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0

any reason why model importer doesnt support resources

Anonymous 11 years ago 0
This discussion was imported from CodePlex

mocaiv wrote at 2014-02-05 14:55:

Why do i have to have physical paths for all my obj and mtl files? i really dont want to deploy dozens of these model files to customers without first emedding them in a library. it appears the code supports physical paths only. After reviewing the code it would appear to be very simple to simply support streams and pulling from assembly resources. has anyone done this already before I add this myself?

objo wrote at 2014-02-05 15:16:

agree, it should be possible to provide a mechanism that loads the attached files from streams!
https://helixtoolkit.codeplex.com/workitem/10026
0

3ds Model'ss UVs Load Wrong

Anonymous 11 years ago 0
This discussion was imported from CodePlex

ZeroSigma wrote at 2013-03-13 18:42:

Hi, I'm trying to load a 3ds model that I exported out of Blender and everything goes fine but the texture looks wrong. Each face should have its own colour.

This is the code I use to load the model and assign the texture:
 _currentModel = ModelImporter.Load("../../Models/planetCube.3ds");
 Model3DGroup modelGroup = (Model3DGroup)_currentModel;

GeometryModel3D model = (GeometryModel3D)modelGroup.Children[0];

var texture = new ImageBrush();
texture.ImageSource = new BitmapImage(new Uri(@"../../Textures/uvTest2.png", UriKind.Relative));
            model.Material = new DiffuseMaterial(texture);
Here are the files:
http://dl.dropbox.com/u/43365724/planetCube.3ds
http://dl.dropbox.com/u/43365724/uvTest2.png

ZeroSigma wrote at 2013-03-16 08:22:

Solved it thanks to this article on stackoverflow: Why does TextureCoordinates work as expected for a Viewport2DVisual3D, but not for a GeometryModel3D?

Just set ViewportUnits on the ImageBrush to Absolute! :)

objo wrote at 2013-03-17 21:50:

I had a quick look at your model files - it seems like there is no texture defined in the .3ds file?
The StudioReader class already sets the ViewportUnits to Absolute, so I don't think any change is necessary in this library.
0

Cloth Simulation from 3D Object

Anonymous 11 years ago 0
This discussion was imported from CodePlex

charismatubagus wrote at 2013-02-20 06:49:

Hi,

I would like to know how I can load 3D Cloth Simulation file such as .obj from external software like Blender. Please reply with sample codes. Thanks a lot.

objo wrote at 2013-03-12 11:47:

It should be possible to load standard .obj files, use the ObjReader class. The Read method will return a Model3D. I don't know of any 'cloth' properties in the .obj file format, can you provide a link?

adrianreza wrote at 2013-03-25 03:51:

Hi, I have same question but little different, how can I implement cloth simulation with cloth model exported from 3D software like blender. I saw the cloth examples with flag model, is it possible for helixtoolkit to create similiar cloth simulation with cloth model and combine it with kinect sensor? Thanks.

objo wrote at 2013-04-15 12:57:

The VerletIntegrator may be reusable, but I will probably move this out of the library soon. I think you need a real 3D physics engine if you need to solve more advanced models. The cloth example was just a small test on WPF3D performance based on Thomas Jakobsens 'Advanced Character Physics' article.

The Kinect sensor is not supported in the toolkit (I don't want to add a reference to the Kinect SDK), but there is an example how to use Kinect with the toolkit!
0

Issue in FindAnyPerpendicular

Anonymous 11 years ago 0
This discussion was imported from CodePlex

rys322 wrote at 2012-02-03 16:55:

Objo,

1. First off thank you for all of your hardwork, helixtoolkit is truly amazing.

2. I believe I have found a bug in the FindAnyPerpendicular function of the Vector3DExtensions class. When called by AddTube the function can sometimes bombs out due to the Vector3D n being comprised of very small numbers and so the CrossProduct returns nan. I was able to resolve this issue by adding the line

n.Normalize();

as the first line of the FindAnyPerpendicular function. This does leave n normalized, so it might be better to create a copy of n first and normalize the copy and use that for calculating the crossproduct. 

3. I was also wondering if there is a way to force the a helixviewport to repaint or refresh. I have found that when I make changes and the mouse isn't over the toolkit the changes in my models are not shown until I mouse over the helixviewport.

 

Thanks,

Jordan


objo wrote at 2012-02-05 07:00:

#1: thank you!

#2: thanks for the bug report! See change list 74632. It seems it is not necessary to create a copy of the input vector first. I added some unit tests that also check that the input vector is unchanged.

#3: no there is no repaint/refresh command in HelixViewport3D or System.Windows.Controls.Viewport3D. There should be no need for it. Are you experiencing this with any of the properties of the Visual3D objects in this library? Then check that I have not forgot a property changed callback that updates the underlying model!

0

Possible bug in OBJ importer ?

