🎮 WPF 3D 入门实战:从零打造一个可交互的立方体模型
标题:
🚀《WPF 3D 开发全攻略:实现旋转、平移、缩放与法线显示》
💡 引言
在现代图形应用中,3D 可视化已经成为不可或缺的一部分。WPF 提供了强大的 Viewport3D
控件,支持我们在桌面应用中轻松构建三维场景。
本文将手把手带你实现一个完整的 WPF 3D 应用程序,包括:
- 创建基础立方体模型
- 添加光源和材质
- 实现鼠标控制视角(旋转、平移、缩放)
- 法线计算与可视化展示
- 完整项目结构与代码解析
非常适合刚接触 WPF 3D 的开发者入门学习!
🧱 第一步:创建窗口与视口
我们使用 Viewport3D
来承载所有 3D 内容,并为其添加相机和光源。
✅ XAML 部分(MainWindow.xaml)
<Window x:Class="_3D_WPF_Demo.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="3D 立方体交互演示" Height="900" Width="1600">
<Grid>
<Viewport3D Name="viewPort"
MouseLeftButtonDown="ViewPort_MouseLeftButtonDown"
MouseLeftButtonUp="ViewPort_MouseLeftButtonUp"
MouseMove="ViewPort_MouseMove"
PreviewMouseWheel="ViewPort_PreviewMouseWheel"
MouseDown="ViewPort_MouseDown"
MouseUp="ViewPort_MouseUp">
<!-- 环境光 -->
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<AmbientLight Color="White"/>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
<!-- 方向光 -->
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<DirectionalLight Color="White" Direction="0,1,0"/>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
<!-- 相机 -->
<Viewport3D.Camera>
<PerspectiveCamera x:Name="mainCamera"
Position="0,0,300"
LookDirection="0,0,-1"
UpDirection="0,1,0"
FieldOfView="60"/>
</Viewport3D.Camera>
</Viewport3D>
</Grid>
</Window>
📦 第二步:创建立方体模型
我们手动定义立方体顶点和三角形索引,并通过工具类生成几何体。
🧰 工具类 _3DModelOperateHelper.cs
using System.Windows.Media;
using System.Windows.Media.Media3D;
namespace _3D_WPF_Demo.Tools
{
public static class _3DModelOperateHelper
{
public static GeometryModel3D CreateSingleColorCube(int width, int height, int depth, DiffuseMaterial diffuseMaterial)
{
Point3DCollection points = new Point3DCollection(new Point3D[] {
new Point3D(-0.5*width, -0.5*height, -0.5*depth), // 0
new Point3D(0.5*width, -0.5*height, -0.5*depth), // 1
new Point3D(0.5*width, 0.5*height, -0.5*depth), // 2
new Point3D(-0.5*width, 0.5*height, -0.5*depth), // 3
new Point3D(-0.5*width, -0.5*height, 0.5*depth), // 4
new Point3D(0.5*width, -0.5*height, 0.5*depth), // 5
new Point3D(0.5*width, 0.5*height, 0.5*depth), // 6
new Point3D(-0.5*width, 0.5*height, 0.5*depth) // 7
});
Int32Collection triangles = new Int32Collection(new int[] {
// 底面 (Z-)
0, 1, 2, 2, 3, 0,
// 顶面 (Z+)
4, 5, 6, 6, 7, 4,
// 前面 (Y+)
3, 2, 6, 6, 7, 3,
// 后面 (Y-)
0, 1, 5, 5, 4, 0,
// 右面 (X+)
1, 2, 6, 6, 5, 1,
// 左面 (X-)
4, 7, 3, 3, 0, 4
});
MeshGeometry3D mesh = new MeshGeometry3D();
mesh.Positions = points;
mesh.TriangleIndices = triangles;
mesh.Normals = CalculateNormals(mesh); // 计算法线
mesh.Freeze();
return new GeometryModel3D
{
Geometry = mesh,
Material = diffuseMaterial,
BackMaterial = diffuseMaterial
};
}
private static Vector3DCollection CalculateNormals(MeshGeometry3D mesh)
{
var normals = new Vector3DCollection();
for (int i = 0; i < mesh.TriangleIndices.Count; i += 3)
{
int i1 = mesh.TriangleIndices[i];
int i2 = mesh.TriangleIndices[i + 1];
int i3 = mesh.TriangleIndices[i + 2];
