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TestProject.zip
다운로드

▶ MainWindow.xaml

<Window x:Class="TestProject.MainWindow"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    Width="800"
    Height="600"
    Title="3차원 표면 격자 그리기"
    Loaded="Window_Loaded"
    KeyDown="Window_KeyDown">
    <Grid>
        <Viewport3D Name="mainViewport" />
    </Grid>
</Window>

 

▶ MainWindow.xaml.cs

using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Media.Media3D;

namespace TestProject
{
    /// <summary>
    /// 메인 윈도우
    /// </summary>
    public partial class MainWindow : Window
    {
        //////////////////////////////////////////////////////////////////////////////////////////////////// Field
        ////////////////////////////////////////////////////////////////////////////////////////// Private

        #region Field

        /// <summary>
        /// 모델 3D 그룹
        /// </summary>
        private Model3DGroup model3Dgroup = new Model3DGroup();

        /// <summary>
        /// 카메라
        /// </summary>
        private PerspectiveCamera camera;

        /// <summary>
        /// 카메라 R
        /// </summary>
        private double cameraR = 3.0;

        /// <summary>
        /// 카메라 파이
        /// </summary>
        private double cameraPhi = Math.PI / 6.0;

        /// <summary>
        /// 카메라 세타
        /// </summary>
        private double cameraTheta = Math.PI / 6.0;

        /// <summary>
        /// 카메라 델타 파이
        /// </summary>
        private const double CAMERA_DELTA_PHI = 0.1;

        /// <summary>
        /// 카메라 델타 세타
        /// </summary>
        private const double CAMERA_DELTA_THETA = 0.1;

        /// <summary>
        /// 카메라 델타 R
        /// </summary>
        private const double CAMERA_DELTA_R = 0.1;

        /// <summary>
        /// X 최소값
        /// </summary>
        private const double X_MINIMUM = -1.5;

        /// <summary>
        /// X 최대값
        /// </summary>
        private const double X_MAXIMUM = 1.5;

        /// <summary>
        /// X 델타
        /// </summary>
        private const double DELTA_X = 0.03;

        /// <summary>
        /// Z 최소값
        /// </summary>
        private const double Z_MINIMUM = -1.5;

        /// <summary>
        /// Z 최대값
        /// </summary>
        private const double Z_MAXIMUM = 1.5;

        /// <summary>
        /// Z 델타
        /// </summary>
        private const double DELTA_Z = 0.03;

        /// <summary>
        /// 텍스처 X 스케일
        /// </summary>
        private const double TEXTURE_X_SCALE = (X_MAXIMUM - X_MINIMUM);

        /// <summary>
        /// 텍스처 Z 스케일
        /// </summary>
        private const double TEXTURE_Z_SCALE = (Z_MAXIMUM - Z_MINIMUM);

        /// <summary>
        /// 3차원 포인트 딕셔너리
        /// </summary>
        private Dictionary<Point3D, int> point3DDictionary = new Dictionary<Point3D, int>();

        #endregion

        //////////////////////////////////////////////////////////////////////////////////////////////////// Constructor
        ////////////////////////////////////////////////////////////////////////////////////////// Public

        #region 생성자 - MainWindow()

        /// <summary>
        /// 생성자
        /// </summary>
        public MainWindow()
        {
            InitializeComponent();
        }

        #endregion

        //////////////////////////////////////////////////////////////////////////////////////////////////// Method
        ////////////////////////////////////////////////////////////////////////////////////////// Private
        //////////////////////////////////////////////////////////////////////////////// Event

        #region 윈도우 로드시 처리하기 - Window_Loaded(sender, e)

        /// <summary>
        /// 윈도우 로드시 처리하기
        /// </summary>
        /// <param name="sender">이벤트 발생자</param>
        /// <param name="e">이벤트 인자</param>
        private void Window_Loaded(object sender, RoutedEventArgs e)
        {
            this.camera = new PerspectiveCamera();

            this.camera.FieldOfView = 60;

            this.mainViewport.Camera = this.camera;

