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■ 3차원 표면 그리기

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TestProject.zip


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 그리기"

    Loaded="Window_Loaded"

    KeyDown="Window_KeyDown">

    <Grid>

        <Viewport3D Name="viewport3D" />

    </Grid>

</Window>

 

 

MainWindow.xaml.cs

 

 

using System;

using System.Windows;

using System.Windows.Input;

using System.Windows.Media;

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;

 

        #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();

 

            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 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 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, point3D1);

            int index2 = AddPoint(meshGeometry3D.Positions, point3D2);

            int index3 = AddPoint(meshGeometry3D.Positions, 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();

 

            const double X_MINIMUM = -1.5;

            const double X_MAXIMUM = 1.5;

            const double DELTA_X   = 0.03;

            const double Z_MINIMUM = -1.5;

            const double Z_MAXIMUM = 1.5;

            const double DELTA_Z   = 0.03;

 

            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);

                }

            }

 

            DiffuseMaterial diffuseMaterial = new DiffuseMaterial(Brushes.Orange);

 

            GeometryModel3D geometryModel3D = new GeometryModel3D(meshGeometry3D, diffuseMaterial);

 

            geometryModel3D.BackMaterial = diffuseMaterial;

 

            model3DGroup.Children.Add(geometryModel3D);

        }

 

        #endregion

        #region 포인트 추가하기 - AddPoint(point3DCollection, point3D)

 

        /// <summary>

        /// 포인트 추가하기

        /// </summary>

        /// <param name="point3DCollection">3차원 포인트 컬렉션</param>

        /// <param name="point3D">3차원 포인트</param>

        /// <returns>3차원 포인트 인덱스</returns>

        private int AddPoint(Point3DCollection point3DCollection, Point3D point3D)

        {

            for(int i = 0; i < point3DCollection.Count; i++)

            {

                if

                (

                    (point3D.X == point3DCollection[i].X) &&

                    (point3D.Y == point3DCollection[i].Y) &&

                    (point3D.Z == point3DCollection[i].Z)

                )

                {

                    return i;

                }

            }

 

            point3DCollection.Add(point3D);

 

            return point3DCollection.Count - 1;

        }

 

        #endregion

    }

}

 

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Posted by 사용자 icodebroker

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