첨부 실행 코드는 나눔고딕코딩 폰트를 사용합니다.
유용한 소스 코드가 있으면 icodebroker@naver.com으로 보내주시면 감사합니다.
블로그 자료는 자유롭게 사용하세요.

■ 측지 구(Geodesic Sphere) 사용하기

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


TestProject.zip


Edge.cs

 

 

using System;

using System.Windows.Media.Media3D;

 

namespace TestProject

{

    /// <summary>

    /// 에지

    /// </summary>

    public class Edge : IEquatable<Edge>

    {

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

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

 

        #region Field

 

        /// <summary>

        /// 포인트 1

        /// </summary>

        public Point3D Point1;

        

        /// <summary>

        /// 포인트 2

        /// </summary>

        public Point3D Point2;

 

        #endregion

 

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

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

 

        #region 생성자 - Edge(point1, point2)

 

        /// <summary>

        /// 생성자

        /// </summary>

        /// <param name="point1">포인트 1</param>

        /// <param name="point2">포인트 2</param>

        public Edge(Point3D point1, Point3D point2)

        {

            Point1 = point1;

            Point2 = point2;

        }

 

        #endregion

 

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

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

 

        #region 동일 여부 구하기 - Equals(other)

 

        /// <summary>

        /// 동일 여부 구하기

        /// </summary>

        /// <param name="other">다른 에지</param>

        /// <returns>동일 여부</returns>

        public bool Equals(Edge other)

        {

            Vector3D vector1 = this.Point1 - other.Point1;

            Vector3D vector2 = this.Point2 - other.Point2;

 

            if((vector1.Length < 0.001) && (vector2.Length < 0.001))

            {

                return true;

            }

 

            vector1 = this.Point2 - other.Point1;

            vector2 = this.Point1 - other.Point2;

 

            if((vector1.Length < 0.001) && (vector2.Length < 0.001))

            {

                return true;

            }

 

            return false;

        }

 

        #endregion

    }

}

 

 

Triangle.cs

 

 

using System;

using System.Collections.Generic;

using System.Windows.Media.Media3D;

 

namespace TestProject

{

    /// <summary>

    /// 삼각형

    /// </summary>

    public class Triangle

    {

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

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

 

        #region Field

 

        /// <summary>

        /// 포인트 배열

        /// </summary>

        public Point3D[] PointArray;

 

        #endregion

 

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

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

 

        #region 생성자 - Triangle(pointArray)

 

        /// <summary>

        /// 생성자

        /// </summary>

        /// <param name="pointArray">포인트 배열</param>

        public Triangle(params Point3D[] pointArray)

        {

            PointArray = pointArray;

        }

 

        #endregion

 

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

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

 

        #region 세분화 하기 - Subdivide(triangleList, centerPoint, radius)

 

        /// <summary>

        /// 세분화 하기

        /// </summary>

        /// <param name="triangleList">삼각형 리스트</param>

        /// <param name="centerPoint">중심 포인트</param>

        /// <param name="radius">반지름</param>

        public void Subdivide(List<Triangle> triangleList, Point3D centerPoint, double radius)

        {

            Vector3D v10 = PointArray[1] - PointArray[0];

            Vector3D v20 = PointArray[2] - PointArray[0];

            Vector3D v21 = PointArray[2] - PointArray[1];

 

            Point3D point1 = PointArray[0] + v10 * 1.0 / 3.0;

            Point3D point2 = PointArray[0] + v20 * 1.0 / 3.0;

            Point3D point3 = PointArray[0] + v10 * 2.0 / 3.0;

            Point3D point4 = PointArray[0] + v10 * 2.0 / 3.0 + v21 * 1.0 / 3.0;

            Point3D point5 = PointArray[0] + v20 * 2.0 / 3.0;

            Point3D point6 = PointArray[1] + v21 * 1.0 / 3.0;

            Point3D point7 = PointArray[1] + v21 * 2.0 / 3.0;

 

            NormalizePoint(ref point1, centerPoint, radius);

            NormalizePoint(ref point2, centerPoint, radius);

            NormalizePoint(ref point3, centerPoint, radius);

            NormalizePoint(ref point4, centerPoint, radius);

            NormalizePoint(ref point5, centerPoint, radius);

            NormalizePoint(ref point6, centerPoint, radius);