            SetCameraPosition();

            DefineLight();

            DefineModel(this.model3Dgroup);

            ModelVisual3D modelVisual3D = new ModelVisual3D();

            modelVisual3D.Content = this.model3Dgroup;

            this.mainViewport.Children.Add(modelVisual3D);
        }

        #endregion
        #region 윈도우 키 DOWN 처리하기 - Window_KeyDown(sender, e)

        /// <summary>
        /// 윈도우 키 DOWN 처리하기
        /// </summary>
        /// <param name="sender">이벤트 발생자</param>
        /// <param name="e">이벤트 인자</param>
        private void Window_KeyDown(object sender, KeyEventArgs e)
        {
            switch(e.Key)
            {
                case Key.Up :

                    this.cameraPhi += CAMERA_DELTA_PHI;

                    if(this.cameraPhi > Math.PI / 2.0)
                    {
                        this.cameraPhi = Math.PI / 2.0;
                    }

                    break;

                case Key.Down :

                    this.cameraPhi -= CAMERA_DELTA_PHI;

                    if(this.cameraPhi < -Math.PI / 2.0)
                    {
                        this.cameraPhi = -Math.PI / 2.0;
                    }

                    break;

                case Key.Left :

                    this.cameraTheta += CAMERA_DELTA_THETA;

                    break;

                case Key.Right :

                    this.cameraTheta -= CAMERA_DELTA_THETA;

                    break;

                case Key.Add     :
                case Key.OemPlus :

                    this.cameraR -= CAMERA_DELTA_R;

                    if(this.cameraR < CAMERA_DELTA_R)
                    {
                        this.cameraR = CAMERA_DELTA_R;
                    }

                    break;

                case Key.Subtract :
                case Key.OemMinus :

                    this.cameraR += CAMERA_DELTA_R;

                    break;
            }

            SetCameraPosition();
        }

        #endregion

        //////////////////////////////////////////////////////////////////////////////// Function

        #region 카메라 위치 설정하기 - SetCameraPosition()

        /// <summary>
        /// 카메라 위치 설정하기
        /// </summary>
        private void SetCameraPosition()
        {
            double y   = this.cameraR * Math.Sin(this.cameraPhi);
            double hyp = this.cameraR * Math.Cos(this.cameraPhi);
            double x   = hyp * Math.Cos(this.cameraTheta);
            double z   = hyp * Math.Sin(this.cameraTheta);

            this.camera.Position = new Point3D(x, y, z);

            this.camera.LookDirection = new Vector3D(-x, -y, -z);

            this.camera.UpDirection = new Vector3D(0, 1, 0);
        }

        #endregion
        #region 조명 정의하기 - DefineLight()

        /// <summary>
        /// 조명 정의하기
        /// </summary>
        private void DefineLight()
        {
            AmbientLight ambientLight = new AmbientLight(Colors.Gray);

            DirectionalLight directionalLight = new DirectionalLight(Colors.Gray, new Vector3D(-1.0, -3.0, -2.0));

            this.model3Dgroup.Children.Add(ambientLight);

            this.model3Dgroup.Children.Add(directionalLight);
        }

        #endregion
        #region Y 좌표 구하기 - GetY(x, z)

        /// <summary>
        /// Y 좌표 구하기
        /// </summary>
        /// <param name="x">X 좌표</param>
        /// <param name="z">Z 좌표</param>
        /// <returns>Y 좌표</returns>
        private double GetY(double x, double z)
        {
            const double TWO_PI = 2 * 3.14159265;

            double r2    = x * x + z * z;
            double r     = Math.Sqrt(r2);
            double theta = Math.Atan2(z, x);

            return Math.Exp(-r2) * Math.Sin(TWO_PI * r) * Math.Cos(3 * theta);
        }

        #endregion
        #region 포인트 추가하기 - AddPoint(point3DCollection, pointCollection, point3D)

