■ 3차원 고도 맵을 그리는 방법을 보여준다.
▶ WriteableBitmapHelper.cs
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using System.Windows; using System.Windows.Media; using System.Windows.Media.Imaging; namespace TestProject { /// <summary> /// 쓰기 가능 비트맵 헬퍼 /// </summary> public class WriteableBitmapHelper { //////////////////////////////////////////////////////////////////////////////////////////////////// Field ////////////////////////////////////////////////////////////////////////////////////////// Private #region Field /// <summary> /// 너비 /// </summary> private int width; /// <summary> /// 높이 /// </summary> private int height; /// <summary> /// 픽셀 배열 /// </summary> private byte[] pixelArray; /// <summary> /// 스트라이드 /// </summary> private int stride; #endregion //////////////////////////////////////////////////////////////////////////////////////////////////// Constructor ////////////////////////////////////////////////////////////////////////////////////////// Public #region 생성자 - WriteableBitmapHelper(width, height) /// <summary> /// 생성자 /// </summary> /// <param name="width">너비</param> /// <param name="height">높이</param> public WriteableBitmapHelper(int width, int height) { this.width = width; this.height = height; this.pixelArray = new byte[width * height * 4]; this.stride = width * 4; } #endregion //////////////////////////////////////////////////////////////////////////////////////////////////// Method ////////////////////////////////////////////////////////////////////////////////////////// Public #region 픽셀 구하기 - GetPixel(x, y, red, green, blue, alpha) /// <summary> /// 픽셀 구하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <param name="red">빨강색</param> /// <param name="green">녹색</param> /// <param name="blue">파랑색</param> /// <param name="alpha">투명도</param> public void GetPixel(int x, int y, out byte red, out byte green, out byte blue, out byte alpha) { int index = y * this.stride + x * 4; blue = this.pixelArray[index++]; green = this.pixelArray[index++]; red = this.pixelArray[index++]; alpha = this.pixelArray[index ]; } #endregion #region 파랑색 구하기 - GetBlue(x, y) /// <summary> /// 파랑색 구하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <returns>파랑색</returns> public byte GetBlue(int x, int y) { return this.pixelArray[y * this.stride + x * 4]; } #endregion #region 녹색 구하기 - GetGreen(x, y) /// <summary> /// 녹색 구하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <returns>녹색</returns> public byte GetGreen(int x, int y) { return this.pixelArray[y * this.stride + x * 4 + 1]; } #endregion #region 빨강색 구하기 - GetRed(x, y) /// <summary> /// 빨강색 구하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <returns>빨강색</returns> public byte GetRed(int x, int y) { return this.pixelArray[y * this.stride + x * 4 + 2]; } #endregion #region 투명도 구하기 - GetAlpha(x, y) /// <summary> /// 투명도 구하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <returns>투명도</returns> public byte GetAlpha(int x, int y) { return this.pixelArray[y * this.stride + x * 4 + 3]; } #endregion #region 픽셀 설정하기 - SetPixel(x, y, red, green, blue, alpha) /// <summary> /// 픽셀 설정하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <param name="red">빨강색</param> /// <param name="green">녹색</param> /// <param name="blue">파랑색</param> /// <param name="alpha">투명도</param> public void SetPixel(int x, int y, byte red, byte green, byte blue, byte alpha) { int index = y * this.stride + x * 4; this.pixelArray[index++] = blue; this.pixelArray[index++] = green; this.pixelArray[index++] = red; this.pixelArray[index++] = alpha; } #endregion #region 파랑색 설정하기 - SetBlue(x, y, blue) /// <summary> /// 파랑색 설정하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <param name="blue">파랑색</param> public void SetBlue(int x, int y, byte blue) { this.pixelArray[y * this.stride + x * 4] = blue; } #endregion #region 녹색 설정하기 - SetGreen(x, y, green) /// <summary> /// 녹색 설정하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <param