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C# Transform3D.TransformBounds方法代碼示例

本文整理匯總了C#中System.Windows.Media.Media3D.Transform3D.TransformBounds方法的典型用法代碼示例。如果您正苦於以下問題:C# Transform3D.TransformBounds方法的具體用法?C# Transform3D.TransformBounds怎麽用?C# Transform3D.TransformBounds使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在System.Windows.Media.Media3D.Transform3D的用法示例。


在下文中一共展示了Transform3D.TransformBounds方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: ReadModelVolmetic

        /// <summary>
        /// Volumes are calculated across axis where they are whole numbers (rounded to 0 decimal places).
        /// </summary>
        /// <param name="modelFile"></param>
        /// <param name="scaleMultiplyierX"></param>
        /// <param name="scaleMultiplyierY"></param>
        /// <param name="scaleMultiplyierZ"></param>
        /// <param name="transform"></param>
        /// <param name="traceType"></param>
        /// <param name="resetProgress"></param>
        /// <param name="incrementProgress"></param>
        /// <returns></returns>
        public static CubeType[][][] ReadModelVolmetic(string modelFile, double scaleMultiplyierX, double scaleMultiplyierY, double scaleMultiplyierZ, Transform3D transform, ModelTraceVoxel traceType, Action<double, double> resetProgress, Action incrementProgress)
        {
            var model = MeshHelper.Load(modelFile, ignoreErrors: true);

            // How far to check in from the proposed Volumetric edge.
            // This number is just made up, but small enough that it still represents the corner edge of the Volumetric space.
            // But still large enough that it isn't the exact corner.
            const double offset = 0.00000456f;

            if (scaleMultiplyierX > 0 && scaleMultiplyierY > 0 && scaleMultiplyierZ > 0 && scaleMultiplyierX != 1.0f && scaleMultiplyierY != 1.0f && scaleMultiplyierZ != 1.0f)
            {
                model.TransformScale(scaleMultiplyierX, scaleMultiplyierY, scaleMultiplyierZ);
            }

            var tbounds = model.Bounds;
            if (transform != null)
                tbounds = transform.TransformBounds(tbounds);

            var xMin = (int)Math.Floor(tbounds.X);
            var yMin = (int)Math.Floor(tbounds.Y);
            var zMin = (int)Math.Floor(tbounds.Z);

            var xMax = (int)Math.Ceiling(tbounds.X + tbounds.SizeX);
            var yMax = (int)Math.Ceiling(tbounds.Y + tbounds.SizeY);
            var zMax = (int)Math.Ceiling(tbounds.Z + tbounds.SizeZ);

            var xCount = xMax - xMin;
            var yCount = yMax - yMin;
            var zCount = zMax - zMin;

            var ccubic = ArrayHelper.Create<CubeType>(xCount, yCount, zCount);

            if (resetProgress != null)
            {
                double count = (from GeometryModel3D gm in model.Children select gm.Geometry as MeshGeometry3D).Aggregate<MeshGeometry3D, double>(0, (current, g) => current + (g.TriangleIndices.Count / 3));
                if (traceType == ModelTraceVoxel.ThinSmoothed || traceType == ModelTraceVoxel.ThickSmoothedUp)
                {
                    count += (xCount * yCount * zCount * 3);
                }

                resetProgress.Invoke(0, count);
            }

            #region basic ray trace of every individual triangle.

            foreach (var model3D in model.Children)
            {
                var gm = (GeometryModel3D)model3D;
                var g = gm.Geometry as MeshGeometry3D;
                var materials = gm.Material as MaterialGroup;
                System.Windows.Media.Color color = Colors.Transparent;

                if (materials != null)
                {
                    var material = materials.Children.OfType<DiffuseMaterial>().FirstOrDefault();

                    if (material != null && material != null && material.Brush is SolidColorBrush)
                    {
                        color = ((SolidColorBrush)material.Brush).Color;
                    }
                }

                for (var t = 0; t < g.TriangleIndices.Count; t += 3)
                {
                    if (incrementProgress != null)
                    {
                        incrementProgress.Invoke();
                    }

                    var p1 = g.Positions[g.TriangleIndices[t]];
                    var p2 = g.Positions[g.TriangleIndices[t + 1]];
                    var p3 = g.Positions[g.TriangleIndices[t + 2]];

                    if (transform != null)
                    {
                        p1 = transform.Transform(p1);
                        p2 = transform.Transform(p2);
                        p3 = transform.Transform(p3);
                    }

                    var minBound = MeshHelper.Min(p1, p2, p3).Floor();
                    var maxBound = MeshHelper.Max(p1, p2, p3).Ceiling();

                    Point3D[] rays;

                    for (var y = minBound.Y; y < maxBound.Y; y++)
                    {
                        for (var z = minBound.Z; z < maxBound.Z; z++)
//.........這裏部分代碼省略.........
開發者ID:Stevolk,項目名稱:SEToolbox,代碼行數:101,代碼來源:Modelling.cs

示例2: ReadModelAsteroidVolmetic

        // For a 1024 cubed asteroid, it takes approximately 6.5Gb of system memory.

