Anders Ohlsson 이 파이어 몽키로 만든 공학계산 결과 그래프 입니다.

보기만 해도 멋지군요 


Abstract: This article discusses how you can generate your own 3-dimensional mesh for visualizing mathematical functions using Delphi XE2 and FireMonkey.

    Prerequisites!

This article assumes that you are familiar with the basics of 3D graphics, including meshes and textures.

    The goal!

The goal is to graph a function like sin(x*x+z*z)/(x*x+z*z) in three dimensions using brilliant colors, as the image below shows:

Hide image
Click to see full-sized image

    Generating the mesh

The easiest way to generate a mesh is to use the Data.Points and Data.TriangleIndices of the TMesh object. However, these two properties are strings, and they get parsed in order to generate the mesh at runtime (and design time if populated at design time). This parsing is pretty time consuming, in fact, in this particular case about 65 times as slow as using the internal buffers. Therefore we will instead be using the non-published properties Data.VertexBuffer and Data.IndexBuffer.

In our example we will iterate along the X-axis from -30 to +30, and the same for the Z-axis. The function we're graphing gives us the value for Y for each point.

    Step 1: Generating the wire frame

The image below shows a sparse wire frame representing the surface f = exp(sin x + cos z). Shown in red is one of the squares. Each square gets split into two triangles in order to generate the mesh. The mesh is simply built up from all of the triangles that we get when we iterate over the XZ plane.

Hide image
Click to see full-sized image

We name the corners of the square P0, P1, P2 and P3:

Hide image
Triangles

The two triangles now become (P1,P2,P3) and (P3,P0,P1).

Given that u is somewhere on the X-axis, v is somewhere on the Z-axis, and that d is our delta step, the code to set up these four points in the XZ-plane becomes:

P[0].x := u;
P[0].z := v;

P[1].x := u+d;
P[1].z := v;

P[2].x := u+d;
P[2].z := v+d;

P[3].x := u;
P[3].z := v+d;

Now we calculate the corresponding function values for the Y component of each point. f is our function f(x,z).

P[0].y := f(P[0].x,P[0].z);
P[1].y := f(P[1].x,P[1].z);
P[2].y := f(P[2].x,P[2].z);
P[3].y := f(P[3].x,P[3].z);

The points are now fully defined in all three dimensions. Next, we plug them into the mesh.

with VertexBuffer do begin
  Vertices[0] := P[0];
  Vertices[1] := P[1];
  Vertices[2] := P[2];
  Vertices[3] := P[3];
end;

That part was easy. Now we need to tell the mesh which points make up which triangles. We do that like so:

// First triangle is (P1,P2,P3)
IndexBuffer[0] := 1;
IndexBuffer[1] := 2;
IndexBuffer[2] := 3;

// Second triangle is (P3,P0,P1)
IndexBuffer[3] := 3;
IndexBuffer[4] := 0;
IndexBuffer[5] := 1;

    Step 2: Generating the texture

In order to give the mesh some color, we create a texture bitmap that looks like this:

HSLmap

This is simply a HSL color map where the hue goes from 0 to 359 degrees. The saturation and value are fixed.

The code to generate this texture looks like this:

BMP := TBitmap.Create(1,360); // This is actually just a line
for k := 0 to 359 do
  BMP.Pixels[0,k] := HSLtoRGB(k/360,0.75,0.5);

    Step 3: Mapping the texture onto the wire frame

Finally, we need to map the texture onto the mesh. This is done using the TexCoord0 array. Each item in the TexCoord0 array is a point in a square (0,0)-(1,1) coordinate system. Since we're mapping to a texture that is just a line, our x-coordinate is always 0. The y-coordinate is mapped into (0,1), and the code becomes:

with VertexBuffer do begin
  TexCoord0[0] := PointF(0,(P[0].y+35)/45);
  TexCoord0[1] := PointF(0,(P[1].y+35)/45);
  TexCoord0[2] := PointF(0,(P[2].y+35)/45);
  TexCoord0[3] := PointF(0,(P[3].y+35)/45);
end;

    Putting it all together

The full code to generate the entire mesh is listed below:

function f(x,z : Double) : Double;
var
  temp : Double;
begin
  temp := x*x+z*z;
  if temp < Epsilon then
    temp := Epsilon;

  Result := -2000*Sin(temp/180*Pi)/temp;
end;

procedure TForm1.GenerateMesh;
const
  MaxX = 30;
  MaxZ = 30;
var
  u, v : Double;
  P : array [0..3] of TPoint3D;
  d : Double;
  NP, NI : Integer;
  BMP : TBitmap;
  k : Integer;
begin
  Mesh1.Data.Clear;

  d := 0.5;

  NP := 0;
  NI := 0;

  Mesh1.Data.VertexBuffer.Length := Round(2*MaxX*2*MaxZ/d/d)*4;
  Mesh1.Data.IndexBuffer.Length := Round(2*MaxX*2*MaxZ/d/d)*6;

  BMP := TBitmap.Create(1,360);
  for k := 0 to 359 do
    BMP.Pixels[0,k] := CorrectColor(HSLtoRGB(k/360,0.75,0.5));

  u := -MaxX;
  while u < MaxX do begin
    v := -MaxZ;
    while v < MaxZ do begin
      // Set up the points in the XZ plane
      P[0].x := u;
      P[0].z := v;
      P[1].x := u+d;
      P[1].z := v;
      P[2].x := u+d;
      P[2].z := v+d;
      P[3].x := u;
      P[3].z := v+d;