Anonymous 11 years ago 0
This discussion was imported from CodePlex

Rogad wrote at 2014-02-26 15:12:

I've touched on this before, but thought I would start a fresh thread.

I have an .OBJ model with 5 groups.
The five groups use a combination of materials.
One group may refer to more than one material.
The .OBJ file contains 33 references to these materials within the 5 groups.

When I load the OBJ file via Helix I end up with a model with 33 groups rather than the expected and desired 5 groups.

It seems the importer is making groups/children from each material rather than the OBJ file group.

Is this behaviour intended ?

It makes it impossible to run code on a single group, because its been split up.

When viewed in the model viewer the model appears as desired so there is no problem with mapping the textures.

Rogad wrote at 2014-02-26 15:43:

P.S. The model loads fine in MeshLab

Rogad wrote at 2014-02-26 18:19:

Just pulling the old topic in here : https://helixtoolkit.codeplex.com/discussions/528072

I changed my mind again. I think I was on track when I was suggesting the importer was making too many groups.

Because I can now answer this question :

objo wrote:
Can a group contain meshes with different materials?
In that case it is possible that the importer adds a new model for each mesh. The output model could be changed to a hierarchy, where the first level correspond to the groups.
The answer is yes a group can contain meshes with different materials :)

If that could be be changed to a hierarchy as you suggest then that may work for the best.

Rogad wrote at 2014-02-26 22:35:

Was thinking... yeah I do that !

I was concerned that implementing the hierarchy might break a lot of people's code.

I overcame my problem with multiple groups by de-fragmenting my model before I import it into Helix.

I think I have to live with a mesh being broken into groups to suit the materials.

So really it's up to you if you want to change the way it works, though my vote would go for a hierarchy.
0

Error with PepitaGet.RestorePakackagesTask

Anonymous 11 years ago 0
This discussion was imported from CodePlex

GreenGiant83 wrote at 2013-02-12 14:06:

When trying to compile a few of the example projects, like the examplebrowser or the mvvmmanipulator, I get a build error regarding PepitaGet. What do I need to resolve it?

Error 1 The "PepitaGet.RestorePackagesTask" task could not be loaded from the assembly D:\Dropbox\Programming\CSharp\Examples\helixtoolkit_8c0d58aa0295\Source\Examples\ExampleBrowser..\Tools\Pepita\PepitaGet.dll. Could not load file or assembly 'file:///D:\Dropbox\Programming\CSharp\Examples\helixtoolkit_8c0d58aa0295\Source\Examples\Tools\Pepita\PepitaGet.dll' or one of its dependencies. The system cannot find the file specified. Confirm that the <UsingTask> declaration is correct, that the assembly and all its dependencies are available, and that the task contains a public class that implements Microsoft.Build.Framework.ITask. D:\Dropbox\Programming\CSharp\Examples\helixtoolkit_8c0d58aa0295\Source\Examples\ExampleBrowser\ExampleBrowser.csproj 674 5 ExampleBrowser

objo wrote at 2013-02-12 22:06:

Did you create a new solution file in a different directory? Then you need to correct the path to ~/Tools/Pepita/PepitaGet.dll in the .csproj files.
When the solution is in the ~/Source/ folder, the correct path is
<UsingTask TaskName="PepitaGet.RestorePackagesTask" AssemblyFile="$(SolutionDir)..\Tools\Pepita\PepitaGet.dll" />
0

Changes latest version?

Anonymous 11 years ago 0
This discussion was imported from CodePlex

davidop wrote at 2013-08-02 16:55:

What are the main changes in this latest version? I just have not found the change log.

objo wrote at 2013-08-08 08:19:

See the change list descriptions - click "History" under the "Source code" tab. A new version is normally built at every code check-in.

davidop wrote at 2013-08-08 09:56:

Thank you!. My question was because I was interested in the new version if it had included the limits of the camera zoom. We'll have to keep waiting.
0

How to pause/resume a rotation?

Anonymous 11 years ago 0
This discussion was imported from CodePlex

BogusException wrote at 2014-07-30 21:25:

Experts,

I had awful luck with rotating my object and it keeping it's lat/lon straight, so I did the below-which I think is rotating my camera around the single object I have...

I want to let me users stop & start the rotation (menu, keypress, all in code-behind), but all I can do now is either in XAML... I might be doing this wrong, and as a result the right way is eluding me..

Thoughts?

