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<h1 id="vec3dcontrol-component">Vec3dControl Component</h1>
<p>Vec3dControl is a user control for <a class="xref" href="../../../../api/Hi.Geom.Vec3d.html">Vec3d</a> and display.</p>
<h2 id="main-features">Main Features</h2>
<ol>
<li><p>Dual Input Modes</p>
<ul>
<li>Standard Mode: Input X, Y, Z components separately (formatted display with 4 significant digits)</li>
<li>Text Mode: Input complete vector in text format (full precision, no information loss)</li>
</ul>
</li>
<li><p>Vector Normalization</p>
<ul>
<li>Normalization button (optional)</li>
<li>Button visibility controlled by <code>ShowNormalizeButton</code> property</li>
</ul>
</li>
<li><p>Special Value Handling (Web)</p>
<ul>
<li>Supports Infinity, -Infinity, and NaN values</li>
<li>Uses <a href="../numeric-io-utilities.html">Numeric Input/Output Utilities</a> for display and parsing</li>
</ul>
</li>
</ol>
<h2 id="refer-sample-code">Refer Sample Code</h2>
<pre><code class="lang-csharp" name="SampleCode-xaml">&lt;UserControl x:Class=&quot;HiNC_2025_win_desktop.Geom.Vec3dControl&quot;
xmlns=&quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&quot;
xmlns:x=&quot;http://schemas.microsoft.com/winfx/2006/xaml&quot;
xmlns:mc=&quot;http://schemas.openxmlformats.org/markup-compatibility/2006&quot;
xmlns:d=&quot;http://schemas.microsoft.com/expression/blend/2008&quot;
mc:Ignorable=&quot;d&quot;
d:DesignHeight=&quot;30&quot; d:DesignWidth=&quot;200&quot;&gt;
&lt;Grid&gt;
&lt;Grid.ColumnDefinitions&gt;
&lt;ColumnDefinition Width=&quot;*&quot;/&gt;
&lt;ColumnDefinition Width=&quot;*&quot;/&gt;
&lt;ColumnDefinition Width=&quot;*&quot;/&gt;
&lt;ColumnDefinition Width=&quot;Auto&quot;/&gt;
&lt;ColumnDefinition Width=&quot;Auto&quot;/&gt;
&lt;/Grid.ColumnDefinitions&gt;
&lt;!-- Standard Mode Panel --&gt;
&lt;StackPanel x:Name=&quot;StandardModePanel&quot; Orientation=&quot;Horizontal&quot; Grid.ColumnSpan=&quot;5&quot;&gt;
&lt;TextBox x:Name=&quot;XTextBox&quot; Width=&quot;60&quot; Margin=&quot;0,0,2,0&quot; TextChanged=&quot;XTextBox_TextChanged&quot; IsReadOnly=&quot;{Binding IsReadOnly}&quot;/&gt;
&lt;TextBox x:Name=&quot;YTextBox&quot; Width=&quot;60&quot; Margin=&quot;0,0,2,0&quot; TextChanged=&quot;YTextBox_TextChanged&quot; IsReadOnly=&quot;{Binding IsReadOnly}&quot;/&gt;
&lt;TextBox x:Name=&quot;ZTextBox&quot; Width=&quot;60&quot; Margin=&quot;0,0,2,0&quot; TextChanged=&quot;ZTextBox_TextChanged&quot; IsReadOnly=&quot;{Binding IsReadOnly}&quot;/&gt;
&lt;Button Content=&quot;{DynamicResource Vec3d_TextMode_Toggle}&quot; Width=&quot;20&quot; Click=&quot;TextModeToggle_Click&quot; Margin=&quot;0,0,2,0&quot; ToolTip=&quot;{DynamicResource Vec3d_TextMode_Tooltip}&quot;/&gt;
&lt;Button Content=&quot;{DynamicResource Vec3d_Normalize}&quot; Width=&quot;20&quot; Click=&quot;NormalizeButton_Click&quot; Visibility=&quot;{Binding ShowNormalizeButton, Converter={StaticResource BooleanToVisibilityConverter}}&quot; ToolTip=&quot;{DynamicResource Vec3d_Normalize_Tooltip}&quot;/&gt;
&lt;/StackPanel&gt;
&lt;!-- Text Mode Panel --&gt;
