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3DStatic

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6 Jun 2005 1  
An article to draw a 3D math function on a static control.

Introduction

I wanted to draw a 3D math function on a static control like "MatLab" does. Finally, I found a solution.

Consider that you want to plot a 3D Pixel Q (a,b,c) on a plane with X and Y directions. In (figure 1), I illustrate this. At first, you must move in X direction from O to P1. It is important to know |P1 O| = b. Then you must move in Y direction from P1 to P2 and |P2 P1| = c. Now you must move in 't' direction from P2 to Q. And |Q P2 | = a. In 3D space, 't' direction is X-axis, X direction is Y-axis, and Y direction is Z-axis.

Figure 1 � Plot a 3D Point on a 2D page.

We want to obtain Q(x,y), so �

Eq. 1

Using the code

First of all, add 3DStatic.h and 3DStatic.cpp files to your project. Select Resource tab from Workspace window, and select your dialog that you want to add a display static. Select Static Control from Control toolbox and draw it on the dialog (Figure 2). Change its ID from IDC_STATIC to IDC_MyStatic.

Figure 2 - Add Static and Button Control to your dialog.

Now it's time to add a member variable to your dialog class. Call Class Wizard to do it for you. Figure 3 shows you how to do it. In this case, we add a member variable m_MyStatic with type CStatic.

Figure 3 - Add member variable to your dialog class.

OK, open your dialog class header file, add this line on top of your class definition:

// 3DFunctionDlg.h : header file

//


#if !defined(AFX_2DFUNCTIONDLG_H__D5D048D5_079A_
    40BD_86A0_32A26253D2E5__INCLUDED_)
#define AFX_2DFUNCTIONDLG_H__D5D048D5_079A_40BD_
    86A0_32A26253D2E5__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000


#include "3DStatic.h"

///////////////////////////////////////////////////////////

// C2DFunctionDlg dialog


class CMy3DPageDlg : public CDialog
{
// Construction

public:
  CMy3DPageDlg(CWnd* pParent = NULL);  // standard constructor


// Dialog Data

  //{{AFX_DATA(CMy3DPageDlg)

  enum { IDD = IDD_MY3DPage_DIALOG };
  C3DStatic  m_MyStatic;    //We change it from CStatic m_MyStatic; 

                            //to C3DStatic m_MyStatic;

  //}}AFX_DATA


  // ClassWizard generated virtual function overrides

  //{{AFX_VIRTUAL(CMy3DPageDlg)

  protected:
  virtual void DoDataExchange(CDataExchange* pDX);  
           // DDX/DDV support

  //}}AFX_VIRTUAL


// Implementation

protected:
  HICON m_hIcon;

  // Generated message map functions

  //{{AFX_MSG(C2DFunctionDlg)

  afx_msg void OnPaint();
  afx_msg HCURSOR OnQueryDragIcon();
  //}}AFX_MSG

  DECLARE_MESSAGE_MAP()
};

//{{AFX_INSERT_LOCATION}}

// Microsoft Visual C++ will insert additional declarations 

// immediately before the previous line.


#endif // !defined(AFX_My3DPageDLG_H__D5D048D5_079A_40BD_

            //86A0_32A26253D2E5__INCLUDED_)

How does it work?

One of the important functions is Set3DPixel.This function changes a point in 3D space to a 2D point. It is a polymorphism function and in its second form, it plots the obtained point on static. It uses equation 1.

CPoint C3DStatic::Set3DPixel(C3DStatic::C3DPoint pPixel)
{
    //    x=lenght ; in t Direction |P2 Q|

    //    y=b ; in X Direction |OP1|

    //    z=c ; in Y Direction |P1 P2|


    //    newX=b-+lcos(isteep)

    //    newY=newX*tan(isteep)+c-b*tan(isteep)

    //    so...


    CPoint newP;

    float newX,newY;

    CString aa;

    newX=pPixel.y-pPixel.x*cos(iSteep);
    newY=newX*tan(iSteep)+(pPixel.z-pPixel.y*tan(iSteep));

    crColor=Set3DColor(pPixel.z);

    if ((newX<=pPixel.y && pPixel.x>=0) || (newX>=pPixel.y && pPixel.x<0))
    {
        newP=GetNewPixel(newX,newY);
        return newP;
    }
    else
    {
        newX=pPixel.y+pPixel.x*cos(iSteep);
        newY=newX*tan(iSteep)+(pPixel.z-pPixel.y*tan(iSteep));
        if ((newX<=pPixel.y && pPixel.x>=0) || (newX>=pPixel.y && 
                  pPixel.x<0))
        {
            newP=GetNewPixel(newX,newY);
            return newP;
        }
    }
C3DStatic::Set3DPixel(CDC* pDC,C3DStatic::C3DPoint pPixel,COLORREF crColor)
{
    //    x=l

    //    y=A

    //    z=B

    // newX=A-+lcos(isteep)

    // newY=newX*tan(isteep)+B-A*tan(isteep)

    //  so...


