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How to make object invisible for mouse
Hello,
I have many objects loaded in a scene (part of a SortingVisual3D) and added a manipulator to each of them. Everything works perfectly.
Now I want to surround them by a transparent cylinder. Also this works.
The problem I have now is that the manipulators are not useable when the objects are in the transparent cylinder because the mouse is captured by the cylinder.
Is there a way to make the box invisible for mouse operations?
I am using Helixtoolkit for C# WPF

.obj importer doesn't work in wpf version
I use the last version of Helix. When I try to open obj files through ModelViewer in Examples, the program crashes.
In previous version of Helix the same.obj files opens correctly.
Am I doing something wrong?

Viewport 2D of 3D object and textureimage
Hello everybody,
Can some one help me please!
I have created a viewport using Helix tool kid. I put camera at the position (0,0,0). then I create sky box around camera then show the part camera can view to view port. My problem is when my view port is showing 1 part of image. How I can know where is the area showing in view port at 2D image that I used for texture to the cube?

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Unable to run WPF.SharpDX demos
I am trying to evaluate helixtoolkit for use in an existing WPF application. I cloned the repo and compiled everything, but when I try to execute any of the WPF.SharpDX examples I get an error message in the application:
System.InvalidOperationException: Cannot call this method without a back buffer. at System.Windows.Interop.D3DImage.AddDirtyRect(Int32Rect dirtyRect) at HelixToolkit.Wpf.SharpDX.DPFCanvas.UpdateAndRender() in C:\helix-toolkit\Source\HelixToolkit.Wpf.SharpDX\Controls\DPFCanvas.cs:line 753
However, I think this is a bit misleading. When I look at the code, it is failing on line 102 of DX11ImageSource:
this.renderTarget = new Texture(DX11ImageSource.device, target.Description.Width, target.Description.Height, 1, Usage.RenderTarget, format, Pool.Default, ref handle);
With the following exception thrown:
'SharpDX.SharpDXException' in SharpDX.dll HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.
I even tried making my own possibly simpler project and using NuGet to import the helixtoolkit libraries and I get the same error. At home I can execute everything on my personal computer so it appears to be some (mis)configuration on my work laptop. Both machines are Windows 10, using VS2017 with AFAIK updated drivers. I'm not sure where to go from here to diagnose the error.
I have also tried Microsoft's WPF DirectX Extensions (https://github.com/Microsoft/WPFDXInterop) and it works properly. Finally, I tried compiling SharpDX but it doesn't include any sample code for me to run. If anyone has any suggestions, I'd love to hear them.

Problem with transparent background at TextVisual3D
Hello,
is it correctly that the TextVisual3D only display the transparent backgorund from last insert TextVisual3D?
<helix:HelixViewport3D ZoomExtentsWhenLoaded="True" ShowCoordinateSystem="True" CameraMode="Inspect">
<helix:SunLight />
<helix:TextVisual3D Position="1,-1,1" Text="Hello" Foreground="Aqua" Background="Transparent" UpDirection="0,0,1" Height="1"/>
<helix:GridLinesVisual3D Width="10" Length="10" MinorDistance="1" MajorDistance="1" Thickness="0.01"/>
<helix:SphereVisual3D Center="0,0,0" Radius="0.5" />
<helix:EllipsoidVisual3D Center="3,3,3" RadiusX="2" RadiusY="3" RadiusZ="4" />
</helix:HelixViewport3D>
<helix:HelixViewport3D ZoomExtentsWhenLoaded="True" ShowCoordinateSystem="True" CameraMode="Inspect">
<helix:SunLight />
<helix:GridLinesVisual3D Width="10" Length="10" MinorDistance="1" MajorDistance="1" Thickness="0.01"/>
<helix:SphereVisual3D Center="0,0,0" Radius="0.5" />
<helix:EllipsoidVisual3D Center="3,3,3" RadiusX="2" RadiusY="3" RadiusZ="4" />
<helix:TextVisual3D Position="1,-1,1" Text="Hello" Foreground="Aqua" Background="Transparent" UpDirection="0,0,1" Height="1"/>
</helix:HelixViewport3D>
If flip in view from backside is transparency not work on other TextVisual3D.
<helix:HelixViewport3D ZoomExtentsWhenLoaded="True" ShowCoordinateSystem="True" CameraMode="Inspect">
<helix:SunLight />
<helix:GridLinesVisual3D Width="10" Length="10" MinorDistance="1" MajorDistance="1" Thickness="0.01"/>
<helix:SphereVisual3D Center="0,0,0" Radius="0.5" />
<helix:EllipsoidVisual3D Center="3,3,3" RadiusX="2" RadiusY="3" RadiusZ="4" />
<helix:TextVisual3D Position="1,1,1" Text="Hello" Foreground="Aqua" Background="Transparent" UpDirection="0,0,1" Height="1"/>
<helix:TextVisual3D Position="0.5,1.5,1" Text="Hello" Foreground="Aqua" Background="Transparent" UpDirection="0,0,1" Height="1"/>
</helix:HelixViewport3D>
How can i fix it?
regards Mario

