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TerrainVisual3D
jacobya wrote at 2012-02-14 14:41:
Hi objo,
I'm trying to use the TerrainVisual3D class and I'm supplying it with a .bt file created with vTerrain's VTBuilder, however when it's rendered it shows up as a cube with a bunch of lines going through the center. I'm just wondering if the .bt file needs to be created in any specific format?
Thanks very much,
jacobya
objo wrote at 2012-02-14 14:59:
this sounds like a bug in the importer, can you compare with the .bt file in the example included in this project?
jacobya wrote at 2012-02-18 20:51:
I changed the Projection type of the .bt file from Geographic to UTM and I also changed the Datum from "North American Datum 1983" to "World Geodetic System 1984" and this seemed to render something closer to a terrain. I went in again and reduced the size of my terrain and it seemed to render everything properly. Thanks for your help!

texture mapping with intermediate surface
mannest82 wrote at 2014-02-21 07:28:
I'm searching for how to draw a texture on terrain surface such as the 'google earth'.
Google Earth supports an image overlay function.
That image is attached exactly on terrain surface.
Even a boundary of that image is an arbitrary quadrangle.
It's exactly what i want to.
You can see the similar function at the following link : http://vterrain.org/Misc/draping.html
i want to develope that function with WPF.
Do you have any idea?
Actually, I have an idea that texture mapping with intermediate surface.
But I don't know how to apply it with WPF.
Let me know please.

Scale based mesh parenting using Transform3DGroup
rahul2047 wrote at 2012-10-31 14:49:
I want to move black mesh relative to the green mesh as shown in the attached image below. I want to make green mesh parent to the black mesh as the change in scale of the green mesh also will result in motion of the black
mesh. It could be partial parenting or may be more. I need 3D rotation and 3D transition + transition along green mesh's length axis for the black mesh, relative to the green mesh itself.
Suppose a variable green_mesh_scale causing scale for the green mesh along its length axis. The black mesh will use that variable in order to move along green mesh's length axis.
How to go about it further?
Image: In image black mesh is moving relative to the change in scale of the green mesh.
I've done as follows:
GeometryModel3D GreenMesh, BlackMesh; // ... double green_mesh_scale = e.NewValue; Transform3DGroup forGreen = new Transform3DGroup(); Transform3DGroup forBlack = new Transform3DGroup(); forGreen.Children.Add(new ScaleTransform3D(new Vector3D(1, green_mesh_scale , 1))); // ... transforms for rotation n transition GreenMesh.Transform = forGreen ; forBlack = forGreen; forBlack.Children.Add(new TranslateTransform3D(new Vector3D(0, green_mesh_scale, 0))); BlackMesh.Transform = forBlack;
The problem with this is the scale transform will also be applied to the black mesh. I think i just need to avoid the scale part.
I tried keeping all the transforms but scale, on another Transform3DGroup variable but that also not behaving as expected.
Can MatrixTransform3D be used here some how?
objo wrote at 2012-11-02 22:31:
maybe you should try Stack overflow for this? I don't see any features from this library used here... :)

Does Helix 3D support Windows Store App development?
Oncogene wrote at 2013-04-08 11:57:
objo wrote at 2013-04-15 12:17:
In the future we may create a SharpDX based version that can be included in a Windows Store App!

Can you allow us to override a Manipulator's Material and BackMaterial ?
Aybe wrote at 2013-09-13 15:31:
Could you allow us to specify a Manipulator's material in a future release ?
Thank you.
Best regards
objo wrote at 2013-09-14 14:33:
Aybe wrote at 2013-09-14 18:37:
Thanks a lot :)

StereoView3D Easy to understand example.
MikeHole wrote at 2014-03-28 09:39:
I have been trying to fathom out how to use the StereoView3D and finding the examples to be over complicated and hard to fathom out simple use.
Can anybody provide a simple explanation of the control and how it's used?
Cheers,
Mike
objo wrote at 2014-04-29 10:45:

