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■ 3차원 고도 맵 그리기

------------------------------------------------------------------------------------------------------------------------


TestProject.zip


WriteableBitmapHelper.cs

 

 

using System.Windows;

using System.Windows.Media;

using System.Windows.Media.Imaging;

 

namespace TestProject

{

    /// <summary>

    /// 쓰기 가능 비트맵 헬퍼

    /// </summary>

    public class WriteableBitmapHelper

    {

        //////////////////////////////////////////////////////////////////////////////////////////////////// Field

        ////////////////////////////////////////////////////////////////////////////////////////// Private

 

        #region Field

 

        /// <summary>

        /// 너비

        /// </summary>

        private int width;

        

        /// <summary>

        /// 높이

        /// </summary>

        private int height;

 

        /// <summary>

        /// 픽셀 배열

        /// </summary>

        private byte[] pixelArray;

 

        /// <summary>

        /// 스트라이드

        /// </summary>

        private int stride;

 

        #endregion

 

        //////////////////////////////////////////////////////////////////////////////////////////////////// Constructor

        ////////////////////////////////////////////////////////////////////////////////////////// Public

 

        #region 생성자 - WriteableBitmapHelper(width, height)

 

        /// <summary>

        /// 생성자

        /// </summary>

        /// <param name="width">너비</param>

        /// <param name="height">높이</param>

        public WriteableBitmapHelper(int width, int height)

        {

            this.width  = width;

            this.height = height;

 

            this.pixelArray = new byte[width * height * 4];

 

            this.stride = width * 4;

        }

 

        #endregion

 

        //////////////////////////////////////////////////////////////////////////////////////////////////// Method

        ////////////////////////////////////////////////////////////////////////////////////////// Public

 

        #region 픽셀 구하기 - GetPixel(x, y, red, green, blue, alpha)

 

        /// <summary>

        /// 픽셀 구하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <param name="red">빨강색</param>

        /// <param name="green">녹색</param>

        /// <param name="blue">파랑색</param>

        /// <param name="alpha">투명도</param>

        public void GetPixel(int x, int y, out byte red, out byte green, out byte blue, out byte alpha)

        {

            int index = y * this.stride + x * 4;

 

            blue  = this.pixelArray[index++];

            green = this.pixelArray[index++];

            red   = this.pixelArray[index++];

            alpha = this.pixelArray[index  ];

        }

 

        #endregion

        #region 파랑색 구하기 - GetBlue(x, y)

 

        /// <summary>

        /// 파랑색 구하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <returns>파랑색</returns>

        public byte GetBlue(int x, int y)

        {

            return this.pixelArray[y * this.stride + x * 4];

        }

 

        #endregion

        #region 녹색 구하기 - GetGreen(x, y)

 

        /// <summary>

        /// 녹색 구하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <returns>녹색</returns>

        public byte GetGreen(int x, int y)

        {

            return this.pixelArray[y * this.stride + x * 4 + 1];

        }

 

        #endregion

        #region 빨강색 구하기 - GetRed(x, y)

 

        /// <summary>

        /// 빨강색 구하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <returns>빨강색</returns>

        public byte GetRed(int x, int y)

        {

            return this.pixelArray[y * this.stride + x * 4 + 2];

        }

 

        #endregion

        #region 투명도 구하기 - GetAlpha(x, y)

 

        /// <summary>

        /// 투명도 구하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <returns>투명도</returns>

        public byte GetAlpha(int x, int y)

        {

            return this.pixelArray[y * this.stride + x * 4 + 3];

        }

 

        #endregion

        #region 픽셀 설정하기 - SetPixel(x, y, red, green, blue, alpha)

 

        /// <summary>

        /// 픽셀 설정하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <param name="red">빨강색</param>

        /// <param name="green">녹색</param>

        /// <param name="blue">파랑색</param>

        /// <param name="alpha">투명도</param>

        public void SetPixel(int x, int y, byte red, byte green, byte blue, byte alpha)

        {

            int index = y * this.stride + x * 4;

 

            this.pixelArray[index++] = blue;

            this.pixelArray[index++] = green;

            this.pixelArray[index++] = red;

            this.pixelArray[index++] = alpha;

        }

 

        #endregion

        #region 파랑색 설정하기 - SetBlue(x, y, blue)

 

        /// <summary>

        /// 파랑색 설정하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <param name="blue">파랑색</param>

        public void SetBlue(int x, int y, byte blue)

        {

            this.pixelArray[y * this.stride + x * 4] = blue;

        }

 