        /// <summary>
        /// 포인트 추가하기
        /// </summary>
        /// <param name="point3DCollection">3차원 포인트 컬렉션</param>
        /// <param name="pointCollection">포인트 컬렉션</param>
        /// <param name="point3D">3차원 포인트</param>
        /// <returns>3차원 포인트 인덱스</returns>
        private int AddPoint(Point3DCollection point3DCollection, PointCollection pointCollection, Point3D point3D)
        {
            if(this.point3DDictionary.ContainsKey(point3D))
            {
                return this.point3DDictionary[point3D];
            }

            point3DCollection.Add(point3D);

            this.point3DDictionary.Add(point3D, point3DCollection.Count - 1);

            pointCollection.Add
            (
                new Point
                (
                    (point3D.X - X_MINIMUM) * TEXTURE_X_SCALE,
                    (point3D.Z - Z_MINIMUM) * TEXTURE_Z_SCALE
                )
            );

            return point3DCollection.Count - 1;
        }

        #endregion
        #region 삼각형 추가하기 - AddTriangle(meshGeometry3D, point3D1, point3D2, point3D3)

        /// <summary>
        /// 삼각형 추가하기
        /// </summary>
        /// <param name="meshGeometry3D">메쉬 기하 3D</param>
        /// <param name="point3D1">3차원 포인트 1</param>
        /// <param name="point3D2">3차원 포인트 2</param>
        /// <param name="point3D3">3차원 포인트 3</param>
        private void AddTriangle(MeshGeometry3D meshGeometry3D, Point3D point3D1, Point3D point3D2, Point3D point3D3)
        {
            int index1 = AddPoint(meshGeometry3D.Positions, meshGeometry3D.TextureCoordinates, point3D1);
            int index2 = AddPoint(meshGeometry3D.Positions, meshGeometry3D.TextureCoordinates, point3D2);
            int index3 = AddPoint(meshGeometry3D.Positions, meshGeometry3D.TextureCoordinates, point3D3);

            meshGeometry3D.TriangleIndices.Add(index1);
            meshGeometry3D.TriangleIndices.Add(index2);
            meshGeometry3D.TriangleIndices.Add(index3);
        }

        #endregion
        #region 모델 정의하기 - DefineModel(model3DGroup)

        /// <summary>
        /// 모델 정의하기
        /// </summary>
        /// <param name="model3DGroup">모델 3D 그룹</param>
        private void DefineModel(Model3DGroup model3DGroup)
        {
            MeshGeometry3D meshGeometry3D = new MeshGeometry3D();

            for(double x = X_MINIMUM; x <= X_MAXIMUM - DELTA_X; x += DELTA_X)
            {
                for(double z = Z_MINIMUM; z <= Z_MAXIMUM - DELTA_Z; z += DELTA_X)
                {
                    Point3D p00 = new Point3D(x          , GetY(x          , z          ), z          );
                    Point3D p10 = new Point3D(x + DELTA_X, GetY(x + DELTA_X, z          ), z          );
                    Point3D p01 = new Point3D(x          , GetY(x          , z + DELTA_Z), z + DELTA_Z);
                    Point3D p11 = new Point3D(x + DELTA_X, GetY(x + DELTA_X, z + DELTA_Z), z + DELTA_Z);

                    AddTriangle(meshGeometry3D, p00, p01, p11);
                    AddTriangle(meshGeometry3D, p00, p11, p10);
                }
            }

            ImageBrush imageBrush = new ImageBrush();

            imageBrush.ImageSource = new BitmapImage(new Uri("Grid.png", UriKind.Relative));

            DiffuseMaterial diffuseMaterial = new DiffuseMaterial(imageBrush);

            GeometryModel3D geometryModel3D = new GeometryModel3D(meshGeometry3D, diffuseMaterial);

            geometryModel3D.BackMaterial = diffuseMaterial;

            model3DGroup.Children.Add(geometryModel3D);
        }

        #endregion
    }
}
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Posted by 사용자 icodebroker
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