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Helix/SharpDX/WPF few questions
andyag wrote at 2014-07-27 00:47:
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:
- 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.
- 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:
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.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:
objo wrote at 2014-08-08 12:39:
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:
- As objo said, just make it possible to disable automatic updates and provide a method to trigger updates manually.
- 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.

How to change default world coordinates

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

Newbie. Getting started.
tfarnham wrote at 2014-04-27 04:56:
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:

Adding models/content to the HelixViewport3D in Helix 3D Toolkit
Rogad wrote at 2013-12-04 21:38:
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:

Load fbx file in helix 3D
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/

Finding intersection point between a PipeVisual3D and ModelVisual3D

3D Surface with Pointcloud
thanks for that great toolkit! Really like to work with it. Actually i am searching for a way to calculate a 3D surface out of a pointcloud. How am i able to do that? I allready got the points in a list (
The result should be a rectangle with drillholes.
I appreciate any kind of help.

BoundingSphere ,RayIntersection implementation ...
RuiTheAlmeida wrote at 2012-11-29 11:48:
Hi Objo and everybody,
First of all I want to congratulate you for this great Helix 3D tookit
I had to use one of the methods of class BoundingSphere and as it was not implemented so I did it. Feel free to test and include the code I'm sending here.
Best Regards,
Rui
public bool RayIntersection(Ray3D ray, out Point3D[] result) { result = null; bool inter = false; double h = this.center.X ; double j = this.center.Y; double k = this.center.Z; double ra = this.radius; double x1 = ray.Origin.X ; double y1 = ray.Origin.Y; double z1 = ray.Origin.Z; double a = x1 - ray.Origin.X * ray.Direction.X; double b = y1 - ray.Origin.Y * ray.Direction.Y; double c = z1 - ray.Origin.Z * ray.Direction.Z; //Quadratic solving double aQ = a * a + b * b + c * c; double bQ = 2 * a * (x1 - h) + 2 * b * (y1 - j) + 2 * c * (z1 - k); double cQ = x1 * x1 + y1 * y1 + z1 * z1 + h * h + k * k + j * j - 2 * (j * y1 + k * z1 + h * x1) - ra * ra; //Dscriminant double Q = bQ * bQ - 4 * aQ * cQ; if (Q >= 0) { double rx1 = (-bQ + Math.Sqrt(bQ * bQ - 4 * aQ * cQ)) / (2 * aQ); //First Root double rx2 = (-bQ - Math.Sqrt(bQ * bQ - 4 * aQ * cQ)) / (2 * aQ); //Second Root //first Intersection Point3D I1 = new Point3D(x1 + a * rx1,y1 + b * rx1 , z1 + c * rx1); //Second Intersection Point3D I2 = new Point3D(x1 + a * rx2, y1 + b * rx2, z1 + c * rx2); //ray inside sphere if ((ray.Origin - this.center).Length <= this.radius) { result = new Point3D[1]; //Check if the vectors have the same direction if (Vector3D.DotProduct(ray.Direction, I1 - ray.Origin) >= 0) { result[0] = I1; } else { result[0] = I2; } } else { result = new Point3D[2]; result[0] = I1; result[1] = I2; } inter = true; } else { inter = false; } return inter; }
objo wrote at 2012-12-04 19:45:
thanks for the code! Did you make this yourself, or do you have a reference?
