첨부 실행 코드는 나눔고딕코딩 폰트를 사용합니다.
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광고 클릭에서 발생하는 수익금은 모두 블로그 콘텐츠 향상을 위해 쓰여집니다.

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TestProject.zip
다운로드

▶ MeshExtensions.cs

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

namespace TestProject
{
    /// <summary>
    /// 메쉬 확장
    /// </summary>
    public static class MeshExtension
    {
        //////////////////////////////////////////////////////////////////////////////////////////////////// Method
        ////////////////////////////////////////////////////////////////////////////////////////// Static
        //////////////////////////////////////////////////////////////////////////////// Public

        #region 와이어 프레임 만들기 - ToWireFrame(meshGeometry3D, thickness)

        /// <summary>
        /// 와이어 프레임 만들기
        /// </summary>
        /// <param name="meshGeometry3D">3차원 메쉬 기하</param>
        /// <param name="thickness">두께</param>
        /// <returns>3차원 메쉬 기하</returns>
        public static MeshGeometry3D ToWireFrame(this MeshGeometry3D meshGeometry3D, double thickness)
        {
            Dictionary<int, int> drawDictionary = new Dictionary<int, int>();

            MeshGeometry3D wireFrameMeshGeometry3D = new MeshGeometry3D();

            for(int i = 0; i < meshGeometry3D.TriangleIndices.Count; i += 3)
            {
                int index1 = meshGeometry3D.TriangleIndices[i    ];
                int index2 = meshGeometry3D.TriangleIndices[i + 1];
                int index3 = meshGeometry3D.TriangleIndices[i + 2];

                AddTriangleSegment(meshGeometry3D, wireFrameMeshGeometry3D, drawDictionary, index1, index2, thickness);
                AddTriangleSegment(meshGeometry3D, wireFrameMeshGeometry3D, drawDictionary, index2, index3, thickness);
                AddTriangleSegment(meshGeometry3D, wireFrameMeshGeometry3D, drawDictionary, index3, index1, thickness);
            }

            return wireFrameMeshGeometry3D;
        }

        #endregion

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

        #region 스케일 벡터 구하기 - GetScaleVector(vector3D, length)

        /// <summary>
        /// 스케일 벡터 구하기
        /// </summary>
        /// <param name="vector3D">3차원 벡터</param>
        /// <param name="length">길이</param>
        /// <returns>스케일 벡터</returns>
        public static Vector3D GetScaleVector(Vector3D vector3D, double length)
        {
            double scale = length / vector3D.Length;

            return new Vector3D
            (
                vector3D.X * scale,
                vector3D.Y * scale,
                vector3D.Z * scale
            );
        }

        #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 static void AddTriangle(MeshGeometry3D meshGeometry3D, Point3D point3D1, Point3D point3D2, Point3D point3D3)
        {
            int index = meshGeometry3D.Positions.Count;

            meshGeometry3D.Positions.Add(point3D1);
            meshGeometry3D.Positions.Add(point3D2);
            meshGeometry3D.Positions.Add(point3D3);

            meshGeometry3D.TriangleIndices.Add(index++);
            meshGeometry3D.TriangleIndices.Add(index++);
            meshGeometry3D.TriangleIndices.Add(index  );
        }

        #endregion
        #region 세그먼트 추가하기 - AddSegment(meshGeometry3D, point3D1, point3D2, upVector3D, thickness, extend)

        /// <summary>
        /// 세그먼트 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="upVector3D">UP 3차원 벡터</param>
        /// <param name="thickness">두께</param>
        /// <param name="extend">확장 여부</param>
        public static void AddSegment(MeshGeometry3D meshGeometry3D, Point3D point3D1, Point3D point3D2, Vector3D upVector3D, double thickness, bool extend)
        {
            Vector3D vector = point3D2 - point3D1;

            if(extend)
            {
                Vector3D scaleVector = GetScaleVector(vector, thickness / 2.0);

                point3D1 -= scaleVector;
                point3D2 += scaleVector;
            }

            Vector3D scaleVector1 = GetScaleVector(upVector3D, thickness / 2.0);
            Vector3D scaleVector2 = Vector3D.CrossProduct(vector, scaleVector1);

            scaleVector2 = GetScaleVector(scaleVector2, thickness / 2.0);

