Table of Contents

Vec3dControl Component

Vec3dControl is a user control for Vec3d and display.

Main Features

  1. Dual Input Modes

    • Standard Mode: Input X, Y, Z components separately
    • Text Mode: Input complete vector in text format
  2. Vector Normalization

    • Normalization button (optional)
    • Button visibility controlled by ShowNormalizeButton property

Refer Sample Code

<UserControl x:Class="HiNC_2025_win_desktop.Geom.Vec3dControl"
             xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
             xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
             xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" 
             xmlns:d="http://schemas.microsoft.com/expression/blend/2008" 
             mc:Ignorable="d" 
             d:DesignHeight="30" d:DesignWidth="200">
    <Grid>
        <Grid.ColumnDefinitions>
            <ColumnDefinition Width="*"/>
            <ColumnDefinition Width="*"/>
            <ColumnDefinition Width="*"/>
            <ColumnDefinition Width="Auto"/>
            <ColumnDefinition Width="Auto"/>
        </Grid.ColumnDefinitions>

        <!-- Standard Mode Panel -->
        <StackPanel x:Name="StandardModePanel" Orientation="Horizontal" Grid.ColumnSpan="5">
            <TextBox x:Name="XTextBox" Width="60" Margin="0,0,2,0" TextChanged="XTextBox_TextChanged" IsReadOnly="{Binding IsReadOnly}"/>
            <TextBox x:Name="YTextBox" Width="60" Margin="0,0,2,0" TextChanged="YTextBox_TextChanged" IsReadOnly="{Binding IsReadOnly}"/>
            <TextBox x:Name="ZTextBox" Width="60" Margin="0,0,2,0" TextChanged="ZTextBox_TextChanged" IsReadOnly="{Binding IsReadOnly}"/>
            <Button Content="{DynamicResource Vec3d_TextMode_Toggle}" Width="20" Click="TextModeToggle_Click" Margin="0,0,2,0" ToolTip="{DynamicResource Vec3d_TextMode_Tooltip}"/>
            <Button Content="{DynamicResource Vec3d_Normalize}" Width="20" Click="NormalizeButton_Click" Visibility="{Binding ShowNormalizeButton, Converter={StaticResource BooleanToVisibilityConverter}}" ToolTip="{DynamicResource Vec3d_Normalize_Tooltip}"/>
        </StackPanel>

        <!-- Text Mode Panel -->
        <StackPanel x:Name="TextModePanel" Orientation="Horizontal" Grid.ColumnSpan="5" Visibility="Collapsed">
            <TextBox x:Name="VectorTextBox" Width="180" Margin="0,0,2,0" TextChanged="VectorTextBox_TextChanged" IsReadOnly="{Binding IsReadOnly}"
                     ToolTip="{DynamicResource Vec3d_TextMode_Format_Tooltip}"/>
            <Button Content="{DynamicResource Vec3d_StandardMode_Toggle}" Width="20" Click="StandardModeToggle_Click" Margin="0,0,2,0" ToolTip="{DynamicResource Vec3d_StandardMode_Tooltip}"/>
            <Button Content="{DynamicResource Vec3d_Normalize}" Width="20" Click="NormalizeButton_Click" Visibility="{Binding ShowNormalizeButton, Converter={StaticResource BooleanToVisibilityConverter}}" ToolTip="{DynamicResource Vec3d_Normalize_Tooltip}"/>
        </StackPanel>
    </Grid>
</UserControl> 
using System;
using System.Threading.Tasks;
using System.Windows.Controls;
using System.Windows;
using Hi.Geom;
using System.Text.RegularExpressions;
using System.ComponentModel;
using Hi.Common;
using Hi.Common.Messages;

namespace HiNC_2025_win_desktop.Geom
{
    /// <summary>
    /// Vec3dControl.xaml 的交互逻辑
    /// </summary>
    public partial class Vec3dControl : UserControl, INotifyPropertyChanged
    {
        private bool _isUpdating = false;
        private Func<Vec3d> _getterFunc;
        private Func<Task> _updateByContentFunc;
        private bool _showNormalizeButton = false;
        private bool _isTextMode = false;
        private bool _isReadOnly = false;

        // 用于匹配各种格式的正则表达式
        private static readonly Regex VectorRegex = new Regex(@"^\s*[\(\[\{]?\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*[\)\]\}]?\s*$", RegexOptions.Compiled);
        