name="green">녹색</param> public void SetGreen(int x, int y, byte green) { this.pixelArray[y * this.stride + x * 4 + 1] = green; } #endregion #region 빨강색 설정하기 - SetRed(x, y, red) /// <summary> /// 빨강색 설정하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <param name="red">빨강색</param> public void SetRed(int x, int y, byte red) { this.pixelArray[y * this.stride + x * 4 + 2] = red; } #endregion #region 투명도 설정하기 - SetAlpha(x, y, alpha) /// <summary> /// 투명도 설정하기 /// </summary> /// <param name="x">X 좌표</param> /// <param name="y">Y 좌표</param> /// <param name="alpha">투명도</param> public void SetAlpha(int x, int y, byte alpha) { this.pixelArray[y * this.stride + x * 4 + 3] = alpha; } #endregion #region 색상 설정하기 - SetColor(red, green, blue) /// <summary> /// 색상 설정하기 /// </summary> /// <param name="red">빨강색</param> /// <param name="green">녹색</param> /// <param name="blue">파랑색</param> public void SetColor(byte red, byte green, byte blue) { SetColor(red, green, blue, 255); } #endregion #region 색상 설정하기 - SetColor(red, green, blue, alpha) /// <summary> /// 색상 설정하기 /// </summary> /// <param name="red">빨강색</param> /// <param name="green">녹색</param> /// <param name="blue">파랑색</param> /// <param name="alpha">투명도</param> public void SetColor(byte red, byte green, byte blue, byte alpha) { int byteCount = this.width * this.height * 4; int index = 0; while(index < byteCount) { this.pixelArray[index++] = blue; this.pixelArray[index++] = green; this.pixelArray[index++] = red; this.pixelArray[index++] = alpha; } } #endregion #region 비트맵 구하기 - GetBitmap(dpiX, dpiY) /// <summary> /// 비트맵 구하기 /// </summary> /// <param name="dpiX">X DPI</param> /// <param name="dpiY">Y DPI</param> /// <returns>쓰기 가능 비트맵</returns> public WriteableBitmap GetBitmap(double dpiX, double dpiY) { WriteableBitmap bitmap = new WriteableBitmap ( this.width, this.height, dpiX, dpiY, PixelFormats.Bgra32, null ); Int32Rect rectangle = new Int32Rect(0, 0, this.width, this.height); bitmap.WritePixels(rectangle, this.pixelArray, this.stride, 0); return bitmap; } #endregion } } |
▶ WriteableBitmapExtention.cs
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using System.IO; using System.Windows.Media.Imaging; namespace TestProject { /// <summary> /// 쓰기 가능 비트맵 확장 /// </summary> public static class WriteableBitmapExtention { //////////////////////////////////////////////////////////////////////////////////////////////////// Method ////////////////////////////////////////////////////////////////////////////////////////// Static //////////////////////////////////////////////////////////////////////////////// Public #region 저장하기 - Save(bitmap, filePath) /// <summary> /// 저장하기 /// </summary> /// <param name="bitmap">비트맵</param> /// <param name="filePath">파일 경로</param> public static void Save(this WriteableBitmap bitmap, string filePath) { using(FileStream stream = new FileStream(filePath, FileMode.Create)) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmap)); encoder.Save(stream); } } #endregion } } |
▶ MainWindow.xaml
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<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 고도 맵 그리기" Loaded="Window_Loaded" KeyDown="Window_KeyDown"> <Grid> <Viewport3D Name="viewport3D" /> </Grid> </Window> |
▶ MainWindow.xaml.cs
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using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; 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> /// X 최소값 /// </summary> private const double X_MINIMUM = -1.5; /// <summary> /// X 최대값 /// </summary> private const double X_MAXIMUM = 1.5; /// <summary> /// 델타 X /// </summary> private const double DELTA_X = 0.03; /// <summary> /// Z 최소값 /// </summary> private const double Z_MINIMUM = -1.5; /// <summary> /// Z 최대값 /// </summary> private const double Z_MAXIMUM = 1.5; /// <summary> /// 델타 Z /// </summary> private const double DELTA_Z = 0.03; /// <summary> /// 텍스처 X 스케일 /// </summary> private const