            NormalizePoint(ref point7, centerPoint, radius);

 

            triangleList.Add(new Triangle(PointArray[0], point1       , point2       ));

            triangleList.Add(new Triangle(point1       , point3       , point4       ));

            triangleList.Add(new Triangle(point1       , point4       , point2       ));

            triangleList.Add(new Triangle(point2       , point4       , point5       ));

            triangleList.Add(new Triangle(point3       , PointArray[1], point6       ));

            triangleList.Add(new Triangle(point3       , point6       , point4       ));

            triangleList.Add(new Triangle(point4       , point6       , point7       ));

            triangleList.Add(new Triangle(point4       , point7       , point5       ));

            triangleList.Add(new Triangle(point5       , point7       , PointArray[2]));

        }

 

        #endregion

        #region 각도 배열 구하기 - GetAngleArray()

 

        /// <summary>

        /// 각도 배열 구하기

        /// </summary>

        /// <returns></returns>

        public double[] GetAngleArray()

        {

            Vector3D v10 = PointArray[1] - PointArray[0];

            Vector3D v21 = PointArray[2] - PointArray[1];

            Vector3D v02 = PointArray[0] - PointArray[2];

 

            v10.Normalize();

            v21.Normalize();

            v02.Normalize();

 

            double angle0 = Math.Acos(Vector3D.DotProduct(v10, -v02)) * 180.0 / Math.PI;

            double angle1 = Math.Acos(Vector3D.DotProduct(v21, -v10)) * 180.0 / Math.PI;

            double angle2 = Math.Acos(Vector3D.DotProduct(v02, -v21)) * 180.0 / Math.PI;

 

            double[] angleArray = new double[] { angle0, angle1, angle2 };

 

            Array.Sort(angleArray);

 

            return angleArray;

        }

 

        #endregion

 

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

 

        #region 포인트 정규화 하기 - NormalizePoint(point, centerPoint, distance)

 

        /// <summary>

        /// 포인트 정규화 하기

        /// </summary>

        /// <param name="point">포인트</param>

        /// <param name="centerPoint">중심 포인트</param>

        /// <param name="distance">거리</param>

        private void NormalizePoint(ref Point3D point, Point3D centerPoint, double distance)

        {

            Vector3D vector = point - centerPoint;

 

            point = centerPoint + vector / vector.Length * distance;

        }

 

        #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="측지 구(Geodesic Sphere) 사용하기"

    FontFamily="나눔고딕코딩"

    FontSize="16"

    Loaded="Window_Loaded">

    <Grid>

        <Grid.Resources>

            <Style TargetType="CheckBox">

                <Setter Property="VerticalAlignment" Value="Center" />

                <Setter Property="Margin" Value="5 0 10 0" />

            </Style>

            <Style TargetType="Label">

                <Setter Property="VerticalAlignment" Value="Center" />

                <Setter Property="Margin" Value="5 0 0 0" />

            </Style>

        </Grid.Resources>

        <Grid.RowDefinitions>

            <RowDefinition Height="Auto" />

            <RowDefinition />

            <RowDefinition Height="20" />

        </Grid.RowDefinitions>

        <Grid.ColumnDefinitions>

            <ColumnDefinition />

            <ColumnDefinition Width="20" />

        </Grid.ColumnDefinitions>

        <Viewport3D Name="viewport3D" Grid.Row="1" Grid.Column="0" />

        <StackPanel Grid.Row="0" Grid.Column="0" Orientation="Horizontal">

            <CheckBox Name="axisCheckBox"

                IsChecked="True"

                Content="축"

                Click="checkBox_Click" />

            <CheckBox Name="edgeCheckBox"

                IsChecked="True"

                Content="에지"

                Click="checkBox_Click" />

            <CheckBox Name="faceCheckBox"

                Content="면"

                IsChecked="True"

                Click="checkBox_Click" />

            <StackPanel Orientation="Horizontal">

                <Label Content="레벨" />

                <Label Name="divisionLevelLabel"

                    Margin="0"

                    Width="20"

                    HorizontalContentAlignment="Right"

                    Content="1" />

                <StackPanel Orientation="Vertical">

                    <Button Name="btnUp"

                        IsTabStop="False"

                        Click="divisionLevelUpButton_Click">

                        <Image Source="Up.png" />

                    </Button>

                    <Button Name="btnDown"

