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How to draw bottom half of a 3D tube with C#

Tags:

c#

draw

gdi+

3d

I create storage (Picture A) with DrawStorage(). To fill the storage I use FillWater(). I wanted to fill storage with water according to the level of 0-100% (empty-full) such as picture C, but current output is generated from FillWater() like the Picture B. How to fill the storage to look like the Picture C ? The difficulty is how to fill the storage so that it looks like 3D (Picture C)

Sorry if my english isn't good. I hope help of you who are experts, Thank you.

output

    protected override void OnPaint(PaintEventArgs pe)
    {
        base.OnPaint(pe);
        Graphics g = pe.Graphics;
        g.SmoothingMode = SmoothingMode.AntiAlias;

        this.DrawBar(g, this.ForeColor);
    }


    private void DrawBar(Graphics g, Color foreColor)
    {
        bool outLine = this._outLineColor != Color.Transparent;
        Rectangle bound = this.ClientRectangle;
        bound.Inflate(-20, -20);

        DrawStorage(g, bound, new Size(4, 10), Color.FromArgb(this.Alpha, foreColor), this.OutLineColor, outLine);

        if (this.Value > this.Minimum && this.Value <= this.Maximum)
        {
            float barValue = bound.Height * ((this.Value - this.Minimum) / (this.Maximum - this.Minimum));
            RectangleF valueBound = RectangleF.FromLTRB(bound.Left, bound.Bottom - barValue, bound.Right, bound.Bottom);

            FillWater(g, valueBound, new Size(4, 10), Color.FromArgb(this.Alpha, this.BarColor), this.OutLineColor, outLine);

            if (this._showValue && valueBound.Height > 20)
            {
                g.SmoothingMode = SmoothingMode.AntiAlias;
                StringFormat format = new StringFormat();
                format.Alignment = StringAlignment.Center;
                format.LineAlignment = StringAlignment.Center;
                g.DrawString(this._value.ToString("F2"), this.Font, Brushes.Black, valueBound, format);
                format.Dispose();
            }
        } 
    }


    public static void DrawStorage(Graphics g, RectangleF front, SizeF depth, Color fillColor, Color borderColor, bool outLine)
    {
        if (front.Width <= 0 || front.Height <= 0)
            return;

        // Make Back Side Area
        RectangleF aback = front;

        // Make Depth
        aback.X += depth.Width;
        aback.Y -= depth.Height;

        // Create Top and Bottom Plane. 
        RectangleF leftPlane;
        RectangleF rightPlane;

        // Create Graphics Object
        GraphicsPath gp = new GraphicsPath();

        rightPlane = new RectangleF(front.Width, front.Y, front.X, front.Height);
        leftPlane = new RectangleF(front.X, front.Y, front.X, front.Height);

        // Brush
        SolidBrush brush = new SolidBrush(fillColor);

        // Border Pen
        Pen borderPen = new Pen(borderColor);

        /***************
         *   LEFT    *
         * ************/
        // Make GP On Bottom
        gp.AddEllipse(leftPlane);

        // Get Bottom color
        brush.Color = GetSideColor(fillColor, WallSide.Left);

        // Fill Bottom Plane
        g.FillPath(brush, gp);

        // Shadow of the Body
        FillCylinderShadow(g, front, gp, false);

        // Check Draw Border
        if (outLine)
            g.DrawPath(borderPen, gp);

        gp.Reset();
        gp.AddArc(rightPlane, 270, 180);
        gp.AddArc(leftPlane, 90, -180);
        gp.CloseFigure();

        /***************
         *     Body    *
         * ************/
        // Color For Body is real Fill Color.
        brush.Color = fillColor;

        // Fill Body
        g.FillPath(brush, gp);

        // Shadow of the Body
        FillCylinderShadow(g, front, gp, true);

        // Check Draw Border
        if (outLine)
            g.DrawPath(borderPen, gp);

        /***************
         *     RIGHT     *
         * ************/
        gp.Reset();
        gp.AddEllipse(rightPlane);

        // Get Bottom color
        brush.Color = GetSideColor(fillColor, WallSide.Back);

        // Fill Top Plane
        g.FillPath(brush, gp);