I created some unit tests for this code, but could not get my last case (no intersection) to work:
[Test, Ignore] public void RayInterSection_NoIntersections() { var ray = new Ray3D(new Point3D(0.2, 0.3, 1), new Vector3D(1, 0.1, 0.1)); var sphere = new BoundingSphere(new Point3D(0.2, 0.3, 0), 1.0); Point3D[] result; Assert.IsFalse(sphere.RayIntersection(ray, out result)); Assert.AreEqual(sphere.Radius, sphere.Center.DistanceTo(result[0]), 1e-6, "Point is not on sphere."); Assert.AreEqual(0, ray.GetNearest(result[0]).DistanceTo(result[0]), 1e-6, "Point is not on ray."); }
RuiTheAlmeida wrote at 2012-12-07 05:12:
Hi objo,
I did the all code myself, and yes I have some references from Wikipedia and other common links that I will give.
I'm also finishing a detailed presentation with the all theoretical stuff, and I will post it all here.
Regards,
Rui
objo wrote at 2012-12-07 08:01:
Good! Can you also look at the "no intersections" case? Is there an error in my test?
I found some efficient implementations at
- http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
- http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter1.htm
- http://paulbourke.net/geometry/circlesphere/
- http://www.lighthouse3d.com/tutorials/maths/ray-sphere-intersection/
- http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
- http://www.ccs.neu.edu/home/fell/CSU540/programs/RayTracingFormulas.htm
RuiTheAlmeida wrote at 2012-12-09 19:11:
Hi Objo,
I've made some improvements, and you can find the new code below. I'm also posting some test cases. (I've changed your "no intersections" case )
You can also find my detailed explanation and references here
thanks,
Rui
public bool RayIntersection(Ray3D ray, out Point3D[] result) { result = new Point3D[2]; result[0] = new Point3D(double.PositiveInfinity, double.PositiveInfinity, double.PositiveInfinity); result[1] = new Point3D(double.PositiveInfinity, double.PositiveInfinity, double.PositiveInfinity); bool inter = false; double h = this.center.X; double j = this.center.Y; double k = this.center.Z; double ra = this.radius; double x1 = ray.Origin.X; double y1 = ray.Origin.Y; double z1 = ray.Origin.Z; //[a,b,c] = Ray.direction double a = ray.Direction.X; double b = ray.Direction.Y; double c = ray.Direction.Z; //Quadratic solving double aQ = a * a + b * b + c * c; double bQ = 2 * a * (x1 - h) + 2 * b * (y1 - j) + 2 * c * (z1 - k); double cQ = x1 * x1 + y1 * y1 + z1 * z1 + h * h + k * k + j * j - 2 * (j * y1 + k * z1 + h * x1) - ra * ra; //Dscriminant double Q = bQ * bQ - 4 * aQ * cQ; if (Q >= 0) //We have at least one possible Intersection { double rx1 = (-bQ + Math.Sqrt(bQ * bQ - 4 * aQ * cQ)) / (2 * aQ); //First Root double rx2 = (-bQ - Math.Sqrt(bQ * bQ - 4 * aQ * cQ)) / (2 * aQ); //Second Root //first Possible Intersection Point3D I1 = new Point3D(x1 + a * rx1, y1 + b * rx1, z1 + c * rx1); //Second Possible Intersection Point3D I2 = new Point3D(x1 + a * rx2, y1 + b * rx2, z1 + c * rx2); //Check if I1 is intersection by laying in the ray if (Vector3D.DotProduct(ray.Direction, I1 - ray.Origin) >= 0) { result[0] = I1; inter = true; } //Check if I2 is intersection by laying in the ray if (Vector3D.DotProduct(ray.Direction, I2 - ray.Origin) >= 0) { result[1] = I2; inter = true; } } return inter; }
TESTS:
