For bugs and new features, use the issue tracker located at GitHub.
Also try the chat room!
Cuttingplane demo
etick wrote at 2013-02-16 11:56:
But have a question about the cutting plane demo!
Is it possible to draw the wall transparent or an simple axis where the cutting planes are.
And how can you manipulate them (move, add, remove)
objo wrote at 2013-03-12 11:44:
Light problem in Helix Sharp DX
Hello,
I am trying to build an obj file viewer using Helix Toolkit with SharpDX. So far I am able to load an object file and render it's contents to Helix Viewport3DX. Model looks good with some obj files but for others there are some lightning problem and back surfaces are always black. I am not sure what am I doing wrong. Is this light problem due to the fact that SharpDX does not support back materials??
Problem using Helix Sharp DX:
Original model looks like this in Adobe DC Reader:
Viewport3DX settings are:
<Window.Resources>
<hx:Viewport3DX x:Name="helixViewport"
relationship between HelixViewPort3D and ViewPort3D
Mrme wrote at 2013-08-05 11:09:
Mrme wrote at 2013-08-06 10:17:
objo wrote at 2013-08-08 08:26:
But do you need to replace the Viewport3D? Isn't it easier to replace the content of the viewport and update the properties of the camera?
Mrme wrote at 2013-08-08 10:41:
How to get the viewport 2D coordinates from a Point3D and viceversa?
fdhaene wrote at 2012-10-25 18:32:
Hi,
Is it possible to get the Viewport3D screen 2D coordinates from a Point3D and
viceversa: getting the Point3D from a 2D point in the Viewport3D.
thanks,
Filip
objo wrote at 2012-10-26 08:53:
See Viewport3DHelper.Point2DtoPoint3D and Viewport3DHelper.Point3DtoPoint2D
fdhaene wrote at 2012-10-26 10:10:
Point3D p1, p2; Point pIn = new Point(3, 3); if (Viewport3DHelper.Point2DtoPoint3D(viewport3D.Viewport, pIn, out p1, out p2)) { MessageBox.Show(p1.X.ToString() + "," + p1.Y.ToString()); }
objo wrote at 2012-11-02 22:36:
hi Filip, if your MatrixCamera has no inverse for the view/projection matrix I don't think it will be possible to un-project the point...
taking care of transforms with GetContourSegments and multiple models?
3dguy wrote at 2013-04-11 00:12:
I put out the example below and it gives the contours for the original sphere and not the end resulting scaled sphere.
Also is there a way to compute contours of a model group or is the only way computing contours of each object then joining them together?
Thanks.
Code:
//add a sphere to the model
MeshBuilder myMeshBuilder = new MeshBuilder();
myMeshBuilder.AddSphere(new Point3D(0, 0, 0), 2);
GeometryModel3D mySphere = new GeometryModel3D { Geometry = myMeshBuilder.ToMesh(true), Material = MaterialHelper.CreateMaterial(Colors.Pink), BackMaterial = MaterialHelper.CreateMaterial(Colors.Blue) };
ScaleTransform3D scaletrans = new ScaleTransform3D(2, 2, 2);
mySphere.Transform = scaletrans;
ModelVisual3D myMod3d = new ModelVisual3D();
myMod3d.Content = mySphere;
view1.Children.Add(myMod3d);
AddContours(myMod3d, 20, 20, 20);
//end result is the contoured original sphere and not the scaled up versionobjo wrote at 2013-04-15 12:45:
GetContourSegments
function as it is - working on a single MeshGeometry3D and not transforming the positions.
To support the transforms I think you should inverse(?) transform the position and normal of the contour plane! I think this is the best choice for performance...
Mouse Click
chimou wrote at 2013-06-06 11:09:
In my scene I have some cylinder and I want to select one of them by clicking on.
Thank you in advance
objo wrote at 2013-06-08 07:32:
http://msdn.microsoft.com/en-us/library/system.windows.uielement3d.mousedown.aspx
How to get MeshGeometry3D after applying ScaleTransform3D
First of all, many thanks for the great toolkit!
My app is simple STL viewer and it also could transform 3d models and apply cutting planes.
So, I make a trnasform:
model.Transform = new ScaleTransform3D(1, 1, 1 / compression);
How can I get an updated MeshGeometry3D? I need it to call
MeshGeometryHelper.Cut()
Thank you!
Stl Color
cedre wrote at 2013-03-21 12:09:
Thankx for your library !!! So great.
I add a Property Color on StLReader and FileModelVisual3D to set the color of the stl imported File.
and do this on the code : this.Materials.Add(MaterialHelper.CreateMaterial(Brush));
where Brush is my property
Do you think you could add this feature on a next release ?
Thankz
Cedre
objo wrote at 2013-04-15 12:24:
DefaultMaterial
property, which should be more general than a color. I hope this is ok!cedrelo wrote at 2013-04-15 13:08:
Perfect!
It will be include in the next release or is it in the source code now?
Thanks so much.
cedrelo wrote at 2013-04-15 13:10:
i just see your commit of today!!
Thanks
cedrelo wrote at 2013-05-23 11:25:
It's ok fot stl reader but you not include the defaultMatertial Property to FileModelVisual3D
so we can't do this :
<ht:FileModelVisual3D x:Name="Vehicle" DefaultMaterial="{ht:Material Blue}" />
Could you add it in a next release please ? Thanks
Cedre
objo wrote at 2013-06-07 11:39:
DefaultMaterial
properties to the .off, .obj and .lwo loaders.cedrelo wrote at 2013-06-07 11:57:
Really Thanks
cedrelo wrote at 2013-06-07 12:06:
/// <summary>
/// The default material property.
/// </summary>
public static readonly DependencyProperty DefaultMaterialProperty =
DependencyProperty.Register(
"DefaultMaterial", typeof(Material), typeof(FileModelVisual3D), new PropertyMetadata(null, SourceChanged));
Error on textured 3DS model load
LanceJZ wrote at 2012-12-04 00:35:
Here is a screen shot of the error, I was loading up a textured 3DS model using your model viewer sample. The same model exported to obj works. I tried it on a number of models as well, I get the same error. The model has a texture in the diffuse slot.
objo wrote at 2012-12-04 19:51:
ok, how is a material selected when you have multiple materials with the same name in the file? Use the latest defined material?
Then I think we can simply change the line with error to
this.materials[name] = mg;
objo wrote at 2012-12-13 23:01:
I have checked in the code. Let us know if it is still a problem.
UIElement3D and Camera movement
ddklo wrote at 2011-02-25 12:06:
Hi.
First off, thanks for a great toolkit.
By default IsHitTestVisible is set to "false" on the Viewport3D in the HelixView3D and this causes the UIElement3D's to not fire events. By changing IsHitTestVisible to "true" on the Viewport3D (would also be great if this could be done through XAML) the UIElement3D's fire events, but then it is not possible to move the camera. Do you know how I can have my UIElements3D's fire events and still be able to move the camera around when the mouse is over an UIElemnt3D?
Regards
Dagfinn
objo wrote at 2011-02-25 12:53:
hi Dagfinn, I think the CameraController should be modified so we can have IsHitTestVisible=true on the Viewport3D.
I'm not sure how to do this yet - I see the CameraController does not receive mouse events when the mouse is over elements in the viewport.
Adding it to the issue tracker!
Customer support service by UserEcho