                        IsTabStop="False"

                        Click="divisionLevelDownButton_Click">

                        <Image Source="Down.png" />

                    </Button>

                </StackPanel>

            </StackPanel>

            <StackPanel Orientation="Horizontal">

                <Label Content="거리"/>

                <Label Name="distanceLabel"

                    Content="3.0"

                    Margin="0"

                    Width="35"

                    HorizontalContentAlignment="Right" />

                <StackPanel Orientation="Vertical">

                    <Button Name="btnDistUp"

                        IsTabStop="False"

                        Click="distanceUpButton_Click">

                        <Image Source="Up.png" />

                    </Button>

                    <Button Name="btnDistDown"

                        IsTabStop="False"

                        Click="distanceDownButton_Click">

                        <Image Source="Down.png" />

                    </Button>

                </StackPanel>

            </StackPanel>

        </StackPanel>

        <ScrollBar Name="cameraThetaScrollBar" Grid.Row="2" Grid.Column="0"

            Orientation="Horizontal"

            Minimum="0"

            Maximum="360"

            Value="21.8"

            Scroll="cameraThetaScrollBar_Scroll" />

        <ScrollBar Name="cameraPhiScrollBar" Grid.Column="5" Grid.Row="1"

            Orientation="Vertical"

            Minimum="-90"

            Maximum="90"

            Value="44.5"

            Scroll="cameraPhiScrollBar_Scroll" />

    </Grid>

</Window>

 

 

MainWindow.xaml.cs

 

 

using System;

using System.Collections.Generic;

using System.Windows;

using System.Windows.Controls.Primitives;

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>

        /// 모델 그룹

        /// </summary>

        private Model3DGroup modelGroup = new Model3DGroup();

 

        /// <summary>

        /// 조명 리스트

        /// </summary>

        private List<Light> lightList = new List<Light>();

 

        /// <summary>

        /// 면 모델

        /// </summary>

        private GeometryModel3D faceModel;

        

        /// <summary>

        /// 에지 모델

        /// </summary>

        private GeometryModel3D edgeModel;

        

        /// <summary>

        /// 축 모델

        /// </summary>

        private GeometryModel3D axisModel;

 

        /// <summary>

        /// 카메라

        /// </summary>

        private PerspectiveCamera camera;

 

        /// <summary>

        /// 카메라 파이

        /// </summary>

        private double cameraPhi;

        

        /// <summary>

        /// 카메라 세타

        /// </summary>

        private double cameraTheta;

        

        /// <summary>

        /// 카메라 R

        /// </summary>

        private double cameraR;

 

        /// <summary>

        /// 카메라 델타 R

        /// </summary>

        private const double CAMERA_DELTA_R = 0.1;

 

        /// <summary>

        /// 분할 레벨

        /// </summary>

        private int divisionLevel = 0;

 

        #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;

 

            this.cameraTheta   = this.cameraThetaScrollBar.Value * Math.PI / 180.0;

            this.cameraPhi     = this.cameraPhiScrollBar.Value * Math.PI / 180.0;

            this.cameraR       = double.Parse(this.distanceLabel.Content.ToString());

            this.divisionLevel = int.Parse(this.divisionLevelLabel.Content.ToString());

 

            SetCameraPosition();

 

            DefineLight();

 

            DefineModel(out this.faceModel, out this.edgeModel, out this.axisModel);

 

            this.modelGroup.Children.Add(this.axisModel);

            this.modelGroup.Children.Add(this.faceModel);

            this.modelGroup.Children.Add(this.edgeModel);

 

            ModelVisual3D modelVisual = new ModelVisual3D();

 

            modelVisual.Content = this.modelGroup;

 

            this.viewport3D.Children.Add(modelVisual);

        }

 

        #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)

        {

            DisplaySelectedModel();

        }

 

        #endregion

        #region 분할 레벨 UP 버튼 클릭시 처리하기 - divisionLevelUpButton_Click(sender, e)

 

        /// <summary>

        /// 분할 레벨 UP 버튼 클릭시 처리하기

        /// </summary>

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

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

        private void divisionLevelUpButton_Click(object sender, RoutedEventArgs e)

        {

            if(this.divisionLevel == 3)

            {

                return;

            }

 

            this.divisionLevel++;

 

            this.divisionLevelLabel.Content = this.divisionLevel;