        public static MyVoxelMap ReadModelAsteroidVolmetic(Model3DGroup model, IList<MyMeshModel> mappedMesh, ScaleTransform3D scale, Transform3D rotateTransform, TraceType traceType, TraceCount traceCount, TraceDirection traceDirection,
            Action<double, double> resetProgress, Action incrementProgress, Func<bool> checkCancel, Action complete)
        {
            var traceDirectionCount = 0;
            var materials = new List<byte>();
            var faceMaterials = new List<byte>();
            foreach (var mesh in mappedMesh)
            {
                if (string.IsNullOrEmpty(mesh.Material))
                    materials.Add(0xff); // represent empty materials.
                else
                    materials.Add(SpaceEngineersCore.Resources.GetMaterialIndex(mesh.Material));

                if (string.IsNullOrEmpty(mesh.FaceMaterial))
                    faceMaterials.Add(0xff); // represent empty materials.
                else
                    faceMaterials.Add(SpaceEngineersCore.Resources.GetMaterialIndex(mesh.FaceMaterial));
            }

            // How far to check in from the proposed Volumetric edge.
            // This number is just made up, but small enough that it still represents the corner edge of the Volumetric space.
            // But still large enough that it isn't the exact corner.
            const double offset = 0.0000045f;

            if (scale.ScaleX > 0 && scale.ScaleY > 0 && scale.ScaleZ > 0 && scale.ScaleX != 1.0f && scale.ScaleY != 1.0f && scale.ScaleZ != 1.0f)
            {
                model.TransformScale(scale.ScaleX, scale.ScaleY, scale.ScaleZ);
            }

            // Attempt to offset the model, so it's only caulated from zero (0) and up, instead of using zero (0) as origin.
            //model.Transform = new TranslateTransform3D(-model.Bounds.X, -model.Bounds.Y, -model.Bounds.Z);

            var tbounds = model.Bounds;
            Matrix3D? rotate = null;
            if (rotateTransform != null)
            {
                rotate = rotateTransform.Value;
                tbounds = rotateTransform.TransformBounds(tbounds);
            }

            //model.Transform = new TranslateTransform3D(-tbounds.X, -tbounds.Y, -tbounds.Z);

            // Add 2 to either side, to allow for material padding to expose internal materials.
            var xMin = (int)Math.Floor(tbounds.X) - 2;
            var yMin = (int)Math.Floor(tbounds.Y) - 2;
            var zMin = (int)Math.Floor(tbounds.Z) - 2;

            var xMax = (int)Math.Ceiling(tbounds.X + tbounds.SizeX) + 2;
            var yMax = (int)Math.Ceiling(tbounds.Y + tbounds.SizeY) + 2;
            var zMax = (int)Math.Ceiling(tbounds.Z + tbounds.SizeZ) + 2;

            var xCount = (xMax - xMin).RoundUpToNearest(64);
            var yCount = (yMax - yMin).RoundUpToNearest(64);
            var zCount = (zMax - zMin).RoundUpToNearest(64);

            Debug.WriteLine("Approximate Size: {0}x{1}x{2}", Math.Ceiling(tbounds.X + tbounds.SizeX) - Math.Floor(tbounds.X), Math.Ceiling(tbounds.Y + tbounds.SizeY) - Math.Floor(tbounds.Y), Math.Ceiling(tbounds.Z + tbounds.SizeZ) - Math.Floor(tbounds.Z));
            Debug.WriteLine("Bounds Size: {0}x{1}x{2}", xCount, yCount, zCount);

            var finalCubic = ArrayHelper.Create<byte>(xCount, yCount, zCount);
            var finalMater = ArrayHelper.Create<byte>(xCount, yCount, zCount);

            if (resetProgress != null)
            {
                long triangles = (from GeometryModel3D gm in model.Children select gm.Geometry as MeshGeometry3D).Aggregate<MeshGeometry3D, long>(0, (current, g) => current + (g.TriangleIndices.Count / 3));
                long rays = 0;

                if ((traceDirection & TraceDirection.X) == TraceDirection.X)
                    rays += ((yMax - yMin) * (zMax - zMin));
                if ((traceDirection & TraceDirection.Y) == TraceDirection.Y)
                    rays += ((xMax - xMin) * (zMax - zMin));
                if ((traceDirection & TraceDirection.Z) == TraceDirection.Z)
                    rays += ((xMax - xMin) * (yMax - yMin));

                resetProgress.Invoke(0, rays * triangles);
            }

            if (checkCancel != null && checkCancel.Invoke())
            {
                if (complete != null)
                    complete.Invoke();
                return null;
            }

            #region basic ray trace of every individual triangle.

            // Start from the last mesh, which represents the bottom of the UI stack, and overlay each other mesh on top of it.
            for (var modelIdx = mappedMesh.Count - 1; modelIdx >= 0; modelIdx--)
            {
                Debug.WriteLine("Model {0}", modelIdx);

                var modelCubic = new byte[xCount][][];
                var modelMater = new byte[xCount][][];

                for (var x = 0; x < xCount; x++)
                {
                    modelCubic[x] = new byte[yCount][];
                    modelMater[x] = new byte[yCount][];
                    for (var y = 0; y < yCount; y++)
//.........這裏部分代碼省略.........
開發者ID:midspace,項目名稱:SEToolbox,代碼行數:101,代碼來源:MyVoxelRayTracer.cs


注:本文中的System.Windows.Media.Media3D.Transform3D.TransformBounds方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。