        #endregion

        #region 녹색 설정하기 - SetGreen(x, y, green)

 

        /// <summary>

        /// 녹색 설정하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <param name="green">녹색</param>

        public void SetGreen(int x, int y, byte green)

        {

            this.pixelArray[y * this.stride + x * 4 + 1] = green;

        }

 

        #endregion

        #region 빨강색 설정하기 - SetRed(x, y, red)

 

        /// <summary>

        /// 빨강색 설정하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <param name="red">빨강색</param>

        public void SetRed(int x, int y, byte red)

        {

            this.pixelArray[y * this.stride + x * 4 + 2] = red;

        }

 

        #endregion

        #region 투명도 설정하기 - SetAlpha(x, y, alpha)

 

        /// <summary>

        /// 투명도 설정하기

        /// </summary>

        /// <param name="x">X 좌표</param>

        /// <param name="y">Y 좌표</param>

        /// <param name="alpha">투명도</param>

        public void SetAlpha(int x, int y, byte alpha)

        {

            this.pixelArray[y * this.stride + x * 4 + 3] = alpha;

        }

 

        #endregion

        #region 색상 설정하기 - SetColor(red, green, blue)

 

        /// <summary>

        /// 색상 설정하기

        /// </summary>

        /// <param name="red">빨강색</param>

        /// <param name="green">녹색</param>

        /// <param name="blue">파랑색</param>

        public void SetColor(byte red, byte green, byte blue)

        {

            SetColor(red, green, blue, 255);

        }

 

        #endregion

        #region 색상 설정하기 - SetColor(red, green, blue, alpha)

 

        /// <summary>

        /// 색상 설정하기

        /// </summary>

        /// <param name="red">빨강색</param>

        /// <param name="green">녹색</param>

        /// <param name="blue">파랑색</param>

        /// <param name="alpha">투명도</param>

        public void SetColor(byte red, byte green, byte blue, byte alpha)

        {

            int byteCount = this.width * this.height * 4;

            int index     = 0;

 

            while(index < byteCount)

            {

                this.pixelArray[index++] = blue;

                this.pixelArray[index++] = green;

                this.pixelArray[index++] = red;

                this.pixelArray[index++] = alpha;

            }

        }

 

        #endregion

        #region 비트맵 구하기 - GetBitmap(dpiX, dpiY)

 

        /// <summary>

        /// 비트맵 구하기

        /// </summary>

        /// <param name="dpiX">X DPI</param>

        /// <param name="dpiY">Y DPI</param>

        /// <returns>쓰기 가능 비트맵</returns>

        public WriteableBitmap GetBitmap(double dpiX, double dpiY)

        {

            WriteableBitmap bitmap = new WriteableBitmap

            (

                this.width,

                this.height,

                dpiX,

                dpiY,

                PixelFormats.Bgra32,

                null

            );

 

            Int32Rect rectangle = new Int32Rect(0, 0, this.width, this.height);

 

            bitmap.WritePixels(rectangle, this.pixelArray, this.stride, 0);

 

            return bitmap;

        }

 

        #endregion

    }

}

 

 

WriteableBitmapExtention.cs

 

 

using System.IO;

using System.Windows.Media.Imaging;

 

namespace TestProject

{

    /// <summary>

    /// 쓰기 가능 비트맵 확장

    /// </summary>

    public static class WriteableBitmapExtention

    {

        //////////////////////////////////////////////////////////////////////////////////////////////////// Method

        ////////////////////////////////////////////////////////////////////////////////////////// Static

        //////////////////////////////////////////////////////////////////////////////// Public

 

        #region 저장하기 - Save(bitmap, filePath)

 

        /// <summary>

        /// 저장하기

        /// </summary>

        /// <param name="bitmap">비트맵</param>

        /// <param name="filePath">파일 경로</param>

        public static void Save(this WriteableBitmap bitmap, string filePath)

        {

            using(FileStream stream = new FileStream(filePath, FileMode.Create))

            {

                PngBitmapEncoder encoder = new PngBitmapEncoder();

 

                encoder.Frames.Add(BitmapFrame.Create(bitmap));

 

                encoder.Save(stream);

            }

        }

 

        #endregion

    }

}

 

 

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 고도 맵 그리기"

    Loaded="Window_Loaded"

    KeyDown="Window_KeyDown">

    <Grid>

        <Viewport3D Name="viewport3D" />

    </Grid>

</Window>

 

 

MainWindow.xaml.cs

 

 

using System;

using System.Collections.Generic;

using System.Linq;