 

            DefineModel(out this.faceModel, out this.edgeModel, out this.axisModel);

 

            DisplaySelectedModel();

        }

 

        #endregion

        #region 분할 레벨 DOWN 버튼 클릭시 처리하기 - divisionLevelDownButton_Click(sender, e)

 

        /// <summary>

        /// 분할 레벨 DOWN 버튼 클릭시 처리하기

        /// </summary>

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

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

        private void divisionLevelDownButton_Click(object sender, RoutedEventArgs e)

        {

            if(this.divisionLevel == 0)

            {

                return;

            }

 

            this.divisionLevel--;

 

            this.divisionLevelLabel.Content = this.divisionLevel;

 

            DefineModel(out this.faceModel, out this.edgeModel, out this.axisModel);

 

            DisplaySelectedModel();

        }

 

        #endregion

        #region 거리 UP 버튼 클릭시 처리하기 - distanceUpButton_Click(sender, e)

 

        /// <summary>

        /// 거리 UP 버튼 클릭시 처리하기

        /// </summary>

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

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

        private void distanceUpButton_Click(object sender, RoutedEventArgs e)

        {

            this.cameraR += CAMERA_DELTA_R;

 

            this.distanceLabel.Content = this.cameraR.ToString("0.0");

 

            SetCameraPosition();

        }

 

        #endregion

        #region 거리 DOWN 버튼 클릭시 처리하기 - distanceDownButton_Click(sender, e)

 

        /// <summary>

        /// 거리 DOWN 버튼 클릭시 처리하기

        /// </summary>

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

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

        private void distanceDownButton_Click(object sender, RoutedEventArgs e)

        {

            this.cameraR -= CAMERA_DELTA_R;

 

            this.distanceLabel.Content = this.cameraR.ToString("0.0");

 

            SetCameraPosition();

        }

 

        #endregion

        #region 카메라 파이 스크롤바 스크롤시 처리하기 - cameraPhiScrollBar_Scroll(sender, e)

 

        /// <summary>

        /// 카메라 파이 스크롤바 스크롤시 처리하기

        /// </summary>

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

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

        private void cameraPhiScrollBar_Scroll(object sender, ScrollEventArgs e)

        {

            this.cameraPhi = this.cameraPhiScrollBar.Value * Math.PI / 180.0;

 

            SetCameraPosition();

        }

 

        #endregion

        #region 카메라 세타 스크롤바 스크롤시 처리하기 - cameraThetaScrollBar_Scroll(sender, e)

 

        /// <summary>

        /// 카메라 세타 스크롤바 스크롤시 처리하기

        /// </summary>

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

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

        private void cameraThetaScrollBar_Scroll(object sender, ScrollEventArgs e)

        {

            this.cameraTheta = this.cameraThetaScrollBar.Value * Math.PI / 180.0;

 

            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()

        {

            Color color64  = Color.FromArgb(255, 128, 128, 64);

            Color color128 = Color.FromArgb(255, 255, 255, 128);

 

            this.lightList.Add(new AmbientLight(color64));

 

            this.lightList.Add(new DirectionalLight(color64, new Vector3D(-1.0, -2.0, -3.0)));

            this.lightList.Add(new DirectionalLight(color64, new Vector3D( 1.0,  2.0,  3.0)));

 

            foreach(Light light in this.lightList)

            {

                this.modelGroup.Children.Add(light);

            }

        }

 

        #endregion

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

 

        /// <summary>

        /// 스케일 벡터 구하기

        /// </summary>

        /// <param name="vector">벡터</param>

        /// <param name="length">길이</param>

        /// <returns>스케일 벡터</returns>

        private Vector3D GetScaleVector(Vector3D vector, double length)

        {

            double scale = length / vector.Length;

 

            return new Vector3D

            (

                vector.X * scale,

                vector.Y * scale,

                vector.Z * scale

            );

        }

 

        #endregion

        #region 삼각형 추가하기 - AddTriangle(mesh, point1, point2, point3)

 

        /// <summary>

        /// 삼각형 추가하기

        /// </summary>

        /// <param name="mesh">메시</param>

        /// <param name="point1">포인트 1</param>

        /// <param name="point2">포인트 2</param>

        /// <param name="point3">포인트 3</param>

        private void AddTriangle(MeshGeometry3D mesh, Point3D point1, Point3D point2, Point3D point3)

