첨부 소스 코드는 나눔고딕코딩 폰트를 사용합니다.
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TestProject.zip
다운로드

▶ SphereMeshGenerator.cs

using System;
using System.Windows;
using System.Windows.Markup;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Media.Media3D;

namespace TestProject
{
    /// <summary>
    /// 구체 메쉬 생성자
    /// </summary>
    [RuntimeNameProperty("Name")]
    public class SphereMeshGenerator : Animatable
    {
        //////////////////////////////////////////////////////////////////////////////////////////////////// Field
        ////////////////////////////////////////////////////////////////////////////////////////// Static
        //////////////////////////////////////////////////////////////////////////////// Private

        #region Field

        /// <summary>
        /// 도형 키
        /// </summary>
        private static readonly DependencyPropertyKey GeometryKey = DependencyProperty.RegisterReadOnly
        (
            "Geometry",
            typeof(MeshGeometry3D),
            typeof(SphereMeshGenerator),
            new PropertyMetadata(new MeshGeometry3D())
        );

        #endregion

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

        #region Field

        /// <summary>
        /// 명칭 속성
        /// </summary>
        public static readonly DependencyProperty NameProperty = DependencyProperty.Register
        (
            "Name",
            typeof(string),
            typeof(SphereMeshGenerator)
        );

        /// <summary>
        /// 중심점 속성
        /// </summary>
        public static readonly DependencyProperty CenterPointProperty = DependencyProperty.Register
        (
            "CenterPoint",
            typeof(Point3D),
            typeof(SphereMeshGenerator),
            new PropertyMetadata(new Point3D(), PropertyChangedCallback)
        );

        /// <summary>
        /// 반경 속성
        /// </summary>
        public static readonly DependencyProperty RadiusProperty = DependencyProperty.Register
        (
            "Radius",
            typeof(double),
            typeof(SphereMeshGenerator),
            new PropertyMetadata(1.0, PropertyChangedCallback)
        );

        /// <summary>
        /// 슬라이스 수 속성
        /// </summary>
        public static readonly DependencyProperty SliceCountProperty = DependencyProperty.Register
        (
            "SliceCount",
            typeof(int),
            typeof(SphereMeshGenerator),
            new PropertyMetadata(32, PropertyChangedCallback)
        );

        /// <summary>
        /// 스택 수 속성
        /// </summary>
        public static readonly DependencyProperty StackCountProperty = DependencyProperty.Register
        (
            "StackCount",
            typeof(int),
            typeof(SphereMeshGenerator),
            new PropertyMetadata(16, PropertyChangedCallback)
        );

        /// <summary>
        /// 도형 속성
        /// </summary>
        public static readonly DependencyProperty GeometryProperty = GeometryKey.DependencyProperty;

        #endregion

        //////////////////////////////////////////////////////////////////////////////////////////////////// Property
        ////////////////////////////////////////////////////////////////////////////////////////// Public

        #region 명칭 - Name

        /// <summary>
        /// 명칭
        /// </summary>
        public string Name
        {
            set
            {
                SetValue(NameProperty, value);
            }
            get
            {
                return (string)GetValue(NameProperty);
            }
        }

        #endregion
        #region 중심점 - CenterPoint

        /// <summary>
        /// 중심점
        /// </summary>
        public Point3D CenterPoint
        {
            set
            {
                SetValue(CenterPointProperty, value);
            }
            get
            {
                return (Point3D)GetValue(CenterPointProperty);
            }
        }

        #endregion
        #region 반경 - Radius

        /// <summary>
        /// 반경
        /// </summary>
        public double Radius
        {
            set
            {
                SetValue(RadiusProperty, value);
            }
            get
            {
                return (double)GetValue(RadiusProperty);
            }
        }

        #endregion
        #region 슬라이스 수 - SliceCount

        /// <summary>
        /// 슬라이스 수
        /// </summary>
        public int SliceCount
        {
            set
            {
                SetValue(SliceCountProperty, value);
            }
            get
            {
                return (int)GetValue(SliceCountProperty);
            }
        }