helixViewport3D
how can I get rid of the box with the letters U and L in the bottom right corner of helixViewPort3D control?

SurfacePlotDemo: Points set to Double.NaN cause view cutted
I am trying to change the SurfacePlotDemo in which I want to not show a portion of the Points of the Rectangular Mesh. I tried to set the Points to Double.NaN and I can see the surface without the points but the view looks like cutted. The points that I want to exclude are excluded correctly, but the view seems to be cutted at some view angles.
If I rotate the camera the surface is shown correctly
Here is the code
public Point3D[,] CreateDataArray(Func<double, double, double> f)
{
var data = new Point3D[Rows, Columns];
for (int i = 0; i < Rows; i++)
for (int j = 0; j < Columns; j++)
{
var pt = GetPointFromIndex(i, j);
data[i, j] = new Point3D(pt.X, pt.Y, f(pt.X, pt.Y)*10);
if (i >= 0 && i < 10 && j >=0 && j < 100)
{
data[i, j] = new Point3D(double.NaN, double.NaN, double.NaN);
}
}
return data;
}
Is the only change with respect to the original example.
If I don't set any point to Double.NaN I see the surface correctly shown at any angle.
I am doing this on Windows 10 64bit, if I try on Win7 32 bit the cutting doesn't happen.
Questions:
Is setting points to NaN the correct way to not create parts of the regular mesh?
Are there any instructions to avoid this cutting?
Regards
Marco

HelixViewPort3D: How to Adjust FrameRate
How to improve WPF 3D rendering performance with adjusting FrameRate?

Combining Contours
Heya All,
I want the total contour of a mesh as if viewing from top-down on the z axis. I grab a contour every 1 mm on the z axis, and then move all points to 0 z-axis. Is there a method to contour around these points?
private void AddContours(MeshGeometry3D mesh)
{
//abort if the mesh is invalid
if (mesh == null || mesh.TriangleIndices.Count < 3)
return;
var bounds = mesh.Bounds;
List<Point3D> pointmap = new List<Point3D>(); //collects all the points from contouring
//setting the contour plane
Point3D plane = new Point3D();
Vector3D normal = new Vector3D(0,0,1);
//cycles through the mesh, grabbing a contour at each z interval
//combines all on 0 on the z-axis
for (double z = 0.1; z < bounds.SizeZ; z += 0.1)
{
plane = new Point3D(0, 0, z);
var segments = MeshGeometryHelper.GetContourSegments(mesh, plane, normal).ToList(); //calculates the contour
foreach (var point in segments)
pointmap.Add(new Point3D(point.X, point.Y, 0));
}
//convert pointmap to a contour
//done converting contour
var mb = new MeshBuilder(true, false);
mb.CreateNormals = false;
mb.AddPolygon(contour);
var model = mb.ToMesh();
DisplayModel();
}
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