        {

            int index = mesh.Positions.Count;

 

            mesh.Positions.Add(point1);

            mesh.Positions.Add(point2);

            mesh.Positions.Add(point3);

 

            mesh.TriangleIndices.Add(index++);

            mesh.TriangleIndices.Add(index++);

            mesh.TriangleIndices.Add(index  );

        }

 

        #endregion

        #region 삼각형 추가하기 - AddTriangle(mesh, triangle)

 

        /// <summary>

        /// 삼각형 추가하기

        /// </summary>

        /// <param name="mesh">메시</param>

        /// <param name="triangle">삼각형</param>

        private void AddTriangle(MeshGeometry3D mesh, Triangle triangle)

        {

            int index = mesh.Positions.Count;

 

            mesh.Positions.Add(triangle.PointArray[0]);

            mesh.Positions.Add(triangle.PointArray[1]);

            mesh.Positions.Add(triangle.PointArray[2]);

 

            mesh.TriangleIndices.Add(index++);

            mesh.TriangleIndices.Add(index++);

            mesh.TriangleIndices.Add(index  );

        }

 

        #endregion

        #region 세그먼트 추가하기 - AddSegment(mesh, point1, point2, upVector)

 

        /// <summary>

        /// 세그먼트 추가하기

        /// </summary>

        /// <param name="mesh">메시</param>

        /// <param name="point1">포인트 1</param>

        /// <param name="point2">포인트 2</param>

        /// <param name="upVector">UP 벡터</param>

        private void AddSegment(MeshGeometry3D mesh, Point3D point1, Point3D point2, Vector3D upVector)

        {

            const double THICKNESS = 0.01;

 

            Vector3D vector1      = point2 - point1;

            Vector3D scaleVector1 = GetScaleVector(upVector, THICKNESS / 2.0);

            Vector3D scaleVector2 = Vector3D.CrossProduct(vector1, scaleVector1);

 

            scaleVector2 = GetScaleVector(scaleVector2, THICKNESS / 2.0);

 

            Point3D p1pp = point1 + scaleVector1 + scaleVector2;

            Point3D p1mp = point1 - scaleVector1 + scaleVector2;

            Point3D p1pm = point1 + scaleVector1 - scaleVector2;

            Point3D p1mm = point1 - scaleVector1 - scaleVector2;

            Point3D p2pp = point2 + scaleVector1 + scaleVector2;

            Point3D p2mp = point2 - scaleVector1 + scaleVector2;

            Point3D p2pm = point2 + scaleVector1 - scaleVector2;

            Point3D p2mm = point2 - scaleVector1 - scaleVector2;

 

            AddTriangle(mesh, p1pp, p1mp, p2mp);

            AddTriangle(mesh, p1pp, p2mp, p2pp);

 

            AddTriangle(mesh, p1pp, p2pp, p2pm);

            AddTriangle(mesh, p1pp, p2pm, p1pm);

 

            AddTriangle(mesh, p1pm, p2pm, p2mm);

            AddTriangle(mesh, p1pm, p2mm, p1mm);

 

            AddTriangle(mesh, p1mm, p2mm, p2mp);

            AddTriangle(mesh, p1mm, p2mp, p1mp);

 

            AddTriangle(mesh, p1pp, p1pm, p1mm);

            AddTriangle(mesh, p1pp, p1mm, p1mp);

 

            AddTriangle(mesh, p2pp, p2mp, p2mm);

            AddTriangle(mesh, p2pp, p2mm, p2pm);

        }

 

        #endregion

        #region 포인트 배열 구하기 - GetPointArray(sideLength)

 

        /// <summary>

        /// 포인트 배열 구하기

        /// </summary>

        /// <param name="sideLength">면 길이</param>

        /// <returns>포인트 배열</returns>

        private Point3D[] GetPointArray(double sideLength)

        {

            double s  = sideLength;

            double t2 = Math.PI / 10.0;

            double t4 = Math.PI / 5.0;

            double r  = (s / 2.0) / Math.Sin(t4);

            double h  = Math.Cos(t4) * r;

            double cx = r * Math.Sin(t2);

            double cz = r * Math.Cos(t2);

            double h1 = Math.Sqrt(s * s - r * r);

            double h2 = Math.Sqrt((h + r) * (h + r) - h * h);

            double y2 = (h2 - h1) / 2.0;

            double y1 = y2 + h1;