<Grid.Triggers>
        <EventTrigger RoutedEvent="Canvas.Loaded">
            <BeginStoryboard>
                <Storyboard>
                    <DoubleAnimation x:Name="camRotate360"  
                                     AutoReverse="False" 
                                     Duration="0:1:00" 
                                     From="360" 
                                     RepeatBehavior="Forever" 
                                     Storyboard.TargetName="camRotation" 
                                     Storyboard.TargetProperty="Angle" 
                                     To="0" />
                </Storyboard>
            </BeginStoryboard>
        </EventTrigger>
    </Grid.Triggers>
[...]
 <t:HelixViewport3D x:Name="view1" 
                       CameraRotationMode="Turnball"
                       ClipToBounds="False"
                       Grid.Column="0" 
                       IsChangeFieldOfViewEnabled="True"
                       IsHeadLightEnabled="True" 
                       IsHitTestVisible="True"
                       IsInertiaEnabled="True"
                       IsManipulationEnabled="True"
                       IsMoveEnabled="True"
                       IsPanEnabled="False"
                       IsRotationEnabled="True"
                       IsTouchZoomEnabled="True"
                       IsZoomEnabled="True"
                       LeftRightRotationSensitivity="5"
                       MouseDown="OnMouseDown" 
                       MouseMove="OnMouseMove" 
                       RotationSensitivity="5"
                       ShowCameraInfo="False"
                       ShowCameraTarget="False"
                       ShowCoordinateSystem="False"
                       ShowFieldOfView="False"
                       ShowFrameRate="True"
                       ShowTriangleCountInfo="True"
                       ShowViewCube="False"
                       SubTitle=""
                       SubTitleSize="0"
                       Title=""
                       TitleSize="0"
                       ZoomExtentsWhenLoaded="True" 
                       ZoomSensitivity="2"
                       ZoomAroundMouseDownPoint="True">
        <t:HelixViewport3D.Camera>
            <PerspectiveCamera Position="600,27400,0" 
                               LookDirection="0,1,0" 
                               UpDirection="0,0,1" 
                               NearPlaneDistance="0.01" 
                               FarPlaneDistance="Infinity" 
                               FieldOfView="40">

                <!-- I have to comment out the below to make the shape not rotate -->
                <!--<PerspectiveCamera.Transform>
                    <Transform3DGroup>
                        <RotateTransform3D>
                            <RotateTransform3D.Rotation>
                                <AxisAngleRotation3D Axis="0,0,1" Angle="0" x:Name="camRotation" />
                            </RotateTransform3D.Rotation>
                        </RotateTransform3D>
                    </Transform3DGroup>
                </PerspectiveCamera.Transform>-->

            </PerspectiveCamera>
        </t:HelixViewport3D.Camera>
0

Any Help

Anonymous 11 years ago 0
This discussion was imported from CodePlex

elkhalafy wrote at 2013-08-06 12:56:

peace on U

brothers, I want to create 3d modelling app with helix so can I do that with helix TK, or anyone know library for .net and compatible with Helix 3d TK for 3d modelling ?

I want anyone help me ,
Thanks,

elkhalafy wrote at 2013-08-09 14:03:

No answers ,

OK I want make modelling WPF 3D APIs with support of helix TK

Mrme wrote at 2013-08-12 15:52:

I can't see a question here. just go use helix and when you have troubles come back to ask
0

CompositionTarget.Render and ZoomExtents

Anonymous 11 years ago 0
This discussion was imported from CodePlex

Badgor wrote at 2013-11-01 19:43:

Hello,

This is probably a trivial problem, but I'm new to C# and WPF, and I've been scratching my head for some time now.
I'm using a CompositionTarget.Render, such that I can disable and re-enable some parts of the rendering (think I got this from the Points and Lines example).

Before I got all this to work, I used the Loaded += MainWindow_Loaded like in a lot of the examples. This included the ZoomExtents. A neat little feature.

I would like to know how I can incorporate this with the Compositiontarget.Render.

Some code below.
        public MainWindow()
        {
            InitializeComponent();
            DataContext = this;
            CompositionTarget.Rendering += this.OnCompositionTargetRendering;            
       }
        void OnCompositionTargetRendering(object sender, EventArgs e)
        {

            if (ShowEdges && lines == null)
            {
                lines = new LinesVisual3D { Color = Colors.Red };
                view.Children.Add(lines);
            }
            if (!ShowEdges && lines != null)
            {
                lines.IsRendering = false;
                view.Children.Remove(lines);
                lines = null;
            }
            if (ShowFaceNormals && faceNormals == null)
            {
                faceNormals = new LinesVisual3D {Color = Colors.Purple};
                view.Children.Add(faceNormals);
            }
            if (!ShowFaceNormals && faceNormals != null)
            {
                faceNormals.IsRendering = false;
                view.Children.Remove(faceNormals);
                faceNormals = null;
            }
            if (ShowFaces && faces==null)
            {
                faces = new ModelVisual3D
                {
                    Content = new GeometryModel3D
                    {
                        Material = Materials.Red,
                        BackMaterial = Materials.Blue
                    }
                };

                view.Children.Add(faces);
            }
            if (!ShowFaces && faces != null)
            {
                view.Children.Remove(faces);
                faces = null;
            }

            if (lines != null)
            {
                createWireframe();
            }
            if (faceNormals != null)
            {
                createFaceNormals();
            }
            if (faces != null)
            {
                createFaces();
            }
        }