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使用WPF实现3D图片墙效果
using System;
using System.Windows;
using System.Windows.Media.Media3D;
using System.Windows.Threading;
using System.Windows.Media;
using System.Windows.Media.Imaging;
namespace _3DPictureBrowser
{
class Picture3D : ModelVisual3D
{
public int index;
public int sample_W = 5;
public int sample_H = 5;
public double startAlpha;
public double startY;
public double raduis;
public double top;
public double width;
public double height;
public MeshGeometry3D mesh;
public ImageBrush brush;
public DiffuseMaterial material;
public GeometryModel3D geomod;
public RotateTransform3D desRotateTransform3D;
public TranslateTransform3D desTranslateTransform3D;
int plainWidth = 10;
int plainHeight = 8;
public static BitmapSource CreateResizedImage(ImageSource source, int width, int height)
{
System.Windows.Rect rect = new System.Windows.Rect(0, 0, width, height);
DrawingVisual drawingVisual = new DrawingVisual();
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
drawingContext.DrawImage(source, rect);
}
RenderTargetBitmap resizedImage = new RenderTargetBitmap(
(int)rect.Width, (int)rect.Height,
96, 96,
PixelFormats.Default);
resizedImage.Render(drawingVisual);
return resizedImage;
}
public Picture3D(int ind, double t, double sa, double sy, double r, double preWidth, double preHeight, String textureUrl)
{
index = ind;
top = t;
startAlpha = sa;
startY = sy;
raduis = r;
brush = new ImageBrush();
BitmapImage bitmapImage = new BitmapImage(new Uri(textureUrl, UriKind.Relative));
if (bitmapImage.Width > 5120)
{
int newWidth = 512;
int newheight = (int)(newWidth * bitmapImage.Height / bitmapImage.Width);
brush.ImageSource = CreateResizedImage(bitmapImage, newWidth, newheight);
}
else
brush.ImageSource = bitmapImage;
material = new DiffuseMaterial();
material.Brush = brush;
double realWidth = brush.ImageSource.Width;
double realHeight = brush.ImageSource.Height;
if (realWidth > realHeight)
{
width = preWidth;
height = width * realHeight / realWidth;
startY -= (preHeight - height) / 2;
}
else
{
height = preHeight;
width = height * realWidth / realHeight;
startAlpha -= (preWidth - width) / r / 2;
}
mesh = new MeshGeometry3D();
double da = (width / r) / sample_W;
double dh = height / sample_H;
for (int i = 0; i < sample_W; i )
for (int j = 0; j < sample_H; j )
{
Point3D p = new Point3D(r * Math.Cos(-da * i startAlpha), -j * dh startY, r * Math.Sin(-da * i startAlpha));
mesh.Positions.Add(p);
mesh.TextureCoordinates.Add(new Point(i / (sample_W - 1.0), j / (sample_H - 1.0)));
}
for (int i = 0; i < sample_W - 1; i )
{
for (int j = 0; j < sample_H - 1; j )
{
mesh.TriangleIndices.Add((i 1) * sample_H j 1);
mesh.TriangleIndices.Add((i 1) * sample_H j);
mesh.TriangleIndices.Add(i * sample_H j);
mesh.TriangleIndices.Add(i * sample_H j);
mesh.TriangleIndices.Add(i * sample_H j 1);
mesh.TriangleIndices.Add((i 1) * sample_H j 1);
}
}
// Define the GeometryModel3D.
geomod = new GeometryModel3D();
geomod.Geometry = mesh;
geomod.Material = material;
geomod.BackMaterial = material;// new DiffuseMaterial(Brushes.Green);
// Create ModelVisual3D for GeometryModel3D.
this.Content = geomod;
Transform3DGroup transform3DGroup = new Transform3DGroup();
transform3DGroup.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 0)));
transform3DGroup.Children.Add(new TranslateTransform3D(0, 0, 0));
this.Transform = transform3DGroup;
desRotateTransform3D = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), (startAlpha - Math.PI / 2) * 180 / Math.PI));
desTranslateTransform3D = new TranslateTransform3D();
int index1 = ind / (plainHeight * plainWidth);
int index2 = (ind % (plainHeight * plainWidth)) / plainWidth;
int index3 = (ind % (plainHeight * plainWidth)) % plainWidth;
desTranslateTransform3D.OffsetZ = -index1 * preWidth * 5 - r;
desTranslateTransform3D.OffsetX = (index3 - plainWidth / 2) * preWidth (preWidth - width) / 2;
desTranslateTransform3D.OffsetY = top - index2 * preWidth - (preHeight - height) / 2 - startY;
}
}
}