 

            List<Point3D> pointList = new List<Point3D>();

 

            pointList.Add(new Point3D( 0 ,  y1, 0     ));

            pointList.Add(new Point3D( r ,  y2, 0     ));

            pointList.Add(new Point3D( cx,  y2, cz    ));

            pointList.Add(new Point3D(-h ,  y2, s / 2 ));

            pointList.Add(new Point3D(-h ,  y2, -s / 2));

            pointList.Add(new Point3D( cx,  y2, -cz   ));

            pointList.Add(new Point3D(-r , -y2, 0     ));

            pointList.Add(new Point3D(-cx, -y2, -cz   ));

            pointList.Add(new Point3D( h , -y2, -s / 2));

            pointList.Add(new Point3D( h , -y2, s / 2 ));

            pointList.Add(new Point3D(-cx, -y2, cz    ));

            pointList.Add(new Point3D( 0 , -y1, 0     ));

 

            return pointList.ToArray();

        }

 

        #endregion

        #region 삼각형 배열 구하기 - GetTriangleArray(sideLength)

 

        /// <summary>

        /// 삼각형 배열 구하기

        /// </summary>

        /// <param name="sideLength">면 길이</param>

        /// <returns>삼각형 배열</returns>

        private Triangle[] GetTriangleArray(double sideLength)

        {

            Point3D[] pointArray = GetPointArray(sideLength);

 

            List<Triangle> triangleList = new List<Triangle>();

 

            triangleList.Add(new Triangle(pointArray[0], pointArray[2], pointArray[1]));

            triangleList.Add(new Triangle(pointArray[0], pointArray[3], pointArray[2]));

            triangleList.Add(new Triangle(pointArray[0], pointArray[4], pointArray[3]));

            triangleList.Add(new Triangle(pointArray[0], pointArray[5], pointArray[4]));

            triangleList.Add(new Triangle(pointArray[0], pointArray[1], pointArray[5]));

 

            triangleList.Add(new Triangle(pointArray[1], pointArray[2], pointArray[9 ]));

            triangleList.Add(new Triangle(pointArray[2], pointArray[3], pointArray[10]));

            triangleList.Add(new Triangle(pointArray[3], pointArray[4], pointArray[6 ]));

            triangleList.Add(new Triangle(pointArray[4], pointArray[5], pointArray[7 ]));

            triangleList.Add(new Triangle(pointArray[5], pointArray[1], pointArray[8 ]));

 

            triangleList.Add(new Triangle(pointArray[6 ], pointArray[4], pointArray[7 ]));

            triangleList.Add(new Triangle(pointArray[7 ], pointArray[5], pointArray[8 ]));

            triangleList.Add(new Triangle(pointArray[8 ], pointArray[1], pointArray[9 ]));

            triangleList.Add(new Triangle(pointArray[9 ], pointArray[2], pointArray[10]));

            triangleList.Add(new Triangle(pointArray[10], pointArray[3], pointArray[6 ]));

 

            triangleList.Add(new Triangle(pointArray[11], pointArray[6 ], pointArray[7 ]));

            triangleList.Add(new Triangle(pointArray[11], pointArray[7 ], pointArray[8 ]));

            triangleList.Add(new Triangle(pointArray[11], pointArray[8 ], pointArray[9 ]));

            triangleList.Add(new Triangle(pointArray[11], pointArray[9 ], pointArray[10]));

            triangleList.Add(new Triangle(pointArray[11], pointArray[10], pointArray[6 ]));

 

            double radius = pointArray[0].Y;

 

            Point3D originPoint = new Point3D(0, 0, 0);

 

            for(int i = 0; i < this.divisionLevel; i++)

            {

                List<Triangle> newTriangleList = new List<Triangle>();

 

                foreach(Triangle triangle in triangleList)

                {

                    triangle.Subdivide(newTriangleList, originPoint, radius);

                }

 

                triangleList = newTriangleList;

            }

 

            return triangleList.ToArray();

        }

 

        #endregion

        #region 모델 정의하기 - DefineModel(faceModel, edgeModel, axisModel)

 

