houseRoof;

        public House()
        {
            BodyMaterial = DefaultMaterial;
            RoofMaterial = DefaultMaterial;

            _composedHouse = new D3dComposedShape();

            _houseBody = new D3dBox
                             {
                                 ScalingY = 0.5f,
                                 TranslationY = -0.25f,
                                 IsPickable = false
                             };
            _composedHouse.Shapes.Add(_houseBody);

            _houseRoof = new Pyramid
                             {
                                 ScalingY = 0.5f,
                                 TranslationY = 0.25f,
                                 IsPickable = false
                             };
            _composedHouse.Shapes.Add(_houseRoof);
        }

        #region D3dShape implementation

        public override void Render(Device d3dDevice)
        {
            _composedHouse.IsVisible = IsVisible;

            _houseBody.DefaultMaterial = BodyMaterial;
            _houseRoof.DefaultMaterial = RoofMaterial;

            _composedHouse.Parent = this;
            _composedHouse.EnvironmentData = EnvironmentData;

            _composedHouse.Render(d3dDevice);
        }

        public override void AddPointIntersections(Device d3dDevice, float surfaceX, float surfaceY, List<IntersectResult> targetIntersectionsList)
        {
            _composedHouse.IsHitTestVisible = IsHitTestVisible;
            _composedHouse.AddPointIntersections(d3dDevice, surfaceX, surfaceY, targetIntersectionsList);
        }

        public override void AddRayIntersections(Vector3 rayOrigin, Vector3 rayDirection, List<IntersectResult> targetIntersectionsList)
        {
            _composedHouse.IsHitTestVisible = IsHitTestVisible;
            _composedHouse.AddRayIntersections(rayOrigin, rayDirection, targetIntersectionsList);
        }

        #endregion

        #region Properties

        public Material BodyMaterial { get; set; }
        public Material RoofMaterial { get; set; }

        #endregion
    }
}

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


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