        // Shadow of the Body
        FillCylinderShadow(g, front, gp, true);

        //Check Draw Border
        if (outLine)
            g.DrawPath(borderPen, gp);

        // Dispose
        gp.Dispose();
        brush.Dispose();
        borderPen.Dispose();
    }


    public static void FillWater(Graphics g, RectangleF front, SizeF depth, Color fillColor, Color borderColor, bool outLine)
    {
        if (front.Width <= 0 || front.Height <= 0)
            return;

        // Make Back Side Area
        RectangleF aback = front;

        // Make Depth
        aback.X += depth.Width;
        aback.Y -= depth.Height;

        // Create Top and Bottom Plane. 
        RectangleF leftPlane;
        RectangleF rightPlane;

        // Create Graphics Object
        GraphicsPath gp = new GraphicsPath();

        rightPlane = new RectangleF(front.Width, front.Y, front.X, front.Height);
        leftPlane = new RectangleF(front.X, front.Y, front.X, front.Height);

        // Brush
        SolidBrush brush = new SolidBrush(fillColor);

        // Border Pen
        Pen borderPen = new Pen(borderColor);

        /***************
         *   LEFT    *
         * ************/
        // Make GP On Bottom
        gp.AddEllipse(leftPlane);

        // Get Bottom color
        brush.Color = GetSideColor(fillColor, WallSide.Left);

        // Fill Bottom Plane
        g.FillPath(brush, gp);

        // Shadow of the Body
        FillCylinderShadow(g, front, gp, false);

        // Check Draw Border
        if (outLine)
            g.DrawPath(borderPen, gp);

        gp.Reset();
        gp.AddArc(rightPlane, 270, 180);
        gp.AddArc(leftPlane, 90, -180);
        gp.CloseFigure();

        /***************
         *     Body    *
         * ************/
        // Color For Body is real Fill Color.
        brush.Color = fillColor;

        // Fill Body
        g.FillPath(brush, gp);

        // Shadow of the Body
        FillCylinderShadow(g, front, gp, true);

        // Check Draw Border
        if (outLine)
            g.DrawPath(borderPen, gp);

        /***************
         *     RIGHT     *
         * ************/
        gp.Reset();
        gp.AddEllipse(rightPlane);

        // Get Bottom color
        brush.Color = GetSideColor(fillColor, WallSide.Back);

        // Fill Top Plane
        g.FillPath(brush, gp);

        // Shadow of the Body
        FillCylinderShadow(g, front, gp, true);

        //Check Draw Border
        if (outLine)
            g.DrawPath(borderPen, gp);

        // Dispose
        gp.Dispose();
        brush.Dispose();
        borderPen.Dispose();
    }
like image 645
new bie Avatar asked Nov 21 '25 12:11

new bie


1 Answers

I had some limited success in creating the 3D effect using draw order and clipping. The code below generally works, but has some issues when the fill is near 0% or 100%... I think that can be fixed.

3D cylinder

/// <summary>
/// Calculate X coordinate on an ellipse
/// </summary>
/// <param name="width">Ellipse width</param>
/// <param name="height">Ellipse height</param>
/// <param name="y">Y ranging from 0 to height</param>
/// <returns>X relative to the center of the ellipse</returns>
/// 
static float EllipseCalculateX( float width, float height, float y )
{
    if ( y < 0 || y > height )
    {
        return 0;
    }

    y = y - ( height / 2f );
    var a = width / 2f;
    var b = height / 2f;

    var x = ( a * Math.Sqrt( ( b * b ) - ( y * y ) ) ) / b;

    return (float)x;
}

protected override void OnPaint( PaintEventArgs e )
{
    var g = e.Graphics;

    var percent_full = PercentFull;


    // length, width, and depth of the storage in pixels
    //
    var storage_length = 140f;
    var storage_height = 80f;            
    var storage_depth  = 15f;


    var start = new PointF( 80, 50 );

    var cylinder = new RectangleF( start.X, start.Y, storage_length, storage_height );
    var left_cap = new RectangleF( cylinder.Left - ( storage_depth / 2f ), cylinder.Top, storage_depth, storage_height );
    var right_cap = new RectangleF( cylinder.Right - ( storage_depth / 2f ), cylinder.Top, storage_depth, storage_height );


