Perspective : Easy 3D programming with WPFPerspective : Easy 3D programming with WPF
A few years ago, I was impressed by the ease of 3D programming with VPython . This library made it possible to build in language Python 3D models starting from basic (cube, cylinder, sphere, etc.) or composite (arrow) geometrical objects, and to anime them. The default visualization window allowed to move the camera around the scene, and to zoom. Thus it was easy to get with a few lines of code a very spectacular application. VPython was very much used to illustrate physical models. Example .
WPF uses Direct3D technology to provide creation services for 2D user interface but also for 3D scenes. You can find many references about this subject like this tutorial , who describes the different steps of the creation of a cube. Even if WPF is much easier to program than Direct3D, we are still far from the VPython productivity. WPF misses high-level classes for the 3D programming (cube, cylinder, sphere, etc.). Several authors make this constatation and give some solutions (of which however none goes as far as VPython) :
Since 2006, I developed the Perspective class library, which offers WPF functionalities and productivity close to those of VPython while integrating technological innovations such as interactive 3D controls.
The continuation of the article applies to the version 2.0 of Perspective, which requires .NET 4.0 and Visual Studio 2010.
Wpf3D Basics
Getting and installing Perspective
To use the Perspective classes in a Xaml file, you have to define 2 XML namespaces referring the Perspective assemblies :
<Page x:Class="PerspectiveDemo.UI.Pages.pWpf3D.Box3D"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:p="http://www.codeplex.com/perspective"
...Basically, a 3D scene is displayed in a Viewport3D object. Then we have to configure the camera and lights . In order to be able to move the point of view and to turn around the model, it is possible to apply rotations to the camera (RotateTransform3D) around the X, Y and Z axis . A scaling (ScaleTransform3D) may be applied to simulate a zoom effect. These transformations may be bound to sliders.
In practice, it is tedious and repetitive. Perspective is consistent with this approach, but provides, since version 0.9, the Workshop3D element which includes a Viewport3D, a camera, lighting and a system of zoom and displacement of view.
<Page ...>
<p:Workshop3D>
...
</p:Workshop3D>
</Page>We can now instanciate our first visual Wpf3D object : the coordinate system (XyzAxis3D class) which will visually help us to position our 3D elements :
<p:Workshop3D>
<p:XyzAxis3D />
</p:Workshop3D>If we execute now the application, we can see the coordinate system.

Online demo
The camera can be controlled by mouse (with joysticks) or by keyboard (when the Workshop3D is focused) :
- Plus and Minus keys act on the zoom factor.
- Numeric keypad arrow key act on the camera position (on a XZ plane)
- When the Ctrl key is pressed, they move the orientation of the camera according to a vertical plane (Up and Down arrows) or horizontal plane (Left and Right arrows).
- When the Shift key is pressed, they turn the camera around the origin according to a vertical plane (Up and Down arrows or position joystick's buttons) or horizontal plane (Left and Right arrows or position joystick's buttons).
- The key 5 or Ctrl-Plus of the numeric keypad elevate the position of the camera. Keys Ctrl-5 or Ctrl-Minus reduce the height of the camera position.

The main properties of XyzAxis3D are : Radius, radius of each body axe, Length, size of each axis, and Signed which dislays the negative axis.
<p:XyzAxis3D Length="5" Signed="True"/>

