namespace Yw.WpfUI.Hydro
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{
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/// <summary>
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/// 绘制相机辅助类
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/// </summary>
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internal class DrawCameraHelper : IDisposable
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{
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/// <summary>
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///
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/// </summary>
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public DrawCameraHelper(HelixViewport3D viewport)
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{
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_viewport = viewport;
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}
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private readonly HelixViewport3D _viewport = null;//三维组件
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/// <summary>
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/// 获取视图
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/// </summary>
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public CameraSettingL3d GetView()
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{
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var cameraSetting = new CameraSetting(_viewport.Camera);
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return cameraSetting.ToCameraSettingL3d();
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}
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/// <summary>
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/// 设置视图
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/// </summary>
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public void SetView(CameraSettingL3d cameraSetting)
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{
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if (cameraSetting == null)
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{
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return;
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}
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var camera = _viewport.Camera;
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camera.NearPlaneDistance = cameraSetting.NearPlaneDistance;
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camera.FarPlaneDistance = cameraSetting.FarPlaneDistance;
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camera.Position = cameraSetting.Position.ToPoint3D();
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camera.LookDirection = cameraSetting.LookDirection.ToVector3D();
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camera.UpDirection = cameraSetting.UpDirection.ToVector3D();
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if (camera is PerspectiveCamera perspectiveCamera)
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{
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perspectiveCamera.FieldOfView = cameraSetting.FieldOfView;
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}
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else if (camera is OrthographicCamera orghographicCamera)
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{
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orghographicCamera.Width = cameraSetting.Width;
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}
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}
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#region 六视图
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/// <summary>
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/// 设置上视图
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/// </summary>
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public void SetTopView()
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{
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var lookDirection = new Vector3D(0, 0, -1); // 向下看
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var upDirection = new Vector3D(0, 1, 0);// Y轴朝上
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 设置下视图
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/// </summary>
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public void SetBottomView()
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{
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var lookDirection = new Vector3D(0, 0, 1); // 向上看
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var upDirection = new Vector3D(0, 1, 0);// Y轴朝上
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 设置左视图
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/// </summary>
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public void SetLeftView()
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{
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var lookDirection = new Vector3D(1, 0, 0); // 向右看
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var upDirection = new Vector3D(0, 0, 1);// Z轴朝上
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 设置右视图
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/// </summary>
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public void SetRightView()
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{
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var lookDirection = new Vector3D(-1, 0, 0); // 向左看
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var upDirection = new Vector3D(0, 0, 1);// Z轴朝上
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 设置前视图
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/// </summary>
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public void SetFrontView()
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{
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var lookDirection = new Vector3D(0, 1, 0); // 向后看
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var upDirection = new Vector3D(0, 0, 1);// Z轴朝上
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 设置后视图
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/// </summary>
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public void SetBackView()
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{
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var lookDirection = new Vector3D(0, -1, 0); // 向前看
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var upDirection = new Vector3D(0, 0, 1);// Z轴朝上
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_viewport.FitView(lookDirection, upDirection);
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}
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#endregion
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#region 等轴视图
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/// <summary>
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/// 西南视角
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/// 从物体的左前下方观察
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/// </summary>
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public void SetSouthWestView()
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{
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var lookDirection = new Vector3D(1, 1, -1);
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var upDirection = new Vector3D(0, 0, 1);
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 东南视角
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/// 从物体的右前下方观察
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/// </summary>
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public void SetSouthEastView()
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{
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var lookDirection = new Vector3D(-1, 1, -1);
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var upDirection = new Vector3D(0, 0, 1);
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 东北视角
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/// 从物体的右后上方观察
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/// </summary>
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public void SetNorthEastView()
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{
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var lookDirection = new Vector3D(-1, -1, -1);
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var upDirection = new Vector3D(0, 0, 1);
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_viewport.FitView(lookDirection, upDirection);
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}
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/// <summary>
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/// 西北视角
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/// 从物体的左后上方观察
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/// </summary>
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public void SetNorthWestView()
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{
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var lookDirection = new Vector3D(1, -1, -1);
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var upDirection = new Vector3D(0, 0, 1);
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_viewport.FitView(lookDirection, upDirection);
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}
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#endregion
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/// <summary>
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/// 释放
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/// </summary>
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public void Dispose()
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{
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}
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}
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}
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