C# 如何检测子特性是否已更改
我想为ModelVisual3D设置动画,但无法检测父对象的参照系何时发生更改C# 如何检测子特性是否已更改,c#,wpf,storyboard,inotifypropertychanged,helix-3d-toolkit,C#,Wpf,Storyboard,Inotifypropertychanged,Helix 3d Toolkit,我想为ModelVisual3D设置动画,但无法检测父对象的参照系何时发生更改 public class FrameOfReference { private double _x, _y, _z, _a, _b, _c, _legLength; private ModelVisual3D _model; private Transform3DGroup _transformGroup; public FrameOfReference() {
public class FrameOfReference
{
private double _x, _y, _z, _a, _b, _c, _legLength;
private ModelVisual3D _model;
private Transform3DGroup _transformGroup;
public FrameOfReference()
{
_x = 0;
_y = 0;
_z = 0;
_a = 0;
_b = 0;
_c = 0;
}
public double X
{
get { return _x; }
set { _x = value; UpdateTransformGroup();}
}
public double Y
{
get { return _y; }
set {
_y = value; UpdateTransformGroup();}
}
public double Z
{
get { return _z; }
set { _z = value; UpdateTransformGroup();}
}
public double A
{
get { return _a; }
set{ _a = value; UpdateTransformGroup();}
}
public double B
{
get { return _b; }
set { _b = value; UpdateTransformGroup();}
}
public double C
{
get { return _c; }
set { _c = value; UpdateTransformGroup();}
}
public void Transform3DGroup UpdateTransformGroup()
{
//convert ZYX Euler angles into a transformgroup
Transform3DGroup group = new Transform3DGroup();
Vector3D e = new Vector3D(C, B, A);
Quaternion q = new Quaternion(new Vector3D(0.0, 0.0, 1.0), e.Z)
* new Quaternion(new Vector3D(0.0, 1.0, 0.0), e.Y)
* new Quaternion(new Vector3D(1.0, 0.0, 0.0), e.X);
AxisAngleRotation3D r = new AxisAngleRotation3D(q.Axis, q.Angle);
group.Children.Add(new RotateTransform3D(r));
group.Children.Add(new TranslateTransform3D(X, Y, Z));
_transformGroup = group;
}
public Transform3DGroup TransformGroup
{
get
{ return _transformGroup;}
set { _transformGroup = value;}
}
}
我有一个类FrameOfReference,它是一个3D坐标系,使用ZYX Euler角来描述方向。此类具有一个TransformGroup属性,该属性反映帧的位置,该位置在X、Y、Z、a、B或C发生更改时更新。对我来说,与ZYX Euler角交互以创建变换,而不是变换组,这一点非常重要
我还有一个类EOAT(“手臂末端工具”),它具有FrameOfReference和ModelVisual3D属性。如果FrameOfReference的属性已更改,我将尝试更新ModelVisual3D
public class FrameOfReference
{
private double _x, _y, _z, _a, _b, _c, _legLength;
private ModelVisual3D _model;
private Transform3DGroup _transformGroup;
public FrameOfReference()
{
_x = 0;
_y = 0;
_z = 0;
_a = 0;
_b = 0;
_c = 0;
}
public double X
{
get { return _x; }
set { _x = value; UpdateTransformGroup();}
}
public double Y
{
get { return _y; }
set {
_y = value; UpdateTransformGroup();}
}
public double Z
{
get { return _z; }
set { _z = value; UpdateTransformGroup();}
}
public double A
{
get { return _a; }
set{ _a = value; UpdateTransformGroup();}
}
public double B
{
get { return _b; }
set { _b = value; UpdateTransformGroup();}
}
public double C
{
get { return _c; }
set { _c = value; UpdateTransformGroup();}
}
public void Transform3DGroup UpdateTransformGroup()
{
//convert ZYX Euler angles into a transformgroup
Transform3DGroup group = new Transform3DGroup();
Vector3D e = new Vector3D(C, B, A);
Quaternion q = new Quaternion(new Vector3D(0.0, 0.0, 1.0), e.Z)
* new Quaternion(new Vector3D(0.0, 1.0, 0.0), e.Y)
* new Quaternion(new Vector3D(1.0, 0.0, 0.0), e.X);
AxisAngleRotation3D r = new AxisAngleRotation3D(q.Axis, q.Angle);
group.Children.Add(new RotateTransform3D(r));
group.Children.Add(new TranslateTransform3D(X, Y, Z));
_transformGroup = group;
}
public Transform3DGroup TransformGroup
{
get
{ return _transformGroup;}
set { _transformGroup = value;}
}
}
我的类是EOAT,包含模型Visual3D和FrameOfReference
class EOATModel
{
private FrameOfReference _frame;
private ModelVisual3D _model;
public EOATModel()
{
Frame = new FrameOfReference();
}
public EOATModel(FrameOfReference Frame)
{
this.Frame = Frame;
}
public FrameOfReference Frame
{
get
{
return _frame;
}
set
{
_frame = value;
CreateModel();
}
}
public ModelVisual3D Model
{
get
{
return _model;
}
set
{
_model = value;
}
}
public void CreateModel()
{
if (_model != null)
{
//--a bunch of code that makes the EOAT since its irrelevant--
_model.Children.Add(EOATCube);
_model.Transform = Frame.TransformGroup;
}
}
}
一些示例代码显示了我是如何生成eoat的
public class Main
{
EOAT _eoat = new EOAT()
_eoat.Frame.X = 100;
_eoat.Frame.Y = 100;
_eoat.Frame.Z = 100;
_eoat.Frame.A = 100;
_eoat.Frame.B = 100;
_eoat.Frame.C = 100;
_eoat.Model = new ModelVisual3D();
viewPort3d.Children.Add(_eoat.Model);
_eoat.Frame.C = 45;
}
如果输入“_eoat.Frame.C=45,_eoat内的FrameOfReference不会检测到帧已更改,因此不会使用CreateModel()更新模型。我知道我可以在更改帧后手动调用CreateModel(),但当需要制作动画情节提要时,这将不起作用,因为动画只是随着时间的推移更改一个值,并且在动画期间无法调用CreateModel()
简而言之,我如何让EOAT在框架内的任何内容发生更改时自动调用CreateModel()。我已经尝试过INotifyPropertyChange代码,但没有任何一个代码能够正常工作
对所有内容感到抱歉。我希望这个问题有意义。谢谢。您只需将事件处理程序添加到
FrameOfReference
的NotifyPropertyChanged
事件中,然后从事件处理程序调用CreateModel
public EOATModel()
{
Frame = new FrameOfReference();
Frame.PropertyChanged += (o,e) => CreateModel());
}
那是丢失的一块!谢谢你,乔治。现在我要做的就是弄清楚如何创建这些依赖属性,这样我就可以在目标属性情节提要中引用它们。