We can now begin to create our models. Let's start with a cube using the Box3D class:
<p:Workshop3D>
<p:XyzAxis3D Length="3.0"/>
<p:Box3D />
</p:Workshop3D>
Online demo
Each Wpf3D object has a default material, which can be modified using the Material property.
Our cube is positioned at the origin of the coordinate system, and the edges size is of 1 unit. While reading the documentation, it may seem surprising that no property enables us to modify the position and the size of the cube. But that is completely normal. WPF uses the graphics processor (GPU) which supports instructions to transform the position or the aspect of the models. Modifying the position and the size of the cube in our code would use the main processor (CPU) instead of the GPU. To respect the WPF logic, we will use 3D transformations and assign them to the Transform property (always with the possibility of defining the transformation in the resources centralized zone) :
...
<ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
<Transform3DGroup x:Key="ModelTransform">
<TranslateTransform3D OffsetX="1.0" OffsetY="-1.0" OffsetZ="0.5" />
<ScaleTransform3D ScaleX="1.0" ScaleY="1.0" ScaleZ="3.0" />
</Transform3DGroup>
...
</ResourceDictionary>
...
<Page.Resources>
<ResourceDictionary Source="Wpf3DResources.xaml" />
</Page.Resources>
<p:Workshop3D>
<p:XyzAxis3D Length="5.0"/>
<p:Box3D Transform="{StaticResource ModelTransform}"/>
</p:Workshop3D>
...
Online demo
This principle applies to all the basic models delivered in Perspective. Their basic dimension is the unit, and they are based on the origin of the coordinate system (the point of coordinates 0.0, 0.0, 0.0).
Interactivity
Because the Perspective 3D objects are inheriting from UIElement3D, they support keyboard and mouse interactions, and they have the corresponding events. The following example shows how to trigger a rotation of the 3D model when the mouse is over it, through the use of the events MouseEnter and MouseLeave :
<p:Workshop3D>
<p:Box3D
MouseEnter="Box3D_MouseEnter"
MouseLeave="Box3D_MouseLeave">
<p:Box3D.Transform >
<RotateTransform3D CenterX="0.5" CenterZ="0.5">
<RotateTransform3D.Rotation>
<AxisAngleRotation3D
x:Name="boxRotation"
Axis="0.0, 1.0, 0.0"/>
</RotateTransform3D.Rotation>
</RotateTransform3D>
</p:Box3D.Transform>
</p:Box3D>
</p:Workshop3D>
private void Box3D_MouseEnter(object sender, System.Windows.Input.MouseEventArgs e)
{
// Initialization of the animation object : on 360 degrees after the current angle
DoubleAnimation da = new DoubleAnimation(boxRotation.Angle + 360.0, new Duration(TimeSpan.FromSeconds(5.0)));
da.RepeatBehavior = RepeatBehavior.Forever;
// Trigger the animation on the boxRotation's Angle property
boxRotation.ApplyAnimationClock(AxisAngleRotation3D.AngleProperty, da.CreateClock());
}
private void Box3D_MouseLeave(object sender, System.Windows.Input.MouseEventArgs e)
{
// current angle memorization
double currentAngle = boxRotation.Angle;
// Stops the animation
boxRotation.ApplyAnimationClock(AxisAngleRotation3D.AngleProperty, null);
// Reassignment of the angle (which otherwise resumes its initial value)
boxRotation.Angle = currentAngle;
}Online demo
Flat models
The Square3D class defines... a 2D square !
<p:Square3D />

Online demo
The BackMaterial property has the same role than the Material property but for the back face.
Polygon-based models
Polygon3D defines a flat polygon. The SideCount property defines a regular polygon of a given side count.
<p:Polygon3D SideCount="6" />

The polygon fits in a circle of radius 1 in the X, Y plan. The polygon vertices are calculated by dividing the circumference by the SideCount value. By default, the 1st point is at 1,0,0. The InitialAngle property makes it possible to move this point according to the angle of the segment that it forms with the origin compared to the X axis. Example for an angle of 30 degrees :
<p:Polygon3D SideCount="6" InitialAngle="30.0"/>

The RoundingRate makes it possible to round the polygon vertices. The value must be comprised between 0.0 and 0.5. It represents a side proportion submitted to the rounding for the 2 sides of a vertex. Thus a value of 0.5 generates a perfect circle. Example with a value of 0.15 :
<p:Polygon3D SideCount="6" InitialAngle="30.0" RoundingRate="0.15"/>

Online demo
The bar3D class défines a bar with a polygonal section. The section has the same characteristics than a Polygon3D : side count, initial angle and rounding rate. For a better emphasizing of the rounding, we use a glossy material (using SpecularMaterial) and move the model compared to the light position.
<ResourceDictionary ...>
<SpecularMaterial x:Key="Specular" SpecularPower="100.0" Brush="White"/>
<MaterialGroup x:Key="GlossyMaterial">
<DiffuseMaterial Brush="Goldenrod"/>
<StaticResource ResourceKey="Specular"/>
</MaterialGroup>
</ResourceDictionary>
...
<p:Bar3D SideCount="6" InitialAngle="30.0" RoundingRate="0.15"
Transform="{StaticResource ModelTransform}"
Material="{StaticResource GlossyMaterial}" />
Online demo
To build a cylinder with a radius of 1.0, you can grow the SideCount property :
<p:Bar3D SideCount="100" Material="{StaticResource glossyMaterial}" />
Online demo
Conical3D is a cone with a polygonal base, and works as Bar3D .
<p:Conical3D SideCount="6" InitialAngle="30.0" RoundingRate="0.15"
Transform="{StaticResource ModelTransform}"
Material="{StaticResource GlossyMaterial}" />
Online demo
Finally Ring3D is a ring with a polygonal section. It has additional properties to indicate its radius and its segment count.
<p:Ring3D
Radius="10.0" SegmentCount="100"
SideCount="6" InitialAngle="30.0" RoundingRate="0.15"
Material="{StaticResource GlossyMaterial}" />
Online demo
Spherical models
The Spherical3D class defines a sphere with a radius of 1 unit. The smoothness of the spherical aspect is defined using the ParallelCount property.
<p:Spherical3D ParallelCount="100" Material="{StaticResource GlossyMaterial}"/>
Online demo
It is easy to transform the sphere into an ellipsoid using a tranform object.
<p:Spherical3D ParallelCount="100"
Material="{StaticResource GlossyMaterial}"
Transform="{StaticResource ModelTransform}"/>
Online demo
Polyhedrons
Just for fun, the Isocahedron3D class defines a regular isocahedron , that is a 20 faces polyhedron.
<p:Isocahedron3D Material="{StaticResource GlossyMaterial}" /> 
Online demo
If we truncate its vertices, we get a truncated isocahedron... represented by the TruncatedIsocahedron3D class.
<p:Isocahedron3D Truncated="True" Material="{StaticResource GlossyMaterial}" />
Online demo
Anyway, you see what I mean... A very poor translation from my french article ! The Football3D class genesis began at a certain evening of July 2006. I am however not impassioned by football (soccer). But after often seeing 3D animated credits at the TV, I wanted to prove that WPF can do that. Here we define a background with a new color and without a displayed coordinate system, and we can animate the whole with a 3D WPF animation ! Play video
<p:Football3D />