        #endregion
        #region 스택 수 - StackCount

        /// <summary>
        /// 스택 수
        /// </summary>
        public int StackCount
        {
            set
            {
                SetValue(StackCountProperty, value);
            }
            get
            {
                return (int)GetValue(StackCountProperty);
            }
        }

        #endregion
        #region 도형 - Geometry

        /// <summary>
        /// 도형
        /// </summary>
        public MeshGeometry3D Geometry
        {
            protected set
            {
                SetValue(GeometryKey, value);
            }
            get
            {
                return (MeshGeometry3D)GetValue(GeometryProperty);
            }
        }

        #endregion

        //////////////////////////////////////////////////////////////////////////////////////////////////// Constructor
        ////////////////////////////////////////////////////////////////////////////////////////// Public

        #region 생성자 - SphereMeshGenerator()

        /// <summary>
        /// 생성자
        /// </summary>
        public SphereMeshGenerator()
        {
            Geometry = Geometry.Clone();

            PropertyChanged(new DependencyPropertyChangedEventArgs());
        }

        #endregion

        //////////////////////////////////////////////////////////////////////////////////////////////////// Method
        ////////////////////////////////////////////////////////////////////////////////////////// Static
        //////////////////////////////////////////////////////////////////////////////// Private

        #region 속성 변경시 콜백 처리하기 - PropertyChangedCallback(d, e)

        /// <summary>
        /// 속성 변경시 콜백 처리하기
        /// </summary>
        /// <param name="d">의존 객체</param>
        /// <param name="e">이벤트 인자</param>
        private static void PropertyChangedCallback(DependencyObject d, DependencyPropertyChangedEventArgs e)
        {
            (d as SphereMeshGenerator).PropertyChanged(e);
        }

        #endregion

        ////////////////////////////////////////////////////////////////////////////////////////// Instance
        //////////////////////////////////////////////////////////////////////////////// Protected

        #region 인스턴스 생성하기 (CORE) - CreateInstanceCore()

        /// <summary>
        /// 인스턴스 생성하기 (CORE)
        /// </summary>
        /// <returns>Freezable 객체</returns>
        protected override Freezable CreateInstanceCore()
        {
            return new SphereMeshGenerator();
        }

        #endregion

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

        #region 속성 변경시 처리하기 - PropertyChanged(e)

        /// <summary>
        /// 속성 변경시 처리하기
        /// </summary>
        /// <param name="e">이벤트 인자</param>
        private void PropertyChanged(DependencyPropertyChangedEventArgs e)
        {
            MeshGeometry3D mesh = Geometry;

            Point3DCollection  positionCollection = mesh.Positions;
            Vector3DCollection normalCollection   = mesh.Normals;
            Int32Collection    indexCollection    = mesh.TriangleIndices;
            PointCollection    textureCollection  = mesh.TextureCoordinates;

            mesh.Positions          = null;
            mesh.Normals            = null;
            mesh.TriangleIndices    = null;
            mesh.TextureCoordinates = null;

            positionCollection.Clear();
            normalCollection.Clear();
            indexCollection.Clear();
            textureCollection.Clear();

            for(int stack = 0; stack <= StackCount; stack++)
            {
                double phi   = Math.PI / 2 - stack * Math.PI / StackCount;
                double y     = Radius * Math.Sin(phi);
                double scale = -Radius * Math.Cos(phi);

                for(int slice = 0; slice <= SliceCount; slice++)
                {
                    double theta = slice * 2 * Math.PI / SliceCount;
                    double x     = scale * Math.Sin(theta);
                    double z     = scale * Math.Cos(theta);

