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0

Is there a method to reset viewport to fit all the model?

Anonymous 10 years ago 0
This discussion was imported from CodePlex

chinh_nguyen wrote at 2013-01-10 15:35:

Hi,

I have with me all the Points3D's min, max X,Y,Z value. Is there a method to reset viewport to fit all the model?

0

Need help to set CuttingPlane group to cut models

Anonymous 10 years ago 0
This discussion was imported from CodePlex

terry_513 wrote at 2014-03-29 08:01:

In my Model I have N number of pipes attached one after other. Model is in CuttingPlaneGroup. All pipes are of same width, but of different length and drawn in an angle - i.e. all may not be in a straight line vertically. When I apply the cuttingPlane, I want all pipes to be cut from middle into halfs' vertically. MY cuttingPlane code is :
                <helix:CuttingPlaneGroup x:Name="cuttingGroup1">
                    <helix:CuttingPlaneGroup.CuttingPlanes>
                        <helix:Plane3D Normal="1,0,4" />                        
                    </helix:CuttingPlaneGroup.CuttingPlanes>
                    
                    <ModelVisual3D x:Name="model"  >
                    </ModelVisual3D>
            </helix:CuttingPlaneGroup>
With above code, 1st pipe cuts properly, but then other pipes are not cut properly from center and possibly last pipe may not be cut at all. The below image shows the output result of the code and what I am trying to explain :
https://drive.google.com/file/d/0B60M7Kj_SwHZS2ZFTXVqNHhoMGc/edit?usp=sharing



Can anyone help me know, how can I make all pipes cut from center. In the above case, their are 4 pipes, do I need to add 4 CuttingPlanes in the group ? If so, then how do I specify the x, y and the angle in which it has to cut ?

I searched a lot for the above problem on net, but couldn't find any solution or way for the same. Can you please help or guide me know how can I achieve what I am looking for ? I believe it should be possible, just that don't know how !!!

Any help is highly appreciated. Thanks.

objo wrote at 2014-04-29 10:39:

This may be a bug or limitation in the CuttingPlaneGroup element. Can you create a simple example that we can use to debug? This should probably be added to the issues list.
0

Camera LookDirection Automatically

Ardahan 9 years ago updated by anonymous 7 years ago 2

I adding to my viewport3d a model (STL file) using ModelImport function but first nothing show up. To see added 3DModel I have to do zoom out. My question is, are there any way to do dynamically/programmatically zoom out or rotate camera to the newly added model or anything needed to show it immediately.

I am using C# WPF.

0

Helix/SharpDX/WPF few questions

Anonymous 10 years ago 0
This discussion was imported from CodePlex

andyag wrote at 2014-07-27 00:47:

Hi everyone!

I'm looking for a 3D visualization library for WPF that provides a high-level API (at least higher-level than Vertex Buffers and shaders). I'm considering HelixToolkit.Wpf.SharpDX at the moment and absolutely impressed with what it does and how flawlessly it integrates with WPF/MVVM. I have 2 questions to clarify:
  1. As of today, is it possible to somehow disable antialiasing completely? I've checked the code and it looks like there's no way to configure it: there's logic that dynamically decides whether or not to enable it.
  2. I also see that there's a render loop - even if there are no changes to the scene, everything gets redrawn. Is it possible to somehow disable this behavior and instead trigger updates manually?

przem321 wrote at 2014-08-05 17:28:

andyag,

Regarding 1:
In the current sharpdx version you can disable anti-aliasing by removing the conditional compilation symbol MSAA prior to compiling the code. This applies to the forward renderer, if you want to disable anti-aliasing for the deferred renderer remove the symbol DEFERRED_MSAA. You will find the symbols by right-click on the HelixToolkit.Wpf.SharpDX project->properies->build->general.

Regarding 2: this is a direct3d renderer, there is a render loop, which cannot be removed.

andyag wrote at 2014-08-05 20:06:

p.1 - Yes, I've checked the code. Unfortunately, maintaining a custom set of binaries is not an option for me.
p.2 - Direct3D doesn't require a render loop. Even though it's a common approach in games (where things happen quite often), there's a bunch of scenarios when you only need to update the picture on demand.

przem321 wrote at 2014-08-07 15:28:

Well, I guess, I didn't made my point clear enough: this is a real-time rendering framework which is meant to work like a game as you said. There is no option to call the update manually, and such an option is not planned. However, basically you are right, one might trigger the update in D3D on demand. The framework uses D3DImage class to display the content, where the update frequency is bound to the CompositionTarget.Rendering event. You are free to modify it in order to fit your needs.

objo wrote at 2014-08-08 12:39:

I think the original idea was to create a solution that mimcs the WPF 3D scene graph as much as possible (supporting data binding and animations), but also making it possible to use shaders by SharpDX. Isn't the rendering loop just a shortcut we made to avoid keeping track of all changes and invalidating the model? I think it would be great if we could handle the invalidation and update only when the model has changed. Maybe a first step could be to add a flag to enable/disable the render loop and provide an Invalidate method? In that case the client application should be responsible for the invalidation.

