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0

two viewports. One master, the other slave

Anonymous 10 years ago updated by ไอยดา สุรีวงค์ 4 years ago 1
This discussion was imported from CodePlex

steunissen wrote at 2011-07-28 11:00:

I have two viewports which should have identical camera positions and properties.

One viewport is used as a "master" in which I manipulate my camera (view point, position etc etc). The other view cannot be manipulated but should follow any camera change I make in the master view.

Possibly there are better solutions and I'd love to hear them, but this is how I solved it now :

I have added a HelixView3D.CameraChanged event to the master view. This copies all camera properties from the master to the slave :

 

NonShadedView.ViewHelix.Camera.Position = ShadedView.ViewHelix.Camera.Position;
NonShadedView.ViewHelix.Camera.FarPlaneDistance = ShadedView.ViewHelix.Camera.FarPlaneDistance;
NonShadedView.ViewHelix.Camera.LookDirection = ShadedView.ViewHelix.Camera.LookDirection;

....................etc.

 

The only thing not working is a change in Field of View.

I cannot find which property defines the Field of View. Possibly it is not set as public ?

Any help appreciated.

Sander.


steunissen wrote at 2011-07-29 13:03:

Found the answer myself:

reference the camera as a perspective camera and you are good to go ! The field of view property is available

 

Sander.


objo wrote at 2011-09-14 09:25:

see the new ContourDemo, it is using master-slave views.

0

Marching cubes

Anonymous 10 years ago 0
This discussion was imported from CodePlex

ADemo wrote at 2012-12-27 17:55:

Can we create a 3D isosurface (using Marching cubes or an other algorithm) with this fabulous library ? 

If no... I can find this algorithm some where but... what have we to do to connect the results to modelvisual3D ? 

Thank you for your answer

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InputBindings with overlapping controls

Anonymous 10 years ago 0
This discussion was imported from CodePlex

anwil wrote at 2012-03-15 15:24:

I have problems getting inputbindings to work if helixviewport is under other controls, that is, helixviewport is on the bottom of z-order. Reason for this is that I want to have some semi transparent controls to overlap the 3d viewport.

Any ideas how to solve this are greatly welcome... cheers!


objo wrote at 2012-04-05 01:51:

sorry, I am not sure how to solve this.. Let me know if there are errors in the inputbinding implementation!


anwil wrote at 2012-04-05 07:47:

I don't think this has not so much to do with Helix inputbinding. I ended up solving this by routing the events from overlapping controls directly to helixviewport.

0

MeshBuilder.AddTube

Anonymous 10 years ago updated by anonymous 8 years ago 1
This discussion was imported from CodePlex

xjindf wrote at 2013-09-28 15:50:

When the path turning point less than or equal to 90 degrees, the tube is not a smooth transition, such as: Path = "0 0 0 0 2 0 0.5 4 0 0.9 3.5 0", looking forward to your answer, thank you!

objo wrote at 2013-09-29 09:01:

RIght, the extrusion algorithm is very simplified and will not work well with sharp angles.
It would be very interesting to see improvements to this implementation!
See how the joins are solved in the GLE Tubing and Extrusion library (GPL).
I am not aware of any .NET implementations.
0

TerrainVisual3D

Anonymous 10 years ago 0
This discussion was imported from CodePlex

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!

 

0

texture mapping with intermediate surface

Anonymous 10 years ago 0
This discussion was imported from CodePlex

mannest82 wrote at 2014-02-21 07:28:

Hello.

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.
0

Scale based mesh parenting using Transform3DGroup

Anonymous 10 years ago 0
This discussion was imported from CodePlex

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... :)

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Under review

Does Helix 3D support Windows Store App development?

Anonymous 10 years ago updated by Øystein Bjørke 10 years ago 2
This discussion was imported from CodePlex

Oncogene wrote at 2013-04-08 11:57:

I am a newbie of WPF application development. Does Helix 3D support Windows Store App development? I tried to add HelixToolkit lib to a blank Windows Store App project and it returned an error. (not a supported scenario) I look foward to hearing your feedback. Thanks.

objo wrote at 2013-04-15 12:17:

No, this toolkit targets WPF.

In the future we may create a SharpDX based version that can be included in a Windows Store App!
0

Can you allow us to override a Manipulator's Material and BackMaterial ?

Anonymous 10 years ago 0
This discussion was imported from CodePlex

Aybe wrote at 2013-09-13 15:31:

Current implementation creates a MaterialGroup that consists of a DiffuseMaterial and a SpecularMaterial.

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:

Material and BackMaterial properties have been added to the Manipulator classes!

Aybe wrote at 2013-09-14 18:37:

Outstanding !

Thanks a lot :)
0

StereoView3D Easy to understand example.

Anonymous 10 years ago 0
This discussion was imported from CodePlex

MikeHole wrote at 2014-03-28 09:39:

Hi,

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:

We should try to fathom out how to make these controls better. I agree the stereo views are currently hard to use! I think the challenge is how to keep the two sets of visual trees in sync. Any ideas? I added https://helixtoolkit.codeplex.com/workitem/10041