        // 用于匹配变换矩阵格式的正则表达式(包括带有花括号的嵌套格式)
        private static readonly Regex MatrixRegex = new Regex(@"\{(?:\s*\{?\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*\}?\s*,){3}\s*\{?\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*\}?\s*\}", RegexOptions.Compiled);

        public event PropertyChangedEventHandler PropertyChanged;

        public string ControlId { get; set; } = Guid.NewGuid().ToString();

        public Func<Vec3d> GetterFunc
        {
            get => _getterFunc;
            set
            {
                _getterFunc = value;
                UpdateUI();
            }
        }

        public Func<Task> UpdateByContentFunc
        {
            get => _updateByContentFunc;
            set => _updateByContentFunc = value;
        }

        public bool ShowNormalizeButton
        {
            get => _showNormalizeButton;
            set
            {
                if (_showNormalizeButton != value)
                {
                    _showNormalizeButton = value;
                    OnPropertyChanged(nameof(ShowNormalizeButton));
                }
            }
        }

        public bool IsTextMode
        {
            get => _isTextMode;
            set
            {
                if (_isTextMode != value)
                {
                    _isTextMode = value;
                    UpdateModeVisibility();
                    OnPropertyChanged(nameof(IsTextMode));
                }
            }
        }

        public bool IsReadOnly
        {
            get => _isReadOnly;
            set
            {
                if (_isReadOnly != value)
                {
                    _isReadOnly = value;
                    OnPropertyChanged(nameof(IsReadOnly));
                }
            }
        }

        protected void OnPropertyChanged(string propertyName)
        {
            PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
        }

        public Vec3dControl()
        {
            InitializeComponent();
            DataContext = this;
        }

        private void UpdateModeVisibility()
        {
            if (IsTextMode)
            {
                StandardModePanel.Visibility = Visibility.Collapsed;
                TextModePanel.Visibility = Visibility.Visible;
                UpdateVectorTextFromXYZ();
            }
            else
            {
                StandardModePanel.Visibility = Visibility.Visible;
                TextModePanel.Visibility = Visibility.Collapsed;
            }
        }

        private void UpdateVectorTextFromXYZ()
        {
            if (_isUpdating) return;

            if (double.TryParse(XTextBox.Text, out double x) &&
                double.TryParse(YTextBox.Text, out double y) &&
                double.TryParse(ZTextBox.Text, out double z))
            {
                VectorTextBox.Text = $"{x},{y},{z}";
            }
        }

        private void TextModeToggle_Click(object sender, RoutedEventArgs e)
        {
            IsTextMode = true;
        }

        private void StandardModeToggle_Click(object sender, RoutedEventArgs e)
        {
            IsTextMode = false;
        }

        private async void NormalizeButton_Click(object sender, RoutedEventArgs e)
        {
            if (_isUpdating || _getterFunc == null ||  IsReadOnly)
                return;

            try
            {
                _isUpdating = true;

                var vec = _getterFunc();
                if (vec != null)
                {
                    vec.Normalize();
                    
                    XTextBox.Text = vec.X.ToString("F3");
                    YTextBox.Text = vec.Y.ToString("F3");
                    ZTextBox.Text = vec.Z.ToString("F3");
                    
                    if (IsTextMode)
                    {
                        VectorTextBox.Text = $"{vec.X:F3},{vec.Y:F3},{vec.Z:F3}";
                    }
                    if(_updateByContentFunc != null)
                        await _updateByContentFunc();
                }
            }
            catch (Exception ex)
            {
                MessageKit.AddError(string.Format(Application.Current.FindResource("Vec3d_Update_Error").ToString(), ex.Message));
                ex.ShowException(this);
            }
            finally
            {
                _isUpdating = false;
            }
        }

        public void UpdateUI()
        {
            if (_isUpdating || _getterFunc == null)
                return;

            try
            {
                _isUpdating = true;
                var vec = _getterFunc();
                if (vec != null)
                {
                    XTextBox.Text = vec.X.ToString("F3");
                    YTextBox.Text = vec.Y.ToString("F3");
                    ZTextBox.Text = vec.Z.ToString("F3");

                    if (IsTextMode)
                    {
                        VectorTextBox.Text = $"{vec.X},{vec.Y},{vec.Z}";
                    }
                }
                else
                {
                    XTextBox.Text = "";
                    YTextBox.Text = "";
                    ZTextBox.Text = "";
                    VectorTextBox.Text = "";
                }
            }
            finally
            {
                _isUpdating = false;
            }
        }

        private async void XTextBox_TextChanged(object sender, TextChangedEventArgs e)
        {
            await HandleTextChanged();
        }

        private async void YTextBox_TextChanged(object sender, TextChangedEventArgs e)
        {
            await HandleTextChanged();
        }

        private async void ZTextBox_TextChanged(object sender, TextChangedEventArgs e)
        {
            await HandleTextChanged();
        }

        private async void VectorTextBox_TextChanged(object sender, TextChangedEventArgs e)
        {
            if (_isUpdating || _getterFunc == null || IsReadOnly)
                return;

            try
            {
                string text = VectorTextBox.Text.Trim();

                // 如果文本为空或太短,不做处理
                if (string.IsNullOrWhiteSpace(text) || text.Length < 3)
                    return;

                _isUpdating = true;