            Point3D p1pp = point3D1 + scaleVector1 + scaleVector2;
            Point3D p1mp = point3D1 - scaleVector1 + scaleVector2;
            Point3D p1pm = point3D1 + scaleVector1 - scaleVector2;
            Point3D p1mm = point3D1 - scaleVector1 - scaleVector2;
            Point3D p2pp = point3D2 + scaleVector1 + scaleVector2;
            Point3D p2mp = point3D2 - scaleVector1 + scaleVector2;
            Point3D p2pm = point3D2 + scaleVector1 - scaleVector2;
            Point3D p2mm = point3D2 - scaleVector1 - scaleVector2;

            AddTriangle(meshGeometry3D, p1pp, p1mp, p2mp);
            AddTriangle(meshGeometry3D, p1pp, p2mp, p2pp);

            AddTriangle(meshGeometry3D, p1pp, p2pp, p2pm);
            AddTriangle(meshGeometry3D, p1pp, p2pm, p1pm);

            AddTriangle(meshGeometry3D, p1pm, p2pm, p2mm);
            AddTriangle(meshGeometry3D, p1pm, p2mm, p1mm);

            AddTriangle(meshGeometry3D, p1mm, p2mm, p2mp);
            AddTriangle(meshGeometry3D, p1mm, p2mp, p1mp);

            // Ends.
            AddTriangle(meshGeometry3D, p1pp, p1pm, p1mm);
            AddTriangle(meshGeometry3D, p1pp, p1mm, p1mp);

            AddTriangle(meshGeometry3D, p2pp, p2mp, p2mm);
            AddTriangle(meshGeometry3D, p2pp, p2mm, p2pm);
        }

        #endregion
        #region 세그먼트 추가하기 - AddSegment(meshGeometry3D, point3D1, point3D2, thickness, extend)

        /// <summary>
        /// 세그먼트 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="thickness">두께</param>
        /// <param name="extend">확장 여부</param>
        public static void AddSegment(MeshGeometry3D meshGeometry3D, Point3D point3D1, Point3D point3D2, double thickness, bool extend)
        {
            Vector3D upVector3D = new Vector3D(0, 1, 0);

            Vector3D vector3D = point3D2 - point3D1;

            vector3D.Normalize();

            if(Math.Abs(Vector3D.DotProduct(upVector3D, vector3D)) > 0.9)
            {
                upVector3D = new Vector3D(1, 0, 0);
            }

            AddSegment(meshGeometry3D, point3D1, point3D2, upVector3D, thickness, extend);
        }

        #endregion
        #region 세그먼트 추가하기 - AddSegment(meshGeometry3D, point3D1, point3D2, thickness)

        /// <summary>
        /// 세그먼트 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="thickness">두께</param>
        public static void AddSegment(MeshGeometry3D meshGeometry3D, Point3D point3D1, Point3D point3D2, double thickness)
        {
            AddSegment(meshGeometry3D, point3D1, point3D2, thickness, false);
        }

        #endregion
        #region 삼각형 세그먼트 추가하기 - AddTriangleSegment(meshGeometry3D, wirefFamemeshGeometry3D, drawDictionary, index1, index2, thickness)

        /// <summary>
        /// 삼각형 세그먼트 추가하기
        /// </summary>
        /// <param name="meshGeometry3D">3차원 메쉬 기하</param>
        /// <param name="wirefFamemeshGeometry3D">와이어 프레임 3차원 메쉬 기하</param>
        /// <param name="drawDictionary">그리기 딕셔너리</param>
        /// <param name="index1">인덱스 1</param>
        /// <param name="index2">인덱스 2</param>
        /// <param name="thickness">두께</param>
        private static void AddTriangleSegment(MeshGeometry3D meshGeometry3D, MeshGeometry3D wirefFamemeshGeometry3D,
            Dictionary<int, int> drawDictionary, int index1, int index2, double thickness)
        {
            if(index1 > index2)
            {
                int temporary = index1;

                index1 = index2;
                index2 = temporary;
            }

            int segmentID = index1 * meshGeometry3D.Positions.Count + index2;

            if(drawDictionary.ContainsKey(segmentID))
            {
                return;
            }

            drawDictionary.Add(segmentID, segmentID);

            AddSegment
            (
                wirefFamemeshGeometry3D,
                meshGeometry3D.Positions[index1],
                meshGeometry3D.Positions[index2],
                thickness
            );
        }

        #endregion
    }
}

 