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>

        /// 3차원 모델 그룹

        /// </summary>

        private Model3DGroup model3Dgroup = new Model3DGroup();

 

        /// <summary>

        /// 카메라

        /// </summary>

        private PerspectiveCamera camera;

 

        /// <summary>

        /// 카메라 파이

        /// </summary>

        private double cameraPhi = Math.PI / 6.0;

 

        /// <summary>

        /// 카메라 세타

        /// </summary>

        private double cameraTheta = Math.PI / 6.0;

 

        /// <summary>

        /// 카메라 R

        /// </summary>

        private double cameraR = 3.0;

 

        /// <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>

        /// 델타 X

        /// </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>

        /// 델타 Z

        /// </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.viewport3D.Camera = this.camera;

 

            SetCameraPosition();

 

            DefineLight();

 

            CreateAltitudeMap();

 

            DefineModel(this.model3Dgroup);

 

            ModelVisual3D modelVisual3D = new ModelVisual3D();

 

            modelVisual3D.Content = this.model3Dgroup;

 

            this.viewport3D.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 무지개 색상 맵 설정하기 - SetRainbowColorMap(value, minimumValue, maximumValue, red, green, blue)

 

        /// <summary>

        /// 무지개 색상 맵 설정하기

        /// </summary>

        /// <param name="value"></param>

        /// <param name="minimumValue">최소값</param>

        /// <param name="maximumValue">최대값</param>

        /// <param name="red">빨강색</param>

        /// <param name="green">녹색</param>

        /// <param name="blue">파랑색</param>

        private void SetRainbowColorMap(double value, double minimumValue, double maximumValue, out byte red, out byte green, out byte blue)

        {

            int mapValue = (int)(1023 * (value - minimumValue) / (maximumValue - minimumValue));

 

            if(mapValue < 256)

            {

                red   = 255;

                green = (byte)mapValue;

                blue  = 0;

            }

            else if(mapValue < 512)

            {

                mapValue -= 256;

 

                red   = (byte)(255 - mapValue);

                green = 255;

                blue  = 0;

            }

            else if(mapValue < 768)

            {

                mapValue -= 512;

 

                red   = 0;

                green = 255;

                blue  = (byte)mapValue;

            }

            else

            {

                mapValue -= 768;

 

                red   = 0;

                green = (byte)(255 - mapValue);

                blue  = 255;

            }

        }

 

        #endregion

        #region 고도 맵 생성하기 - CreateAltitudeMap()

 

        /// <summary>

        /// 고도 맵 생성하기

        /// </summary>

        private void CreateAltitudeMap()

        {

            const int X_WIDTH = 512;

            const int Z_WIDTH = 512;

 

            const double deltaX = (X_MAXIMUM - X_MINIMUM) / X_WIDTH;

            const double deltaZ = (Z_MAXIMUM - Z_MINIMUM) / Z_WIDTH;

 

            double[,] valueArray = new double[X_WIDTH, Z_WIDTH];

 

            for(int xIndex = 0; xIndex < X_WIDTH; xIndex++)

            {

                double x = X_MINIMUM + xIndex * deltaX;

 

                for(int zIndex = 0; zIndex < Z_WIDTH; zIndex++)

                {

                    double z = Z_MINIMUM + zIndex * deltaZ;

 

                    valueArray[xIndex, zIndex] = GetY(x, z);

                }

            }

 

            var valueEnumerable = from double value in valueArray

                                  select value;

 

            double yMinimum = valueEnumerable.Min();

            double yMaximum = valueEnumerable.Max();

 

            WriteableBitmapHelper bitmapPixelMaker = new WriteableBitmapHelper(X_WIDTH, Z_WIDTH);

 

            for(int xIndex = 0; xIndex < X_WIDTH; xIndex++)

            {

                for(int zIndex = 0; zIndex < Z_WIDTH; zIndex++)

                {

                    byte red;

                    byte green;

                    byte blue;

 

                    SetRainbowColorMap

                    (

                        valueArray[xIndex, zIndex],

                        yMinimum,

                        yMaximum,

                        out red,

                        out green,

                        out blue

                    );

 

                    bitmapPixelMaker.SetPixel(xIndex, zIndex, red, green, blue, 255);

                }

            }

 

            WriteableBitmap bitmap = bitmapPixelMaker.GetBitmap(96, 96);

 

            bitmap.Save("Texture.png");

        }

 

        #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>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">3차원 메쉬 기하</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">3차원 모델 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("Texture.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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