    CPoint newP,oldP;
    float newX,newY;

    CString aa;

    CPen pen (PS_SOLID, 1, crColor);
    pDC->SelectObject (&pen);

    newX=pPixel.y-pPixel.x*cos(iSteep);
    newY=newX*tan(iSteep)+(pPixel.z-pPixel.y*tan(iSteep));

    if ((newX<=pPixel.y && pPixel.x>=0) || (newX>=pPixel.y && pPixel.x<0))
    {
        newP=GetNewPixel(newX,newY);
        if ((newP.x>=0 && newP.y<=0) && (newP.x<=stcWidth && newP.y>=-stcHeight) )
            pDC->SetPixel(newP,crColor);
    }
    else
    {
        newX=pPixel.y+pPixel.x*cos(iSteep);
        newY=newX*tan(iSteep)+(pPixel.z-pPixel.y*tan(iSteep));
        if ((newX<=pPixel.y && pPixel.x>=0) || (newX>=pPixel.y && pPixel.x<0))
        {
            newP=GetNewPixel(newX,newY);
            if ((newP.x>=0 && newP.y<=0) && 
                (newP.x<=stcWidth && newP.y>=-stcHeight))
              pDC->SetPixel(newP,crColor);
        }
    }
}

C3DPoint is a structure with three member variables x, y, z to get a point in three dimensions.

    struct C3DPoint
    {
        float   x;              
        float   y;              
        float   z;              
    };

The next function is SetXSteep: this function sets a steep for X axis in 3D space. iSteep must be set before using the function Set3DPixel. The next function is GetNewPixel:

CPoint C3DStatic::GetNewPixel(float Oldx,float Oldy)
{
    CPoint NewPoint;

    NewPoint.x=int((stcWidth/(x_Max-x_Min))*Oldx-((stcWidth*x_Min)/(x_Max- x_Min)));
    NewPoint.y=int(stcHeight/(y_Max-y_Min)*Oldy-(stcHeight*y_Max)/(y_Max- y_Min));

    return NewPoint;
}

This function gets a CPoint variable in the Static scale. The static maximum and minimum value can be obtained by using this code:

CRect rect;
GetClientRect (&rect);
stcWidth=rect.Width();
    stcHeight=rect.Height();

In the constructor function, we can set a virtual scale for static width by defining x_Max and x_Min, and for static height by defining y_Max and y_Min. Note that variable Oldx must be between x_Min and y_Min and similarly for Oldy.

The most important part of the code is below:

for (j=y_Min;j<=y_Max;j+=(x_Max-x_Min)/500)
    for (i=x_Min;i<=x_Max;i+=(x_Max-x_Min)/500)
    {
        _3DPixel.z=MathFunc(j,i);

        if (_3DPixel.z>=MAXp)        MAXp=_3DPixel.z;
        if (_3DPixel.z<=MINp)        MINp=_3DPixel.z;

    }
    SetHighLowColor(MAX,MIN);

for (j=y_Min+.5;j<=y_Max;j+=(y_Max-y_Min)/2000)
    for (i=x_Min+.5;i<=x_Max;i+=(x_Max-x_Min)/2000)
    {
        _3DPixel.y=i;
        _3DPixel.x=j;
        _3DPixel.z=MathFunc(j,i);
        crColor=Set3DColor(_3DPixel.z);
        Set3DPixel(&dc,_3DPixel,crColor);
    }

Function MathFunc is a math function. In this example, we have:

float C3DStatic::MathFunc(float x,float y)
{
    return 2*sin(x*y/3);
}

The two next functions are SetHighLowColor and Set3DColor. The first attributes maximum value of MyFunc (MAXp) to pure red color and minimum value of MyFunc (MINp) to pure blue color. The second one sets a color for a given value of Mathfunc. Finally using Set3DPixel, we plot a pixel on the static.

Have fun.

License

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