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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!
Image Material with PipeVisual3D
Mrme wrote at 2014-03-25 10:31:
PipeVisual3D pi = new PipeVisual3D();
Material m = MaterialHelper.CreateImageMaterial("E:\\2.jpg", 1, UriKind.Absolute);
pi.Material = m;
helix.Children.Add(pi);
objo wrote at 2014-04-29 10:48:
Changing camera type
ddklo wrote at 2011-03-21 19:10:
Hi.
When I change the camera from a projection camera to a orthographic camera by setting the Orthographic property (after Loaded) on the HelixView3D camera movement is no longer possible. Am I missing something or is this a bug?
Regards
Dagfin
ddklo wrote at 2011-04-11 15:10:
Hi.
This issue seemed to be that the Camera property on the CameraController wasn't updated. When I set this manual camera movement works fine. It would be great if this could be the default behavior when changing the Orthographic property, for instance in OnOrthographicChanged in the HelixView3D class.
Regards Dagfinn
objo wrote at 2011-04-12 11:58:
hi Dagfinn, I just changed the CameraController to allow the HelixView3D to change camera. Thanks for the bug report!
Earth Scale
Hi, I'm trying to create an environment on the scale of earth, i.e. the main object is a map of earth and is 40,000,000 units wide, and I have actual scale buildings only 100 units long. It actually seems to work mostly ok but when I zoom in on the buildings, I get odd clipping effects that appear and disappear while I'm panning or orbiting around the buildings. Any ideas on how best to make this display reliably?
Tearing zoom or rotation of the shape.
DongMini wrote at 2012-08-22 10:02:
Tearing zoom or rotation of the shape.
Why is that?
Is there anyone able to help me?
objo wrote at 2012-08-24 09:47:
Sorry, I don't understand what you mean here. The figure is also missing.
DongMini wrote at 2012-08-24 11:00:
Zoom and Rotation, Capturer the shape of the screen is showing cracks
Left Image
- HelixViewport3D windows screencapturer
Right Image
- Viewprt3DHelper.Export(HelixViewport3D.Viewport, "d:\sample.png", null);
capturer image sample.png
Sample Image url = http://blog.naver.com/web_mini/50148576494
murray_b wrote at 2012-08-28 03:52:
I thought I would add that I get this problem as well.
It happens a lot for me when zooming into a screen of multiple meshes.
I am very interested to see if you can find a solution
objo wrote at 2012-08-28 06:49:
try to reduce the distance between the near and far plane of your camera. This will increase the accuracy of the z-buffer.
http://msdn.microsoft.com/en-us/library/system.windows.media.media3d.projectioncamera.nearplanedistance.aspx
http://msdn.microsoft.com/en-us/library/system.windows.media.media3d.projectioncamera.farplanedistance.aspx
http://en.wikipedia.org/wiki/Z-buffering
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
votecoffee wrote at 2014-02-26 02:25:
PanoramaCube3D - how to show a skybox
lightxx wrote at 2013-02-26 13:16:
I know that there's a sample included in the source code but I just can't get it to work using my own skybox images. the problem is the cube always looks like - well - a cube, and there are thin black lines where the sides of the cube meet.
Has anyone ever used the PanoramaCube3D for skyboxing and could provide a sample source code? FYI, there are some free skyboxes over here http://www.3delyvisions.com/skf1.htm
balameeta wrote at 2013-03-25 08:54:
The solution is as follows:
In your XAML, add this to your HelixViewPort3D:
RenderOptions.BitmapScalingMode="HighQuality" RenderOptions.EdgeMode="Aliased"
Your code should end up looking something like this: <ht:HelixViewport3D x:Name="viewPort" CameraMode="FixedPosition" RenderOptions.BitmapScalingMode="HighQuality" RenderOptions.EdgeMode="Aliased">
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight Color="White"/>
</ModelVisual3D.Content>
</ModelVisual3D>
<ht:PanoramaCube3D Source="Models\GrandHotel\" >
</ht:PanoramaCube3D>
</ht:HelixViewport3D>
That should fix the problem. The black lines will disappear completely. You MUST have both the BitmapScalingMode and the EdgeMode set for this to work.
All the best.
Amun
lightxx wrote at 2013-03-25 08:58:
balameeta wrote at 2013-03-25 10:06:
All the best for your project!
Amun
Gradient fill on 3D objects
SeanV12 wrote at 2013-06-06 22:46:
So if anyone can help, how would you give this tube a gradient?
TubeVisual3D tube1 = new TubeVisual3D();
tube1 .Path = new Point3DCollection();
tube1 .Path.Add(new Point3D(0, 0, 0));
tube1 .Path.Add(new Point3D(10, 10, 0));
tube1 .Diameter = 5;
Thanks for reading, and thank you for the toolkit.
objo wrote at 2013-06-07 12:10:
TextureCoordinates
property on the TubeVisual3D
. Set the texture coordinates for each point and use a gradient material!
See the StreamLines demo (but this demo uses the
MeshBuilder
, not the
TubeVisual3D
).SeanV12 wrote at 2013-06-08 16:15:
SeanV12 wrote at 2013-06-18 00:22:
For reference, what I'm trying to do is to make certain points along a tube's path different colors.
objo wrote at 2013-06-18 22:05:
The x-value is set by the specified values (should be normalized 0..1), and the y value corresponds to the position around the tube.
SeanV12 wrote at 2013-06-19 20:37:
Your quick replies are much appreciated, by the way!
Can you provide 'snapping' for Manipulators ?
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