Building an ActiveX control from Helix
davepylatuk wrote at 2012-05-10 18:11:
Hello all,
This toolkit looks amazing, takes much of the grunt work out of building 3D wpf graphics. I am wondering how large a task it would be to build an ActiveX control using this toolkit? I have a requirement to build a control that can draw:
- 3D Cylinders and cones (with different textures)
- Rectangular 'pipes' (tubing)
- Text to annotate objects in the 3D space
- Lines and polylines
- Apply different colors and lighting to the scene
- Rotate, zoom, pan, print and export the 3D view
I am very new to Visual Studio... Thanks.
objo wrote at 2012-05-10 21:36:
see http://stackoverflow.com/questions/4134833/how-to-use-winforms-wpf-as-activex-control
Sorry, I don't know more about using WPF in COM/ActiveX.

Helix Solution not working.
Rogad wrote at 2014-05-30 17:16:
I hadn't updated my Helix for while, so I started fresh with TortoiseHg - I followed the instructions here :
https://helixtoolkit.codeplex.com/wikipage?title=Obtain%20and%20build%20the%20code&referringTitle=Documentation
But when I try to open HelixToolkit.Wpf.sln it throws this error :
UnsupportedIn the following migration report I get this :
This version of Visual Studio is unable to open the following projects. The project types may not be installed or this version of Visual Studio may not support them.
For more information on enabling these project types or otherwise migrating your assets, please see the details in the "Migration Report" displayed after clicking OK
HelixToolkit, "C:\Users\Roger\Documents\Visual Studio 2013\Projects\HELIX\Source\HelixToolkit\HelixToolkit.csproj"
HelixToolkit\HelixToolkit.csproj: The application which this project type is based on was not found. Please try this link for further information: http://go.microsoft.com/fwlink/?LinkID=299083&projecttype=786C830F-07A1-408B-BD7F-6EE04809D6DBThe rest of the files appear to be migrated okay as they all have ticks.
Now I cannot work on my project sadly. Could someone please help ?
Many thanks,
Rog.
Rogad wrote at 2014-05-30 17:19:
Rogad wrote at 2014-06-05 19:22:
objo wrote at 2014-06-25 10:00:
HelixToolkit.csproj
project is a portable class library. I think you have two options:
- You can change this to a class library to compile with VS Express.
- You can also remove the project and references in the solution, the project is not yet in use. This option will not work when code is added to that project

TubeVisual3D and Diameters
Lekarsenten wrote at 2013-02-16 20:25:
At first, I want to say "thank you", Your project is something awesome.
I didn't dive deep into Your code yet, but i have a question. As I can see, TubeVisual3D is an element for making curve tubes with variable diameters throug path - so, what i'm doing wrong?:
TubeVisual3D t = new TubeVisual3D();
t.Fill = System.Windows.Media.Brushes.Black;
Point3DCollection p3dc = new Point3DCollection();
List<double> diamlist = new List<double>();
double dx = 15;
double dy = 15;
double dz = 15;
double dd = 10;
int n = 30;
for (int i = 1; i < n; i++)
{
p3dc.Add(new Point3D(0 + Math.Pow((double)i / n, 3) * dx, 0 + ((double)i / n) * dy, 0 + ((double)i / n) * dz));
diamlist.Add(3.5 + ((double)i / n) * dd);
}
t.Path = p3dc;
t.Diameters = diamlist;
_HelixViewport3D.Children.Add(t);
and i'm got curve pipe with constant diameter of 1. Best regards.
p.s. sorry for my bad english, it isn't my native language)
objo wrote at 2013-02-16 22:18:
t.Diameters = diamlist;
t.Path = p3dc;
If you set the diameters last, the mesh will be generated twice. I will correct the bug.
lekarsenten wrote at 2013-02-17 07:15:

Disposing of Helix Viewport and contents
Rogad wrote at 2014-03-01 21:17:
My problem is this....I have two windows. One does operations on files and the second window shows the model in the viewport.
Even when I close the second window with the viewport, the system still has a connection with the files previously used by the viewport.
So when I return to window one I get an error that my files are already being used (by window two).
I thought using Close() on window two would clear things, but it does not.
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