        /// <summary>

        /// 모델 정의하기

        /// </summary>

        /// <param name="faceModel">면 모델</param>

        /// <param name="edgeModel">에지 모델</param>

        /// <param name="axisModel">축 모델</param>

        private void DefineModel(out GeometryModel3D faceModel, out GeometryModel3D edgeModel, out GeometryModel3D axisModel)

        {

            Cursor = Cursors.Wait;

 

            // 축 모델

            MeshGeometry3D axisMesh = new MeshGeometry3D();

 

            Point3D originPoint   = new Point3D(0, 0, 0);

            Point3D maximumXPoint = new Point3D(1.25, 0, 0);

            Point3D maximumYPoint = new Point3D(0, 1.25, 0);

            Point3D maximumZPoint = new Point3D(0, 0, 1.25);

 

            AddSegment(axisMesh, originPoint, maximumXPoint, new Vector3D(0, 1, 0));

            AddSegment(axisMesh, originPoint, maximumZPoint, new Vector3D(0, 1, 0));

            AddSegment(axisMesh, originPoint, maximumYPoint, new Vector3D(1, 0, 0));

 

            SolidColorBrush axisBrush = Brushes.Red;

 

            DiffuseMaterial axisMaterial = new DiffuseMaterial(axisBrush);

 

            axisModel = new GeometryModel3D(axisMesh, axisMaterial);

 

 

            Triangle[] triangleArray = GetTriangleArray(1);

 

 

            // 면 모델

            MeshGeometry3D faceMesh = new MeshGeometry3D();

 

            foreach(Triangle triangle in triangleArray)

            {

                AddTriangle(faceMesh, triangle);

            }

 

            SolidColorBrush faceBrush = Brushes.LightYellow;

 

            DiffuseMaterial faceMaterial = new DiffuseMaterial(faceBrush);

 

            faceModel = new GeometryModel3D(faceMesh, faceMaterial);

 

            // 에지 모델

            MeshGeometry3D edgeMesh = new MeshGeometry3D();

 

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

 

            HashSet<Edge> edgeHashSet = new HashSet<Edge>();

 

            foreach(Triangle triangle in triangleArray)

            {

                for(int i = 0; i < 2; i++)

                {

                    Edge edge = new Edge

                    (

                        triangle.PointArray[i          ],

                        triangle.PointArray[(i + 1) % 3]

                    );

 

                    if(!edgeHashSet.Contains(edge))

                    {

                        edgeHashSet.Add(edge);

                    }

                }

            }

 

            foreach(Edge edge in edgeHashSet)

            {

                AddSegment(edgeMesh, edge.Point1, edge.Point2, upVector);

            }

 

            SolidColorBrush edgeBrush = Brushes.Goldenrod;

 

            DiffuseMaterial edgeMaterial = new DiffuseMaterial(edgeBrush);

 

            edgeModel = new GeometryModel3D(edgeMesh, edgeMaterial);

 

            List<string> uniqueAngleList = new List<string>();

 

            foreach(Triangle triangle in triangleArray)

            {

                double[] angleArray = triangle.GetAngleArray();

 

                string combined = angleArray[0].ToString("0.0000") + ", " +

                                  angleArray[1].ToString("0.0000") + ", " +

                                  angleArray[2].ToString("0.0000");

 

                if(!uniqueAngleList.Contains(combined))

                {

                    uniqueAngleList.Add(combined);

                }

            }

 

            string[] sortedUniqueArray = uniqueAngleList.ToArray();

 

            Array.Sort(sortedUniqueArray);

 

            Cursor = null;

        }

 

        #endregion

        #region 선택 모델 표시하기 - DisplaySelectedModel()

 

        /// <summary>

        /// 선택 모델 표시하기

        /// </summary>

        private void DisplaySelectedModel()

        {

            this.modelGroup.Children.Clear();

 

            foreach(Light light in this.lightList)

            {

                this.modelGroup.Children.Add(light);

            }

 

            if(this.axisCheckBox.IsChecked.Value)

            {

                this.modelGroup.Children.Add(this.axisModel);

            }

 

            if(this.faceCheckBox.IsChecked.Value)

            {

                this.modelGroup.Children.Add(this.faceModel);

            }

 

            if(this.edgeCheckBox.IsChecked.Value)

            {

                this.modelGroup.Children.Add(this.edgeModel);

            }

        }

 

        #endregion

    }

}

 

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

Posted by 사용자 icodebroker

댓글을 달아 주세요