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▶ 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 와이어 프레임 그리기"
    FontFamily="나눔고딕코딩"
    FontSize="16"
    Loaded="Window_Loaded"
    KeyDown="Window_KeyDown">
    <Grid>
        <Viewport3D Name="viewport3D" />
        <StackPanel
            HorizontalAlignment="Left"
            VerticalAlignment="Top"
            Margin="0"
            Width="Auto"
            Height="Auto"
            Orientation="Horizontal">
            <CheckBox Name="surfaceCheckBox"
                Margin="10"
                HorizontalAlignment="Left"
                VerticalAlignment="Top"
                Width="120"
                Height="16"
                IsChecked="True"
                Click="checkBox_Click">
                표면
            </CheckBox>
            <CheckBox Name="wireFrameCheckBox"
                Margin="10"
                HorizontalAlignment="Left"
                VerticalAlignment="Top"
                Width="120"
                Height="16"
                Click="checkBox_Click"
                IsChecked="True">
                와이어프레임
            </CheckBox>
        </StackPanel>
    </Grid>
</Window>

 

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▶ MainWindow.xaml.cs

using System;
using System.Collections.Generic;
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;

        /// <summary>
        /// 표면 3차원 기하 모델
        /// </summary>
        private GeometryModel3D surfaceGeometryModel3D;

        /// <summary>
        /// 와이어 프레임 3차원 기하 모델
        /// </summary>
        private GeometryModel3D wireFrameGeometryModel3D;

        /// <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();

            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
        #region 체크 박스 클릭시 처리하기 - checkBox_Click(sender, e)

        /// <summary>
        /// 체크 박스 클릭시 처리하기
        /// </summary>
        /// <param name="sender">이벤트 발생자</param>
        /// <param name="e">이벤트 인자</param>
        private void checkBox_Click(object sender, RoutedEventArgs e)
        {
            for(int i = this.model3DGroup.Children.Count - 1; i >= 0; i--)
            {
                if(this.model3DGroup.Children[i] is GeometryModel3D)
                {
                    this.model3DGroup.Children.RemoveAt(i);
                }
            }

            if((this.surfaceGeometryModel3D != null) && ((bool)this.surfaceCheckBox.IsChecked))
            {
                this.model3DGroup.Children.Add(this.surfaceGeometryModel3D);
            }

            if((this.wireFrameGeometryModel3D != null) && ((bool)this.wireFrameCheckBox.IsChecked))
            {
                this.model3DGroup.Children.Add(this.wireFrameGeometryModel3D);
            }
        }

        #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, point3D)

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

            point3DCollection.Add(point3D);

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

            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, 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 xMinimum = -1.5;
            const double xMaximum = 1.5;
            const double deltaX   = 0.3;
            const double zMinimum = -1.5;
            const double zMaximum = 1.5;
            const double deltaZ   = 0.3;

            for(double x = xMinimum; x <= xMaximum - deltaX; x += deltaX)
            {
                for(double z = zMinimum; z <= zMaximum - deltaZ; z += deltaX)
                {
                    Point3D p00 = new Point3D(x         , GetY(x         , z         ), z         );
                    Point3D p10 = new Point3D(x + deltaX, GetY(x + deltaX, z         ), z         );
                    Point3D p01 = new Point3D(x         , GetY(x         , z + deltaZ), z + deltaZ);
                    Point3D p11 = new Point3D(x + deltaX, GetY(x + deltaX, z + deltaZ), z + deltaZ);

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

            DiffuseMaterial surfaceDiffuseMaterial = new DiffuseMaterial(Brushes.LightGreen);

            this.surfaceGeometryModel3D = new GeometryModel3D(meshGeometry3D, surfaceDiffuseMaterial);

            this.surfaceGeometryModel3D.BackMaterial = surfaceDiffuseMaterial;

            model3DGroup.Children.Add(this.surfaceGeometryModel3D);

            MeshGeometry3D wireframeMeshGeometry3D = meshGeometry3D.ToWireFrame(0.01);

            DiffuseMaterial wireFrameDiffuseMaterial = new DiffuseMaterial(Brushes.Red);

            this.wireFrameGeometryModel3D = new GeometryModel3D(wireframeMeshGeometry3D, wireFrameDiffuseMaterial);

            model3DGroup.Children.Add(this.wireFrameGeometryModel3D);
        }

        #endregion
    }
}
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