      // Calculate the corresponding function values for Y = f(X,Z)
      P[0].y := f(Func,P[0].x,P[0].z);
      P[1].y := f(Func,P[1].x,P[1].z);
      P[2].y := f(Func,P[2].x,P[2].z);
      P[3].y := f(Func,P[3].x,P[3].z);

      with Mesh1.Data do begin
        // Set the points
        with VertexBuffer do begin
          Vertices[NP+0] := P[0];
          Vertices[NP+1] := P[1];
          Vertices[NP+2] := P[2];
          Vertices[NP+3] := P[3];
        end;

        // Map the colors
        with VertexBuffer do begin
          TexCoord0[NP+0] := PointF(0,(P[0].y+35)/45);
          TexCoord0[NP+1] := PointF(0,(P[1].y+35)/45);
          TexCoord0[NP+2] := PointF(0,(P[2].y+35)/45);
          TexCoord0[NP+3] := PointF(0,(P[3].y+35)/45);
        end;

        // Map the triangles
        IndexBuffer[NI+0] := NP+1;
        IndexBuffer[NI+1] := NP+2;
        IndexBuffer[NI+2] := NP+3;
        IndexBuffer[NI+3] := NP+3;
        IndexBuffer[NI+4] := NP+0;
        IndexBuffer[NI+5] := NP+1;
      end;

      NP := NP+4;
      NI := NI+6;

      v := v+d;
    end;
    u := u+d;
  end;

  Mesh1.Material.Texture := BMP;
end;

    Demo application

You can find my demo application that graphs 5 different mathematical functions in CodeCentral. Here are a few screen shots from the application:

Func1Hide image
Click to see full-sized imageHide image
Click to see full-sized imageHide image
Click to see full-sized imageHide image
Click to see full-sized image

    Contact

Please feel free to email me with feedback to aohlsson at embarcadero dot com.



원본링크


http://edn.embarcadero.com/article/42007


번호 제목 글쓴이 날짜 조회 수
공지 [DelphiCon 요약] 코드사이트 로깅 실전 활용 기법 (Real-world CodeSite Logging Techniques) 관리자 2021.01.19 15441
공지 [UX Summit 요약] 오른쪽 클릭은 옳다 (Right Click is Right) 관리자 2020.11.16 13961
공지 [10.4 시드니] What's NEW! 신기능 자세히 보기 관리자 2020.05.27 16499
공지 RAD스튜디오(델파이,C++빌더) - 고객 사례 목록 관리자 2018.10.23 22055
공지 [데브기어 컨설팅] 모바일 앱 & 업그레이드 마이그레이션 [1] 관리자 2017.02.06 23268
공지 [전체 목록] 이 달의 기술자료 & 기술레터 관리자 2017.02.06 18923
공지 RAD스튜디오(델파이, C++빌더) - 시작하기 [1] 관리자 2015.06.30 39255
공지 RAD스튜디오(델파이,C++빌더) - 모바일 앱 개발 사례 (2020년 11월 업데이트 됨) 험프리 2014.01.16 174713
503 [발표자료] RAD Studio XE8 출시 세미나 관리자 2015.05.01 612
502 [업데이트][핫픽스][XE8] iOS 플랫폼의 SQLite 라이브러리 누락 패치 file Humphery 2015.04.30 859
501 [XE8] 번거로운 수작업을 줄여 핵심기능 개발에 집중할 수 있는 개발 생산성 향상도구 Humphery 2015.04.28 897
500 [XE8] TAppAnalytics 컴포넌트로 앱의 사용량 수집, 분석해 사용성을 이해할 수 있습니다. file Humphery 2015.04.27 803
499 델파이에서 MSOffice 엑셀과 워드 연동 참고자료. [1] Humphery 2015.04.27 3771
498 이 달의 기술자료 - 2015년 05월 file 험프리 2015.04.24 5494
497 [델파이7 이후 새로운 기능][XE2~] 프로젝트 매니저에서 타겟플랫폼을 64-bit Windows로 선택 해 64비트 애플리케이션을 개발할 수 있습니다. file Humphery 2015.04.23 4723
496 [델파이7 이후 새로운 기능] 추가되고 개선된 VCL 컴포넌트 Humphery 2015.04.22 3574
495 [델파이7 이후 새로운 기능] 코딩 생산성을 높여주는 코드에디터 기능들 Humphery 2015.04.21 2692
494 XE8로 구현한 멀티플랫폼 클립보드 공유앱 런칭 file c2design 2015.04.19 1185
493 Thalmic Labs의 MYO Armband Delphi SDK Beta7입니다. 쭈니아빠 2015.04.18 1135
492 [XE8] 오프라인에서 도움말을 볼 수 있습니다.(CHM 형식) Humphery 2015.04.17 926
491 [XE8] 대화형 지도 컴포넌트로 구글맵과 애플 맵킷 한번에 사용하기 Humphery 2015.04.17 1650
490 [XE8] 멀티-디바이스 미리보기: 다양한 디바이스 화면을 미리보며 최적화된 화면 개발하기 Humphery 2015.04.17 1132
489 XE8 새로운 기능외의 개선사항 Humphery 2015.04.16 925
488 [XE8] 버전 컨트롤 시스템 IDE 통합(Mercurial 지원) [1] Humphery 2015.04.15 1376
487 [XE8] 근거리 위치기반 서비스를 개발할 수 있는 비콘(Beacon) 연동하기 [1] Humphery 2015.04.15 3941
486 [업데이트][XE7] iOS 8.1.3/8.2 서명과 프로비저닝 프로파일 지원 핫픽스(베타) Humphery 2015.04.14 1055
485 파이어몽키에서 외부 라이브러리 연동하기(jar, so, a) [3] Humphery 2015.04.14 3545
484 [따라하기] reFind 도구를 이용해 BDE 프로젝트를 FireDAC으로 마이그레이션 따라하기 [9] Humphery 2015.04.14 4146