                    Vector3D normalVector = new Vector3D(x, y, z);

                    normalCollection.Add(normalVector);

                    positionCollection.Add(normalVector + CenterPoint);

                    textureCollection.Add(new Point((double)slice / SliceCount, (double)stack / StackCount));
                }
            }

            for(int stack = 0; stack < StackCount; stack++)
            {
                int top    = (stack + 0) * (SliceCount + 1);
                int bottom = (stack + 1) * (SliceCount + 1);

                for(int slice = 0; slice < SliceCount; slice++)
                {
                    if(stack != 0)
                    {
                        indexCollection.Add(top    + slice    );
                        indexCollection.Add(bottom + slice    );
                        indexCollection.Add(top    + slice + 1);
                    }

                    if(stack != StackCount - 1)
                    {
                        indexCollection.Add(top    + slice + 1);
                        indexCollection.Add(bottom + slice    );
                        indexCollection.Add(bottom + slice + 1);
                    }
                }
            }

            mesh.TextureCoordinates = textureCollection;
            mesh.TriangleIndices    = indexCollection;
            mesh.Normals            = normalCollection;
            mesh.Positions          = positionCollection;
        }

        #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"
    xmlns:local="clr-namespace:TestProject"
    Width="800"
    Height="600"
    Title="MeshGeometry3D 클래스 : 리소스 사용하기"
    FontFamily="나눔고딕코딩"
    FontSize="16">
    <Window.Resources>
        <local:SphereMeshGenerator x:Key="SphereMeshGeneratorKey1"
            x:Name="sphereMeshGenerator1"
            CenterPoint="-0.25 0 0" />
        <local:SphereMeshGenerator x:Key="SphereMeshGeneratorKey2"
            x:Name="sphereMeshGenerator2"
            CenterPoint="0.25 0 0" />
    </Window.Resources>
    <Viewport3D>
        <ModelVisual3D>
            <ModelVisual3D.Content>
                <Model3DGroup>
                    <GeometryModel3D Geometry="{Binding Source={StaticResource SphereMeshGeneratorKey1}, Path=Geometry}">
                        <GeometryModel3D.Material>
                            <DiffuseMaterial Brush="RoyalBlue" />
                        </GeometryModel3D.Material>
                    </GeometryModel3D>
                    <GeometryModel3D Geometry="{Binding Source={StaticResource SphereMeshGeneratorKey2}, Path=Geometry}">
                        <GeometryModel3D.Material>
                            <DiffuseMaterial Brush="Red" />
                        </GeometryModel3D.Material>
                    </GeometryModel3D>
                    <AmbientLight Color="#404040" />
                    <DirectionalLight
                        Color="#c0c0c0"
                        Direction="2 -3 -1" />
                </Model3DGroup>
            </ModelVisual3D.Content>
        </ModelVisual3D>
        <Viewport3D.Camera>
            <PerspectiveCamera
                Position="0 0 4"
                LookDirection="0 0 -1"
                UpDirection="0 1 0"
                FieldOfView="45" />
        </Viewport3D.Camera>
    </Viewport3D>
    <Window.Triggers>
        <EventTrigger RoutedEvent="Window.Loaded">
            <BeginStoryboard>
                <Storyboard>
                    <DoubleAnimation
                        Storyboard.TargetName="sphereMeshGenerator1"
                        Storyboard.TargetProperty="Radius"
                        From="0"
                        To="0.5"
                        Duration="0:0:3"
                        AutoReverse="True"
                        RepeatBehavior="Forever" />
                    <DoubleAnimation
                        Storyboard.TargetName="sphereMeshGenerator2"
                        Storyboard.TargetProperty="Radius"
                        From="0.5"
                        To="0"
                        Duration="0:0:3"
                        AutoReverse="True"
                        RepeatBehavior="Forever" />
                </Storyboard>
            </BeginStoryboard>
        </EventTrigger>
    </Window.Triggers>
</Window>

※ 리소스에서 Name 또는 x:Name 속성의 사용이 닷넷 프레임워크 3.5 버전까지만 에러없이 실행된다.

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