Point3D p1 = mesh.Positions[i1];
Point3D p2 = mesh.Positions[i2];
Point3D p3 = mesh.Positions[i3];
Vector3D v1 = p2 - p1;
Vector3D v2 = p3 - p1;
Vector3D normal = Vector3D.CrossProduct(v1, v2);
normal.Normalize();
normals.Add(normal);
normals.Add(normal);
normals.Add(normal);
}
return normals;
}
}
}
🖱️ 第三步:实现交互操作
在 MainWindow.xaml.cs
中实现鼠标控制相机旋转、平移和缩放功能。
🧩 主要逻辑(MainWindow.xaml.cs)
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Media3D;
namespace _3D_WPF_Demo
{
public partial class MainWindow : Window
{
private bool isDragging = false;
private Point lastMousePosition;
private double cameraDistance = 300;
private Point3D centerPoint = new Point3D(0, 0, 0);
private bool isPanning = false;
private Point lastPanMousePosition;
private Vector3D panOffset = new Vector3D(0, 0, 0);
private ModelVisual3D modelVisual;
private TranslateTransform3D modelTranslation = new TranslateTransform3D();
private double yaw = 0;
private double pitch = 0;
public MainWindow()
{
InitializeComponent();
viewPort.LostMouseCapture += (s, e) =>
{
isDragging = false;
isPanning = false;
Mouse.Capture(null);
};
LoadModel();
UpdateCamera();
}
private void LoadModel()
{
var material = new DiffuseMaterial(new SolidColorBrush(Colors.Orange));
GeometryModel3D model = _3DModelOperateHelper.CreateSingleColorCube(10, 10, 10, material);
modelVisual = new ModelVisual3D();
modelVisual.Content = model;
modelVisual.Transform = modelTranslation;
viewPort.Children.Add(modelVisual);
if (model.Geometry is MeshGeometry3D mesh)
{
var normalGroup = new Model3DGroup();
AddNormalLines(mesh, normalGroup);
var normalVisual = new ModelVisual3D { Content = normalGroup };
viewPort.Children.Add(normalVisual);
}
}
private void AddNormalLines(MeshGeometry3D mesh, Model3DGroup group)
{
if (mesh.Positions == null || mesh.TriangleIndices == null || mesh.Normals == null)
return;
int indexCount = mesh.TriangleIndices.Count;
for (int i = 0; i < indexCount; i += 3)
{
int i1 = mesh.TriangleIndices[i];
int i2 = mesh.TriangleIndices[i + 1];
int i3 = mesh.TriangleIndices[i + 2];
Point3D p1 = mesh.Positions[i1];
Point3D p2 = mesh.Positions[i2];
Point3D p3 = mesh.Positions[i3];
Point3D center = new Point3D(
(p1.X + p2.X + p3.X) / 3,
(p1.Y + p2.Y + p3.Y) / 3,
(p1.Z + p2.Z + p3.Z) / 3);
Vector3D normal = mesh.Normals[i / 3];
Point3D endPoint = center + normal * 5;
var lineMesh = new MeshGeometry3D();
lineMesh.Positions.Add(center);
lineMesh.Positions.Add(endPoint);
lineMesh.TriangleIndices.Add(0);
lineMesh.TriangleIndices.Add(1);
lineMesh.TriangleIndices.Add(1);
var material = new DiffuseMaterial(Brushes.Magenta);
var model = new GeometryModel3D(lineMesh, material);
group.Children.Add(model);
}
}
private void ViewPort_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
isDragging = true;
lastMousePosition = e.GetPosition(viewPort);
Mouse.Capture(viewPort);
}
private void ViewPort_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
{
