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■ 3차원 모델 히트 테스트 하기

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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 모델 히트 테스트 하기"

    Loaded="Window_Loaded"

    KeyDown="Window_KeyDown">

    <Grid>

        <Border

            Background="White"

            MouseDown="viewport3D_MouseDown">

            <Viewport3D Name="viewport3D" />

        </Border>

    </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.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 = 4.0;

 

        /// <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>

        /// 3차원 모델 딕셔너리

        /// </summary>

        private Dictionary<Model3D, string> model3dDictionary = new Dictionary<Model3D, string>();

 

        #endregion

 

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

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

 

        #region 생성자 - MainWindow()

 

        /// <summary>

        /// 생성자

        /// </summary>

        public MainWindow()

        {

            InitializeComponent();

        }

 

        #endregion

 

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

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

        //////////////////////////////////////////////////////////////////////////////// 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 3차원 뷰포트 마우스 DOWN 처리하기 - viewport3D_MouseDown(sender, e)

 

        /// <summary>

        /// 3차원 뷰포트 마우스 DOWN 처리하기

        /// </summary>

        /// <param name="sender">이벤트 발생자</param>

        /// <param name="e">이벤트 인자</param>

        private void viewport3D_MouseDown(object sender, MouseButtonEventArgs e)

        {

            Point mousePoint = e.GetPosition(this.viewport3D);

 

            HitTestResult hitTestResult = VisualTreeHelper.HitTest(this.viewport3D, mousePoint);

 

            RayMeshGeometry3DHitTestResult result = hitTestResult as RayMeshGeometry3DHitTestResult;

 

            if(result == null)

            {

                Title = "3차원 모델 히트 테스트 하기";

            }

            else

            {

                Title = string.Format("3차원 모델 히트 테스트 하기 : {0}", this.model3dDictionary[result.ModelHit]);

            }

        }

 

        #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 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 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 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>

        private 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 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 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);

 

            AddTriangle(meshGeometry3D, p1pp, p1pm, p1mm);

            AddTriangle(meshGeometry3D, p1pp, p1mm, p1mp);

 

            AddTriangle(meshGeometry3D, p2pp, p2mp, p2mm);

            AddTriangle(meshGeometry3D, p2pp, p2mm, p2pm);

        }

 

        #endregion

        #region 케이지 추가하기 - AddCage(meshGeometry3D)

 

        /// <summary>

        /// 케이지 추가하기

        /// </summary>

        /// <param name="meshGeometry3D">3차원 메쉬 기하</param>

        private void AddCage(MeshGeometry3D meshGeometry3D)

        {

            Vector3D upVector3D = new Vector3D(0, 1, 0);

 

            AddSegment(meshGeometry3D, new Point3D( 1, 1,  1), new Point3D( 1, 1, -1), upVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D( 1, 1, -1), new Point3D(-1, 1, -1), upVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D(-1, 1, -1), new Point3D(-1, 1,  1), upVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D(-1, 1,  1), new Point3D( 1, 1,  1), upVector3D, 0.05, true);

 

            AddSegment(meshGeometry3D, new Point3D( 1, -1,  1), new Point3D( 1, -1, -1), upVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D( 1, -1, -1), new Point3D(-1, -1, -1), upVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D(-1, -1, -1), new Point3D(-1, -1,  1), upVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D(-1, -1,  1), new Point3D( 1, -1,  1), upVector3D, 0.05, true);

 

            Vector3D rightVector3D = new Vector3D(1, 0, 0);

 

            AddSegment(meshGeometry3D, new Point3D( 1, -1,  1), new Point3D( 1, 1,  1), rightVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D( 1, -1, -1), new Point3D( 1, 1, -1), rightVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D(-1, -1,  1), new Point3D(-1, 1,  1), rightVector3D, 0.05, true);

            AddSegment(meshGeometry3D, new Point3D(-1, -1, -1), new Point3D(-1, 1, -1), rightVector3D, 0.05, true);

        }

 

        #endregion

        #region 모델 정의하기 - DefineModel(model3DGroup)

 

        /// <summary>

        /// 모델 정의하기

        /// </summary>

        /// <param name="model3DGroup">3차원 모델 그룹</param>

        private void DefineModel(Model3DGroup model3DGroup)

        {

            MeshGeometry3D meshGeometry3D1 = new MeshGeometry3D();

 

            AddTriangle

            (

                meshGeometry3D1,

                new Point3D(1, 1, 1),

                new Point3D(-1, -1, 1),

                new Point3D(1, -1, -1)

            );

 

            AddTriangle

            (

                meshGeometry3D1,

                new Point3D(1, 1, 1),

                new Point3D(-1, 1, -1),

                new Point3D(-1, -1, 1)

            );

 

            AddTriangle

            (

                meshGeometry3D1,

                new Point3D(1, 1, 1),

                new Point3D(1, -1, -1),

                new Point3D(-1, 1, -1)

            );

 

            AddTriangle

            (

                meshGeometry3D1,

                new Point3D(-1, -1, 1),

                new Point3D(-1, 1, -1),

                new Point3D(1, -1, -1)

            );

 

            SolidColorBrush solidColorBrush1 = Brushes.Green;

            DiffuseMaterial diffuseMaterial1 = new DiffuseMaterial(solidColorBrush1);

            GeometryModel3D geometryModel3D1 = new GeometryModel3D(meshGeometry3D1, diffuseMaterial1);

 

            model3DGroup.Children.Add(geometryModel3D1);

 

            this.model3dDictionary.Add(geometryModel3D1, "녹색 모델");

 

            MeshGeometry3D meshGeometry3D2 = new MeshGeometry3D();

 

            AddTriangle

            (

                meshGeometry3D2,

                new Point3D(-1, -1, -1),

                new Point3D(-1, 1, 1),

                new Point3D(1, 1, -1)

            );

 

            AddTriangle

            (

                meshGeometry3D2,

                new Point3D(-1, -1, -1),

                new Point3D(1, -1, 1),

                new Point3D(-1, 1, 1)

            );

 

            AddTriangle

            (

                meshGeometry3D2,

                new Point3D(-1, -1, -1),

                new Point3D(1, 1, -1),

                new Point3D(1, -1, 1)

            );

 

            AddTriangle

            (

                meshGeometry3D2,

                new Point3D(1, -1, 1),

                new Point3D(1, 1, -1),

                new Point3D(-1, 1, 1)

            );

 

            SolidColorBrush solidColorBrush2 = Brushes.Blue;

            DiffuseMaterial diffuseMaterial2 = new DiffuseMaterial(solidColorBrush2);

            GeometryModel3D geometryModel3D2 = new GeometryModel3D(meshGeometry3D2, diffuseMaterial2);

 

            model3DGroup.Children.Add(geometryModel3D2);

 

            this.model3dDictionary.Add(geometryModel3D2, "파랑색 모델");

 

            MeshGeometry3D meshGeometry3D3 = new MeshGeometry3D();

 

            AddCage(meshGeometry3D3);

 

            SolidColorBrush solidColorBrush3 = Brushes.Red;

            DiffuseMaterial diffuseMaterial3 = new DiffuseMaterial(solidColorBrush3);

            GeometryModel3D geometryModel3D3 = new GeometryModel3D(meshGeometry3D3, diffuseMaterial3);

 

            model3DGroup.Children.Add(geometryModel3D3);

 

            this.model3dDictionary.Add(geometryModel3D3, "케이지");

        }

 

        #endregion

    }

}

 

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Posted by 사용자 icodebroker

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