                // 尝试解析为向量格式
                if (TryParseVector(text, out double x, out double y, out double z))
                {
                    await UpdateVectorValues(x, y, z);
                }
                // 尝试解析为变换矩阵格式(仅提取位移分量)
                else if (TryParseTransformMatrix(text, out double tx, out double ty, out double tz))
                {
                    await UpdateVectorValues(tx, ty, tz);
                }
                // 尝试作为单值解析每个字段(宽松模式)
                else if (TryParseLooseVector(text, out double lx, out double ly, out double lz))
                {
                    await UpdateVectorValues(lx, ly, lz);
                }
            }
            catch (Exception ex)
            {
                MessageKit.AddError(string.Format(Application.Current.FindResource("Vec3d_Update_Error").ToString(), ex.Message));
                ex.ShowException(this);
            }
            finally
            {
                _isUpdating = false;
            }
        }

        private bool TryParseVector(string text, out double x, out double y, out double z)
        {
            x = y = z = 0;
            
            // 使用正则表达式匹配向量格式
            Match match = VectorRegex.Match(text);
            if (match.Success && match.Groups.Count >= 4)
            {
                if (double.TryParse(match.Groups[1].Value, out x) &&
                    double.TryParse(match.Groups[2].Value, out y) &&
                    double.TryParse(match.Groups[3].Value, out z))
                {
                    return true;
                }
            }
            return false;
        }

        private bool TryParseTransformMatrix(string text, out double tx, out double ty, out double tz)
        {
            tx = ty = tz = 0;
            
            // 移除所有换行和多余空格,便于匹配
            text = Regex.Replace(text, @"\s+", " ");
            
            // 尝试匹配变换矩阵格式
            Match match = MatrixRegex.Match(text);
            if (match.Success && match.Groups.Count >= 8)
            {
                // 变换矩阵的第4列通常是位移分量
                if (double.TryParse(match.Groups[4].Value, out tx) &&
                    double.TryParse(match.Groups[8].Value, out ty) &&
                    double.TryParse(match.Groups[12].Value, out tz))
                {
                    return true;
                }
            }
            
            // 尝试匹配更宽松的变换矩阵表示(例如从界面复制的数据)
            var numbers = Regex.Matches(text, @"(-?\d*\.?\d+)");
            if (numbers.Count >= 16)
            {
                // 假设这是一个4x4矩阵,提取位移分量(第4、8、12个数字)
                if (double.TryParse(numbers[3].Value, out tx) &&
                    double.TryParse(numbers[7].Value, out ty) &&
                    double.TryParse(numbers[11].Value, out tz))
                {
                    return true;
                }
            }
            
            return false;
        }

        private bool TryParseLooseVector(string text, out double x, out double y, out double z)
        {
            x = y = z = 0;
            
            // 移除所有非数字和小数点以外的字符,然后按空白分割
            string cleanText = Regex.Replace(text, @"[^\d\.\-\s,;]+", " ");
            string[] parts = Regex.Split(cleanText, @"[\s,;]+");
            
            // 尝试从分割后的部分获取三个数字
            var numbers = new System.Collections.Generic.List<double>();
            foreach (var part in parts)
            {
                if (!string.IsNullOrWhiteSpace(part) && double.TryParse(part, out double value))
                {
                    numbers.Add(value);
                    if (numbers.Count >= 3) break; // 最多取3个数字
                }
            }
            
            // 如果获取到了三个数字,就认为解析成功
            if (numbers.Count >= 3)
            {
                x = numbers[0];
                y = numbers[1];
                z = numbers[2];
                return true;
            }
            
            return false;
        }

        private async Task UpdateVectorValues(double x, double y, double z)
        {
            XTextBox.Text = x.ToString("F3");
            YTextBox.Text = y.ToString("F3");
            ZTextBox.Text = z.ToString("F3");

            var vec = _getterFunc?.Invoke();
            if (vec != null)
            {
                vec.X = x;
                vec.Y = y;
                vec.Z = z;

                if (_updateByContentFunc != null)
                {
                    await _updateByContentFunc();
                }
            }
        }

        private async Task HandleTextChanged()
        {
            if (_isUpdating || _getterFunc == null ||  IsReadOnly)
                return;

            try
            {
                _isUpdating = true;

                // 尝试解析每个文本框的值
                bool allValid = true;
                
                allValid &= double.TryParse(XTextBox.Text, out double x);
                allValid &= double.TryParse(YTextBox.Text, out double y);
                allValid &= double.TryParse(ZTextBox.Text, out double z);

                if (allValid)
                {
                    if (IsTextMode)
                    {
                        VectorTextBox.Text = $"{x},{y},{z}";
                    }

                    var vec = _getterFunc();
                    if (vec != null)
                    {
                        vec.X = x;
                        vec.Y = y;
                        vec.Z = z;

                        if(_updateByContentFunc != null)
                            await _updateByContentFunc();
                    }
                }
                else
                {
                    // 如果有无效输入,不进行更新但也不显示错误
                    // 这允许用户在输入过程中有不完整的状态
                }
            }
            catch (Exception ex)
            {
                // 记录异常但不中断用户操作
                MessageKit.AddError(string.Format(Application.Current.FindResource("Vec3d_Update_Error").ToString(), ex.Message));
                ex.ShowException(this);
            }
            finally
            {
                _isUpdating = false;
            }
        }
    }
} 

Single-User WPF Application Source Code Path

  • Geom/Vec3dControl

see this page for git repository.