Online demo
3D pie charts
The PieSlice3D class makes it possible to build beautiful pie charts. Each PieSlice3D represents a portion, and has the properties InitialAngle
and AngleValue. The IsExploded property is used to highlight a portion. By default, the pie is built around the Z axis. For a "flat" presentation, it is necessary to apply a transformation (as in the example below):
...
<Transform3DGroup x:Key="PieTransform">
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D
Angle="-90"
Axis="1,0,0" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
<ScaleTransform3D ScaleY="0.2"/>
</Transform3DGroup>
...
<p:Workshop3D>
<p:PieSlice3D
AngleValue="45"
IsExploded="True"
Material="{StaticResource GlossyMaterial}"
Transform="{StaticResource PieTransform}"/>
<p:PieSlice3D
InitialAngle="45" AngleValue="135"
Material="{StaticResource GlossyRed}"
Transform="{StaticResource PieTransform}"/>
<p:PieSlice3D
InitialAngle="180" AngleValue="80"
Material="{StaticResource GlossyBlue}"
Transform="{StaticResource PieTransform}"/>
<p:PieSlice3D
InitialAngle="260" AngleValue="100"
Material="{StaticResource GlossyGreen}"
Transform="{StaticResource PieTransform}"/>
</p:Workshop3D>
Online demo
Texture
It is possible to display an image on a Square3D, by using an ImageBrush or a VisualBrush in the Material definition.
<p:Square3D >
<p:Square3D.Material>
<DiffuseMaterial>
<DiffuseMaterial.Brush>
<ImageBrush
ImageSource="http://www.odewit.net/Perspective/Images/Tree.jpg"
TileMode="None"
Stretch="Fill"/>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</p:Square3D.Material>
</p:Square3D>
Online demo
If the BackMaterial property is empty, the back face uses the default material.
You can apply a VisualBrush, an ImageBrush or a DrawingBrush on Square3D, Polygon3D, Box3D, Bar3D, Conical3D and Spherical3D.
Composite models
The Wpf3D objects can be gathered in a ModelVisual3D or in a ContainerUIElement3D to form a composite model, such as this gyroscope (animated when you click on it) :
<p:Gyroscope3D />

Online demo
The Perspective library is extensible, and it is easy to define in .NET code (C# or Visual Basic) some new composite model classes. After XyzAxis3D and Football3D, the Arrow3D class is another example :
<p:Arrow3D Material="{StaticResource GlossyMaterial}" />
Online demo
3D Controls
In its 0.4 version, Perspective has introduced the concept of 3D skinnable control .

Online demo
About this article
Author : Olivier Dewit
History :
- the 1st june, 2010 : update for the 2.0 version of Perspective, .NET 4.0 and Visual Studio 2010.
- the 13th may, 2008 : textures.
- the 12th may, 2008 : update for the 0.9 version of Perspective. Original article
- the 1st january, 2008 : update for the 0.5 version of Perspective. Original article
- the 16th november, 2007 : update for the 0.4 version of Perspective. Original article
- the 11th november, 2007 : chapter about interactivity.
- the 3rd november, 2007 : update for the 0.3 version of Perspective. Original article
- October, 2006 : creation, for the 0.1 version of Perspective (Wpf3D - .NET 3.0 - Visual Studio 2005). Original article