isDragging = false;
Mouse.Capture(null);
}
private void ViewPort_MouseMove(object sender, MouseEventArgs e)
{
var current = e.GetPosition(viewPort);
if (isDragging)
{
Vector delta = current - lastMousePosition;
yaw += delta.X * 0.3;
pitch -= delta.Y * 0.3;
UpdateCamera();
lastMousePosition = current;
}
else if (isPanning)
{
UpdateCamera();
lastPanMousePosition = current;
}
}
private void ViewPort_PreviewMouseWheel(object sender, MouseWheelEventArgs e)
{
double zoomFactor = e.Delta > 0 ? 1.1 : 0.9;
cameraDistance *= zoomFactor;
cameraDistance = Math.Max(50, Math.Min(cameraDistance, 1000));
UpdateCamera();
}
private void ViewPort_MouseDown(object sender, MouseButtonEventArgs e)
{
if (e.ChangedButton == MouseButton.Middle)
{
isPanning = true;
lastPanMousePosition = e.GetPosition(viewPort);
Mouse.Capture(viewPort);
e.Handled = true;
}
}
private void ViewPort_MouseUp(object sender, MouseButtonEventArgs e)
{
if (e.ChangedButton == MouseButton.Left)
{
isDragging = false;
Mouse.Capture(null);
}
if (e.ChangedButton == MouseButton.Middle)
{
isPanning = false;
Mouse.Capture(null);
e.Handled = true;
}
}
private void UpdateCamera()
{
Vector3D initialLookDirection = new Vector3D(0, 0, -1);
Matrix3D rotationMatrix = new Matrix3D();
rotationMatrix.Rotate(new Quaternion(new Vector3D(0, 1, 0), yaw));
rotationMatrix.Rotate(new Quaternion(new Vector3D(1, 0, 0), pitch));
Vector3D rotatedLookDirection = rotationMatrix.Transform(initialLookDirection);
mainCamera.Position = new Point3D(
centerPoint.X - rotatedLookDirection.X * cameraDistance,
centerPoint.Y - rotatedLookDirection.Y * cameraDistance,
centerPoint.Z - rotatedLookDirection.Z * cameraDistance);
mainCamera.LookDirection = rotatedLookDirection;
mainCamera.UpDirection = new Vector3D(0, 1, 0);
Vector3D forward = rotatedLookDirection;
forward.Normalize();
Vector3D right = Vector3D.CrossProduct(new Vector3D(0, 1, 0), forward);
if (right.Length == 0) right = new Vector3D(1, 0, 0);
right.Normalize();
Vector3D up = Vector3D.CrossProduct(forward, right);
up.Normalize();
if (isPanning)
{
double panSpeed = 0.1;
var delta = lastPanMousePosition - Mouse.GetPosition(viewPort);
panOffset += right * (panSpeed * delta.X);
panOffset += up * (panSpeed * delta.Y);
modelTranslation.OffsetX = panOffset.X;
modelTranslation.OffsetY = panOffset.Y;
modelTranslation.OffsetZ = panOffset.Z;
lastPanMousePosition = Mouse.GetPosition(viewPort);
}
}
}
}
🎨 功能总结
功能 | 描述 |
---|---|
🧱 立方体建模 | 手动定义顶点与三角形索引 |
🔆 光源设置 | 环境光 + 方向光增强视觉效果 |
🖱️ 鼠标交互 | 支持左键旋转、中键平移、滚轮缩放 |
🧭 相机控制 | 使用四元数进行相机旋转,避免万向节死锁 |
📐 法线可视化 | 绘制每个面的法线方向,便于理解光照原理 |
📚 小结与展望
本项目是一个非常完整的 WPF 3D 入门示例,涵盖了从模型创建到交互控制的核心知识点。你可以在此基础上继续扩展:
- 加载
.obj
或.fbx
模型文件 - 添加 UI 控件切换显示/隐藏法线
- 使用 Helix Toolkit 实现更高级的功能
- 实现动画、碰撞检测、粒子系统等进阶功能
📢 结语
如果你是 WPF 初学者或想了解 3D 编程,这个项目是非常好的起点。它不仅展示了如何使用 Viewport3D
和 Media3D
,还帮助你掌握三维空间中的基本变换和交互技巧。
📌 下期预告:《WPF 3D 进阶篇:使用 Helix Toolkit 快速开发 3D 应用》敬请期待!
如需下载项目源码,关注群名片,我会提供压缩包链接。欢迎点赞、收藏、转发分享给更多学习者!👏