This README gives a brief overview of the major classes used to enable
interactive 2D on 3D, a high level overview of how it works,
as well as a list of known issues and changes that can be made to get
around them.
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Class Overview:
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There are three main classes that are used to enable interacting with 2D
content on 3D objects: Viewport3DDecorator, Interactive3DDecorator and
InteractiveVisual3D. As a client of the 2D on 3D code, only Interactive3DDecorator
and InteractiveVisual3D need to be used. These three classes are explained next.
Viewport3DDecorator:
--------------------
The Viewport3DDecorator is used to extend the functionality of a Viewport3D.
It does so by allowing UIElements to be placed in front of and behind the
Viewport3D that is being decorated. This enables, for instance, the
Interactive3DDecorator to place its hidden layer on top of the Viewport3D it
is decorating, or the trackball to put a pane of glass beneath the Viewport3D
it is decorating, so it can be notified when the mouse is clicked within
the bounds of the Viewport3D. The UIElements that occur in front of and behind the
Viewport3D are exposed via the PreViewportChildren and PostViewportChildren dependency
properties. The Viewport3D or Viewport3DDecorator that is decorated is exposed
via the Content property of the class. The class takes care of laying out all
of its children, but this can be overridden by derived classes if desired.
Interactive3DDecorator:
-----------------------
The Interactive3DDecorator is a subclass of the Viewport3DDecorator, and uses
its PostViewportChildren property to position the hidden visual layer which
actually provides the interaction. This class provides interactivity to a Viewport3D.
In XAML, the Interactive3DDecorator is used as follows:
<local:Interactive3DDecorator>
<Viewport3D>
</Viewport3D>
</local:Interactive3DDecorator>
InteractiveVisual3D:
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The final class, the InteractiveVisual3D, is used to create the interactive 3D content
and also to signal to the Interactive3DDecorator that this Visual3D is intended to
be interacted with. InteractiveVisual3D is a subclass of ModelVisual3D and provides
the following dependency properties:
Geometry - The Geometry3D that is to become the content of the InteractiveVisual3D.
Visual The Visual that is to be used in a VisualBrush, which will then
be used in a material for the geometry for the InteractiveVisual3D.
Material A user specified material, with the IsInteractiveMaterial attached
property being used to mark the locations where the user wants the
VisualBrush used to represent the Visual, to be placed. By default,
a DiffuseMaterial is used.
IsBackVisible Indicates whether the material used for the front face should also be
mirrored on the back face.
The first two properties, Geometry and Visual, are the primary ones needed. They allow
the geometry for the Visual3D to be set, as well as the Visual that should appear on that
geometry. Note: the texture coordinates used for the Geometry must be in the range
(0,0) to (1,1) to enable interaction with the Visual. If they are outside this range, the
user will be interacting outside of the bounds of the Visual.
The others allow for fine tuning of the objects appearance. The Material property allows
a user to create their own material for the object. Because there potentially need to be
things added above the Visual specified by the user, and because parameters of the
VisualBrush are modified, the user does not directly specify the VisualBrush used. Instead,
they specify using the IsInteractiveMaterial attached property, which material they wish to
make interactive (i.e. set the VisualBrush created using the passed in Visual as the
Brush for that material). As an example, the following code sets the material to be composed
of a DiffuseMaterial, which will contain the visual brush, and a SpecularMaterial.
<local:InteractiveVisual3D.Material>
<MaterialGroup>
<DiffuseMaterial local:InteractiveVisual3D.IsInteractiveMaterial="True"/>
<SpecularMaterial Brush="Red" />
</MaterialGroup>
</local:InteractiveVisual3D.Material>
Finally, IsBackVisible sets the material used on the front face to also be used on the back face.
Currently, the Interactive3DDecorator does not distinguish between front and back faces, so this
allows for there to be interaction with the back face as well.
The following is an example use of the InteractiveVisual3D in XAML:
<local:InteractiveVisual3D Geometry="{StaticResource PlaneMesh}">
<local:InteractiveVisual3D.Visual>
<StackPanel>
<Label Content="Sample UI 2" />
<Button Content="Close Window"/>
<TextBox />
</StackPanel>
</local:InteractiveVisual3D.Visual>
</local:InteractiveVisual3D>
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How does it work:
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At a very high level, the interaction with 2D on 3D is achieved by really interacting
with a hidden version of that 2D content in 2D. The 2D is positioned such that the
point in 3D the mouse is over is the exact same point as the mouse is over on the
hidden 2D version. Then, when the user clicks, etc
they are interacting with exactly
the same location. If you want to see this for yourself, you can set the Debug
property on Interactive3DDecorator to true, which makes the hidden layer partially visible.
The Interactive3DDecorator then consists of two elements: the 3D content that is displayed
within it and a hidden layer that is used to position and display the 2D content that is
being interacted with. Depending on what 2D content on 3D is being interacted with, the
hidden layer changes to hold that 2D content. For example, consider a simple case of a
button, with text "Button", placed on a sphere. When the mouse moves over the B in
the button on the sphere, the hidden layer (the button) is moved such that the mouse is
over the same point in the hidden layer as it is in the 3D scene.
To figure out where to position the hidden layer works as follows. When the mouse moves
in the 3D scene, a ray is shot in to the 3D scene to see if it intersects any object.
If it hit an object, and it is an InteractiveVisual3D, we can use the return parameters
from the intersection to compute the texture coordinate that was hit. Then from these,
we can map from the (u,v) value of the texture coordinate, on to an x,y point on the 2D
visual, which is the point we need to place under the mouse. More specifically, the code
assumes texture coordinates are all in the range (0,0) to (1,1) i.e. upper left to lower
right of the image (this is important to know, since your texture coordinates need to
be within this range to enable interaction with the 2D content). Then the point on the
2D object that was hit is simply (u * Width, v * Height).
Theres one very interesting gotcha though: what happens when one of the 2D objects grabs
capture and then you move off the 3D mesh it is on? For example, you select some text, and
then move the mouse above that selected text, or click and hold on a button, and then move
away from it. Correct hidden content positioning becomes more complicated in this case.
The problem becomes difficult for many reasons. In the normal 2D situation, both the mouse
position and the 2D content exist in the same plane. The transformation that is applied to
the 2D content can be used to transform the mouse position to the contents local coordinate
system. However in 3D, due to the projection of 3D on to a 2D plane, the mouses position
actually corresponds to a line in 3D space. In addition, the element with capture could also
be mapped to any arbitrary geometry.