&lt;StackPanel x:Name=&quot;TextModePanel&quot; Orientation=&quot;Horizontal&quot; Grid.ColumnSpan=&quot;5&quot; Visibility=&quot;Collapsed&quot;&gt;
&lt;TextBox x:Name=&quot;VectorTextBox&quot; Width=&quot;180&quot; Margin=&quot;0,0,2,0&quot; TextChanged=&quot;VectorTextBox_TextChanged&quot; IsReadOnly=&quot;{Binding IsReadOnly}&quot;
ToolTip=&quot;{DynamicResource Vec3d_TextMode_Format_Tooltip}&quot;/&gt;
&lt;Button Content=&quot;{DynamicResource Vec3d_StandardMode_Toggle}&quot; Width=&quot;20&quot; Click=&quot;StandardModeToggle_Click&quot; Margin=&quot;0,0,2,0&quot; ToolTip=&quot;{DynamicResource Vec3d_StandardMode_Tooltip}&quot;/&gt;
&lt;Button Content=&quot;{DynamicResource Vec3d_Normalize}&quot; Width=&quot;20&quot; Click=&quot;NormalizeButton_Click&quot; Visibility=&quot;{Binding ShowNormalizeButton, Converter={StaticResource BooleanToVisibilityConverter}}&quot; ToolTip=&quot;{DynamicResource Vec3d_Normalize_Tooltip}&quot;/&gt;
&lt;/StackPanel&gt;
&lt;/Grid&gt;
&lt;/UserControl&gt;
</code></pre><pre><code class="lang-csharp" name="SampleCode-xaml.cs">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
{
/// &lt;summary&gt;
/// Vec3dControl.xaml 的交互逻辑
/// &lt;/summary&gt;
public partial class Vec3dControl : UserControl, INotifyPropertyChanged
{
private bool _isUpdating = false;
private Func&lt;Vec3d&gt; _getterFunc;
private Func&lt;Task&gt; _updateByContentFunc;
private bool _showNormalizeButton = false;
private bool _isTextMode = false;
private bool _isReadOnly = false;
private static readonly Regex VectorRegex = new Regex(@&quot;^\s*[\(\[\{]?\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*,\s*(-?\d*\.?\d+)\s*[\)\]\}]?\s*$&quot;, RegexOptions.Compiled);
private static readonly Regex MatrixRegex = new Regex(@&quot;\{(?:\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*\}&quot;, RegexOptions.Compiled);
public event PropertyChangedEventHandler PropertyChanged;
public string ControlId { get; set; } = Guid.NewGuid().ToString();
public Func&lt;Vec3d&gt; GetterFunc
{
get =&gt; _getterFunc;
set
{
_getterFunc = value;
UpdateUI();
}
}
public Func&lt;Task&gt; UpdateByContentFunc
{
get =&gt; _updateByContentFunc;
set =&gt; _updateByContentFunc = value;
}
public bool ShowNormalizeButton
{
get =&gt; _showNormalizeButton;
set
{
if (_showNormalizeButton != value)
{
_showNormalizeButton = value;
OnPropertyChanged(nameof(ShowNormalizeButton));
}
}
}
public bool IsTextMode
{
get =&gt; _isTextMode;
set
{
if (_isTextMode != value)
{
_isTextMode = value;
UpdateModeVisibility();
OnPropertyChanged(nameof(IsTextMode));
}
}
}
public bool IsReadOnly
{
get =&gt; _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) &amp;&amp;
double.TryParse(YTextBox.Text, out double y) &amp;&amp;
double.TryParse(ZTextBox.Text, out double z))
{
VectorTextBox.Text = $&quot;{x},{y},{z}&quot;;
}
}
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(&quot;F3&quot;);
YTextBox.Text = vec.Y.ToString(&quot;F3&quot;);
ZTextBox.Text = vec.Z.ToString(&quot;F3&quot;);
if (IsTextMode)
{
VectorTextBox.Text = $&quot;{vec.X:F3},{vec.Y:F3},{vec.Z:F3}&quot;;
}
if(_updateByContentFunc != null)
await _updateByContentFunc();
}
}
catch (Exception ex)
{