    // relative x,y of the fill level on the "near" (front) side of the storage
    //
    var fill_near_y = storage_height * ( percent_full / 100f );
    var fill_near_x = EllipseCalculateX( storage_depth, storage_height, fill_near_y );

    // relative x,y of the fill level on the "far" (back) side of the storage
    // y is offset slightly for the 3D effect
    //
    var fill_far_y = storage_height * ( percent_full / 100f ) + ( storage_depth / 2f );
    var fill_far_x = EllipseCalculateX( storage_depth, storage_height, fill_far_y );


    // absolute x,y of the fill level on the left side (near and far)
    //
    var fill_left_far = new PointF( cylinder.Left - fill_far_x, cylinder.Bottom - fill_far_y );
    var fill_left_near = new PointF( cylinder.Left + fill_near_x, cylinder.Bottom - fill_near_y );

    // absolute x,y of the fill level on the right side (near and far)
    //
    var fill_right_far = new PointF( cylinder.Right - fill_far_x, cylinder.Bottom - fill_far_y );
    var fill_right_near = new PointF( cylinder.Right + fill_near_x, cylinder.Bottom - fill_near_y );

    // calculate the slope between the near and far levels
    //
    var slope = ( fill_left_far.Y - fill_left_near.Y ) / ( fill_left_far.X - fill_left_near.X + 0.001f );

    // build a clip path to be used in filling the left cap; its top is angled to match the 3D effect
    // the first two points in the path have to be extended outside of the cap ellipse, or the fill will look wrong above 50% fill
    //
    var left_clip = new GraphicsPath();
    left_clip.AddPolygon( new PointF[] {
        new PointF( left_cap.Left, fill_left_far.Y - ( slope * ( fill_left_far.X - left_cap.Left ) ) ), 
        new PointF( left_cap.Right, fill_left_near.Y + ( slope * ( left_cap.Right - fill_left_near.X ) ) ), 
        new PointF( left_cap.Right, left_cap.Bottom ), 
        new PointF( left_cap.Left, left_cap.Bottom ),
    } );

    // same for right cap
    // 
    var right_clip = new GraphicsPath();
    right_clip.AddPolygon( new PointF[] {
        new PointF( right_cap.Left, fill_right_far.Y - ( slope * ( fill_right_far.X - right_cap.Left ) ) ), 
        new PointF( right_cap.Right, fill_right_near.Y + ( slope * ( right_cap.Right - fill_right_near.X ) )),
        new PointF( right_cap.Right, left_cap.Bottom ), 
        new PointF( right_cap.Left, right_cap.Bottom ),
    } );

    var outline = new Pen( Color.Black, 2f ) { LineJoin = System.Drawing.Drawing2D.LineJoin.Bevel };

    // outline the top and bottom of the storage
    //
    g.DrawLine( outline, cylinder.Left, cylinder.Top, cylinder.Right, cylinder.Top );
    g.DrawLine( outline, cylinder.Left, cylinder.Bottom, cylinder.Right, cylinder.Bottom );


    // outline the right cap
    //
    g.DrawEllipse( outline, right_cap );


    // outline and fill the right side
    //
    g.SetClip( right_clip );
    g.DrawEllipse( outline, right_cap );
    g.FillEllipse( Brushes.Orange, right_cap );
    g.ResetClip();


    // fill in the center area
    //
    g.SetClip( RectangleF.FromLTRB( cylinder.Left, fill_left_near.Y, cylinder.Right, cylinder.Bottom ) );
    g.FillRectangle( Brushes.Orange, cylinder );
    g.ResetClip();


    // fill left side
    //
    g.SetClip( left_clip );
    g.FillEllipse( Brushes.Yellow, left_cap );
    g.ResetClip();


    // outline and fill the surface
    //
    var surface = new[] { fill_left_near, fill_left_far, fill_right_far, fill_right_near, fill_left_near };
    g.DrawPolygon( outline, surface );
    g.FillPolygon( Brushes.Yellow, surface );


    // outline the left cap
    //
    g.DrawEllipse( outline, left_cap );
}
like image 141
lnmx Avatar answered Nov 24 '25 05:11

lnmx