Regarding the conditional compilation - can we get rid of this? Could it be possible to change the anti-aliasing at runtime?

andyag wrote at 2014-08-08 20:09:

Render loop is indeed just a shortcut. The 2 options I can think of are:
  1. As objo said, just make it possible to disable automatic updates and provide a method to trigger updates manually.
  2. Keep render loop, but add extra logic to only have it running as long as there are view model updates. The easiest would be just to enable the loop when view model is updated and then keep it running for next N (=1) seconds. If there are more updates while loop is enabled, keep it running for N more seconds. Then, after first N seconds without view model updates, stop the loop.
I can barely imagine someone trying to build a game with Helix 3D. It's just not what Helix 3D is good at. Instead, it's AMAZING for things like lightweight WPF-based CAD. In my case, I have an app with about 30 pages where on each page I show a single static geometry. The 2 cases when I need to render the scene are when user wants to switch to another page (happens about once per minute) and when user moves the camera (like few 5-second manipulations per minute when I actually need a decent frame rate).
0

How to change default world coordinates

Michael Powell 10 years ago updated 10 years ago 1
There's probably a simple way to do this, but how do I change the world coordinates? That is, when a default HelixViewport3D appears, and I include the gridlines, I want to extend this plane from its defaults.
0

How to read facets one by one from already loaded STL file?

Ardahan 9 years ago 0

I am loading STL file into viewport and then I want to read each facet in that model. In helixtoolkit STLReader class it is done from reading stream, but this methods is private so I can't call it in my program. Is there any public method for reading facets or should I override this existing methods?

0

Newbie. Getting started.

Anonymous 10 years ago 0
This discussion was imported from CodePlex

tfarnham wrote at 2014-04-27 04:56:

Hello,

I am having difficulty getting started with the Helix 3D Toolkit. I have cloned the repo and using Visual Studio Express 2013, I attempt to open the HelixToolkit.WPF.sln solution. Upon load, I receive the "Unsuported" notice which indicates that there is some sort of issue loading the HelixToolkit.csproj file. I'm not sure what I might be missing or the reasons for this file not being able to load. Please Help.

Thanks.

objo wrote at 2014-04-29 10:09:

I don't think "Portable class libraries" (PCL) are supported by VS Express. This means you need to download a prebuilt HelixToolkit.dll core library and change the references in the projects.
0

Adding models/content to the HelixViewport3D in Helix 3D Toolkit

Anonymous 10 years ago 0
This discussion was imported from CodePlex

Rogad wrote at 2013-12-04 21:38:

I thought I would drop this in here for others too if I get a solution. I asked over on Stackoverflow, hopefully someone will be able to help with what is probably a simple problem.

I figured some of us are not so advanced and may well encounter the same, or I am just an idiot !

http://stackoverflow.com/questions/20386519/adding-models-content-to-the-helixviewport3d-in-helix-3d-toolkit

Rogad wrote at 2013-12-05 14:22:

After some experimenting I found a solution, I left the answer over on Stackoverflow.
0

Load fbx file in helix 3D

Anonymous 10 years ago 0
This discussion was imported from CodePlex

charismatubagus wrote at 2013-01-18 11:32:

Hi All,

I am newbie in helix toolkit. I would like to load fbx file programmatically by using helix toolkit. How can I do that? So far this is my xaml file look like:


<Window x:Class="WPFHelixToolkit.MainWindow"
        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
        Title="MainWindow" Height="350" Width="525" xmlns:h="http://helixtoolkit.codeplex.com">
    <Grid>
        <h:HelixViewport3D Height="311" HorizontalAlignment="Left" Name="helixViewport3D1" VerticalAlignment="Top" Width="503" >
            <h:FileModelVisual3D x:Name="model3D" >
            </h:FileModelVisual3D>
        </h:HelixViewport3D>
    </Grid>
</Window>

Please help me. Thank you. 


objo wrote at 2013-01-18 13:05:

Sorry, this library does not read fbx files. Try Autodesk's SDK at http://usa.autodesk.com/fbx/

0

is there a way to lock camera in 1 axis?

Anonymous 10 years ago 0
This discussion was imported from CodePlex

behnam263 wrote at 2014-05-11 05:41:

Hi
I want to know that if there is a way to lock camera in one axis like (Z)?
i mean have a view like you work in 2D view with zoom and rotate over z only.
tnx.