MessageHost.AddError(string.Format(Application.Current.FindResource(&quot;Vec3d_Update_Error&quot;).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(&quot;F3&quot;);
YTextBox.Text = vec.Y.ToString(&quot;F3&quot;);
ZTextBox.Text = vec.Z.ToString(&quot;F3&quot;);
if (IsTextMode)
{
VectorTextBox.Text = $&quot;{vec.X},{vec.Y},{vec.Z}&quot;;
}
}
else
{
XTextBox.Text = &quot;&quot;;
YTextBox.Text = &quot;&quot;;
ZTextBox.Text = &quot;&quot;;
VectorTextBox.Text = &quot;&quot;;
}
}
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 &lt; 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)
{
MessageHost.AddError(string.Format(Application.Current.FindResource(&quot;Vec3d_Update_Error&quot;).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 &amp;&amp; match.Groups.Count &gt;= 4)
{
if (double.TryParse(match.Groups[1].Value, out x) &amp;&amp;
double.TryParse(match.Groups[2].Value, out y) &amp;&amp;
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, @&quot;\s+&quot;, &quot; &quot;);
// 尝试匹配变换矩阵格式
Match match = MatrixRegex.Match(text);
if (match.Success &amp;&amp; match.Groups.Count &gt;= 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) &amp;&amp;
double.TryParse(match.Groups[8].Value, out ty) &amp;&amp;
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, @&quot;(-?\d*\.?\d+)&quot;);
if (numbers.Count &gt;= 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) &amp;&amp;
double.TryParse(numbers[7].Value, out ty) &amp;&amp;
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, @&quot;[^\d\.\-\s,;]+&quot;, &quot; &quot;);
string[] parts = Regex.Split(cleanText, @&quot;[\s,;]+&quot;);
// 尝试从分割后的部分获取三个数字
var numbers = new System.Collections.Generic.List&lt;double&gt;();
foreach (var part in parts)
{
if (!string.IsNullOrWhiteSpace(part) &amp;&amp; double.TryParse(part, out double value))
{
numbers.Add(value);
if (numbers.Count &gt;= 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 &gt;= 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(&quot;F3&quot;);
YTextBox.Text = y.ToString(&quot;F3&quot;);
ZTextBox.Text = z.ToString(&quot;F3&quot;);
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 &amp;= double.TryParse(XTextBox.Text, out double x);
allValid &amp;= double.TryParse(YTextBox.Text, out double y);
allValid &amp;= double.TryParse(ZTextBox.Text, out double z);
if (allValid)
{
if (IsTextMode)
{
VectorTextBox.Text = $&quot;{x},{y},{z}&quot;;
}
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
MessageHost.AddError(string.Format(Application.Current.FindResource(&quot;Vec3d_Update_Error&quot;).ToString(), ex.Message));
ex.ShowException(this);
}
finally
{
_isUpdating = false;
}
}
}
}
</code></pre><h2 id="source-code-path">Source Code Path</h2>
<p>See <a href="../../index.html">this page</a> for git repository.</p>
<h3 id="wpf-application-source-code-path">WPF Application Source Code Path</h3>
<ul>
<li>Geom/Vec3dControl</li>
</ul>
<h3 id="web-service-application-source-code-path">Web Service Application Source Code Path</h3>
<ul>
<li>wwwroot/widget/vec3d-control.js</li>
<li>Widget/Vec3dHub.cs</li>
</ul>
</article>
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