[Test] public void RayInterSection_HasIntersections() { var ray = new Ray3D(new Point3D(0.2, 0.3, 0), new Vector3D(1, 0, 0)); var sphere = new BoundingSphere(new Point3D(0.2, 0.3, 0), 1.0); Point3D[] result; Assert.IsTrue(sphere.RayIntersection(ray, out result)); Assert.AreEqual(sphere.Radius, sphere.Center.DistanceTo(result[0]), 1e-6, "Point is not on sphere."); Assert.AreEqual(0, ray.GetNearest(result[0]).DistanceTo(result[0]), 1e-6, "Point "+ result[0] +" is not on ray."); } [Test] public void RayInterSection_NoIntersections() { var ray = new Ray3D(new Point3D(0.2, 0.3, 1), new Vector3D(1, 0.1, 0.1)); var sphere = new BoundingSphere(new Point3D(0.2, 0.3, 0), 1.0); Point3D[] result; Assert.IsFalse(sphere.RayIntersection(ray, out result)); Assert.IsTrue( double.IsInfinity(sphere.Center.DistanceTo(result[0])), "There is a finite solution 1."); Assert.AreNotEqual(0, ray.GetNearest(result[0]).DistanceTo(result[0]), "Point 1 is on ray."); Assert.IsTrue(double.IsInfinity(sphere.Center.DistanceTo(result[1])), "There is a finite solution 2."); Assert.AreNotEqual(0, ray.GetNearest(result[0]).DistanceTo(result[1]), "Point 2 is on ray."); } [Test] public void RayInterSection_TwoIntersections() { var sphere = new BoundingSphere(new Point3D(0.2, 0.3, 0), 1.0); var ray = new Ray3D(new Point3D(12, 23, 32), sphere.Center - new Point3D(12, 23, 32)); // vector away and pointing to the center of sphere Point3D[] result; Assert.IsTrue(sphere.RayIntersection(ray, out result)); Assert.AreEqual(sphere.Radius, sphere.Center.DistanceTo(result[0]), 1e-6, "Point 1 is not on sphere."); Assert.AreEqual(0, ray.GetNearest(result[0]).DistanceTo(result[0]), 1e-6, "Point 1" + result[0] + " is not on ray."); Assert.AreEqual(sphere.Radius, sphere.Center.DistanceTo(result[1]), 1e-6, "Point 2 is not on sphere."); Assert.AreEqual(0, ray.GetNearest(result[1]).DistanceTo(result[1]), 1e-6, "Point 2 " + result[0] + " is not on ray."); } [Test] public void RayInterSection_OnlyOneIntersection() { var sphere = new BoundingSphere(new Point3D(0.2, 0.3, 0), 1.0); var ray = new Ray3D(sphere.Center, new Vector3D(1, 0.1, 0.1)); // vector origin in the center of sphere pointing away Point3D[] result; Assert.IsTrue(sphere.RayIntersection(ray, out result), "No intersection"); Assert.IsTrue(sphere.Center.DistanceTo(ray.Origin ) <= sphere.Radius,"Ray origin outside sphere"); Assert.IsFalse( double.IsInfinity(sphere.Center.DistanceTo(result[0])) && double.IsInfinity(sphere.Center.DistanceTo(result[1])), "No Intersections"); Assert.IsFalse(!double.IsInfinity(sphere.Center.DistanceTo(result[0])) && !double.IsInfinity(sphere.Center.DistanceTo(result[1])), "Two Intersections"); } [Test] public void RayInterSection_TwoTangentIntersections() { var sphere = new BoundingSphere(new Point3D(0.2, 0.3, 0), 1.0); var ray = new Ray3D(new Point3D(sphere.Center.X + sphere.Radius, sphere.Center.Y + sphere.Radius, sphere.Center.Z + 50), new Point3D(sphere.Center.X + sphere.Radius, sphere.Center.Y, sphere.Center.Z) - new Point3D(sphere.Center.X + sphere.Radius, sphere.Center.Y + sphere.Radius, sphere.Center.Z + 50)); // ray tangent to sphere Point3D[] result; Assert.IsTrue(sphere.RayIntersection(ray, out result), "No intersection"); Assert.IsTrue(!double.IsInfinity(sphere.Center.DistanceTo(result[0])) && !double.IsInfinity(sphere.Center.DistanceTo(result[1])), "Less then two Intersections"); Assert.IsTrue(result[0]==result[1], "Solutions are not equal"); }
objo wrote at 2012-12-13 23:08:
thanks for the unit tests. I have done some modifications and submitted the changes!
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