double TEXTURE_X_SCALE = (X_MAXIMUM - X_MINIMUM); /// <summary> /// 텍스처 Z 스케일 /// </summary> private const double TEXTURE_Z_SCALE = (Z_MAXIMUM - Z_MINIMUM); /// <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(); CreateAltitudeMap(); 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 무지개 색상 맵 설정하기 - SetRainbowColorMap(value, minimumValue, maximumValue, red, green, blue) /// <summary> /// 무지개 색상 맵 설정하기 /// </summary> /// <param name="value">값</param> /// <param name="minimumValue">최소값</param> /// <param name="maximumValue">최대값</param> /// <param name="red">빨강색</param> /// <param name="green">녹색</param> /// <param name="blue">파랑색</param> private void SetRainbowColorMap(double value, double minimumValue, double maximumValue, out byte red, out byte green, out byte blue) { int mapValue = (int)(1023 * (value - minimumValue) / (maximumValue - minimumValue)); if(mapValue < 256) { red = 255; green = (byte)mapValue; blue = 0; } else if(mapValue < 512) { mapValue -= 256; red = (byte)(255 - mapValue); green = 255; blue = 0; } else if(mapValue < 768) { mapValue -= 512; red = 0; green = 255; blue = (byte)mapValue; } else { mapValue -= 768; red = 0; green = (byte)(255 - mapValue); blue = 255; } } #endregion #region 고도 맵 생성하기 - CreateAltitudeMap() /// <summary> /// 고도 맵 생성하기 /// </summary> private void CreateAltitudeMap() { const int X_WIDTH = 512; const int Z_WIDTH = 512; const double deltaX = (X_MAXIMUM - X_MINIMUM) / X_WIDTH; const double deltaZ = (Z_MAXIMUM - Z_MINIMUM) / Z_WIDTH; double[,] valueArray = new double[X_WIDTH, Z_WIDTH]; for(int xIndex = 0; xIndex < X_WIDTH; xIndex++) { double x = X_MINIMUM + xIndex * deltaX; for(int zIndex = 0; zIndex < Z_WIDTH; zIndex++) { double z = Z_MINIMUM + zIndex * deltaZ; valueArray[xIndex, zIndex] = GetY(x, z); } } var valueEnumerable = from double value in valueArray select value; double yMinimum = valueEnumerable.Min(); double yMaximum = valueEnumerable.Max(); WriteableBitmapHelper bitmapPixelMaker = new WriteableBitmapHelper(X_WIDTH, Z_WIDTH); for(int xIndex = 0; xIndex < X_WIDTH; xIndex++) { for(int zIndex = 0; zIndex < Z_WIDTH; zIndex++) { byte red; byte green; byte blue; SetRainbowColorMap ( valueArray[xIndex, zIndex], yMinimum, yMaximum, out red, out green, out blue ); bitmapPixelMaker.SetPixel(xIndex, zIndex, red, green, blue, 255); } } WriteableBitmap bitmap = bitmapPixelMaker.GetBitmap(96, 96); bitmap.Save("Texture.png"); } #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, pointCollection, point3D) /// <summary> /// 포인트 추가하기 /// </summary> /// <param name="point3DCollection">3차원 포인트 컬렉션</param> /// <param name="pointCollection">포인트 컬렉션</param> /// <param name="point3D">3차원 포인트</param> /// <returns>포인트 인덱스</returns> private int AddPoint(Point3DCollection point3DCollection, PointCollection pointCollection, Point3D point3D) { if(this.point3DDictionary.ContainsKey(point3D)) { return this.point3DDictionary[point3D]; } point3DCollection.Add(point3D); this.point3DDictionary.Add(point3D, point3DCollection.Count - 1); pointCollection.Add ( new Point ( (point3D.X - X_MINIMUM) * TEXTURE_X_SCALE, (point3D.Z - Z_MINIMUM) * TEXTURE_Z_SCALE ) ); 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, meshGeometry3D.TextureCoordinates, point3D1); int index2 = AddPoint(meshGeometry3D.Positions, meshGeometry3D.TextureCoordinates, point3D2); int index3 = AddPoint(meshGeometry3D.Positions, meshGeometry3D.TextureCoordinates, 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(); 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); } } ImageBrush imageBrush = new ImageBrush(); imageBrush.ImageSource = new BitmapImage(new Uri("Texture.png", UriKind.Relative)); DiffuseMaterial diffuseMaterial = new DiffuseMaterial(imageBrush); GeometryModel3D geometryModel3D = new GeometryModel3D(meshGeometry3D, diffuseMaterial); geometryModel3D.BackMaterial = diffuseMaterial; model3DGroup.Children.Add(geometryModel3D); } #endregion } } |