本文实例为大家分享了WPF实现3D立方体波浪墙效果的具体代码,供大家参考,具体内容如下
实现效果如下:
思路:仿照3D粒子系统,将粒子颗粒的Geometry改造为立方体,鼠标移动时将鼠标位置转为3D场景中的坐标。
步骤:
1、粒子类Particle.cs
public Point3D Position;//位置 public double Width;//长方体底面宽 public double Height;//长方体侧面高
2、粒子系统ParticleSystem.cs
private readonly List<Particle> _particleList; private readonly GeometryModel3D _particleModel; private readonly int CUBOIDHEIGHT = 20; private readonly int MOUSERADIUS = 1000; private int XParticleCount; private int YParticleCount; public Model3D ParticleModel => _particleModel; public ParticleSystem(int amountX, int amountY, Color color) { XParticleCount = amountX; YParticleCount = amountY; _particleList = new List<Particle>(); _particleModel = new GeometryModel3D { Geometry = new MeshGeometry3D() }; var material = new DiffuseMaterial(new SolidColorBrush(color)); _particleModel.Material = material; } 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 * size, iy * size, 0), Width = size, Height = CUBOIDHEIGHT, }; _particleList.Add(p); } } } public void Update(Point mp) { foreach (var p in _particleList) { //求点到圆心的距离 double c = Math.Pow(Math.Pow(mp.X - p.Position.X, 2) + Math.Pow(mp.Y - p.Position.Y, 2), 0.5); p.Height = (MOUSERADIUS / (c + CUBOIDHEIGHT)) * CUBOIDHEIGHT; } UpdateGeometry(); } private void UpdateGeometry() { var positions = new Point3DCollection(); var indices = new Int32Collection(); for (var i = 0; i < _particleList.Count; ++i) { var positionIndex = i * 8; 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.Width, p.Position.Y, p.Position.Z); var p3 = new Point3D(p.Position.X + p.Width, p.Position.Y + p.Width, p.Position.Z); var p4 = new Point3D(p.Position.X, p.Position.Y + p.Width, p.Position.Z); var p5 = new Point3D(p.Position.X, p.Position.Y, p.Position.Z + p.Height); var p6 = new Point3D(p.Position.X + p.Width, p.Position.Y, p.Position.Z + p.Height); var p7 = new Point3D(p.Position.X + p.Width, p.Position.Y + p.Width, p.Position.Z + p.Height); var p8 = new Point3D(p.Position.X, p.Position.Y + p.Width, p.Position.Z + p.Height); positions.Add(p1); positions.Add(p2); positions.Add(p3); positions.Add(p4); positions.Add(p5); positions.Add(p6); positions.Add(p7); positions.Add(p8); indices.Add(positionIndex); indices.Add(positionIndex + 1); indices.Add(positionIndex + 3); indices.Add(positionIndex + 1); indices.Add(positionIndex + 2); indices.Add(positionIndex + 3); indices.Add(positionIndex); indices.Add(positionIndex + 4); indices.Add(positionIndex + 3); indices.Add(positionIndex + 4); indices.Add(positionIndex + 7); indices.Add(positionIndex + 3); indices.Add(positionIndex + 4); indices.Add(positionIndex + 6); indices.Add(positionIndex + 7); indices.Add(positionIndex + 4); indices.Add(positionIndex + 5); indices.Add(positionIndex + 6); indices.Add(positionIndex); indices.Add(positionIndex + 4); indices.Add(positionIndex + 1); indices.Add(positionIndex + 1); indices.Add(positionIndex + 4); indices.Add(posit<i>本文来源gaodai$ma#com搞$$代**码网</i>ionIndex + 5); indices.Add(positionIndex + 1); indices.Add(positionIndex + 2); indices.Add(positionIndex + 6); indices.Add(positionIndex + 6); indices.Add(positionIndex + 5); indices.Add(positionIndex + 1); indices.Add(positionIndex + 2); indices.Add(positionIndex + 3); indices.Add(positionIndex + 7); indices.Add(positionIndex + 7); indices.Add(positionIndex + 6); indices.Add(positionIndex + 2); } ((MeshGeometry3D)_particleModel.Geometry).Positions = positions; ((MeshGeometry3D)_particleModel.Geometry).TriangleIndices = indices; }