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Cloth Simulation from 3D Object
charismatubagus wrote at 2013-02-20 06:49:
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:
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:
objo wrote at 2013-04-15 12:57:
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!

Issue in FindAnyPerpendicular
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!

Possible bug in OBJ importer ?
Rogad wrote at 2014-02-26 15:12:
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:
Rogad wrote at 2014-02-26 18:19:
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?The answer is yes a group can 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.
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:
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.

Error with PepitaGet.RestorePakackagesTask
GreenGiant83 wrote at 2013-02-12 14:06:
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:
When the solution is in the ~/Source/ folder, the correct path is
<UsingTask TaskName="PepitaGet.RestorePackagesTask" AssemblyFile="$(SolutionDir)..\Tools\Pepita\PepitaGet.dll" />

Changes latest version?
davidop wrote at 2013-08-02 16:55:
objo wrote at 2013-08-08 08:19:
davidop wrote at 2013-08-08 09:56:

How to pause/resume a rotation?
BogusException wrote at 2014-07-30 21:25:
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>

Any Help
elkhalafy wrote at 2013-08-06 12:56:
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:
OK I want make modelling WPF 3D APIs with support of helix TK
Mrme wrote at 2013-08-12 15:52:

CompositionTarget.Render and ZoomExtents
Badgor wrote at 2013-11-01 19:43:
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();
}
}

PipeVisual3D is transparency issue
Mrme wrote at 2013-11-04 14:26:
I added some models first and then added a PipeVisual3D , when I make the PipeVisual3D transparent by changing the Material and BackMaterial opacity, those models I added first appear just fine inside the pipe when I look from outside side, but if I added some models after I already add the PipeVisual3D, none of these appear , it looks transparent but it actually it is not , I would appreciate any clue
RobPerkins wrote at 2013-11-05 17:34:
Add your Visual3Ds in order of decreasing opacity to get the right effects.
Rob
Mrme wrote at 2013-11-05 18:43:
Thanks
RobPerkins wrote at 2013-11-06 15:02:
At times, I do this by specifying one list of Visual3Ds for the opaque stuff, and a second list for the non-opaque, stuff, and lay that out in the XAML. That pretty much guarantees the right behavior.
Rob
a5r wrote at 2013-11-06 15:24:

SharpDx version 2.5?
activity1 wrote at 2013-12-19 21:18:
the fork for SharpDx is on version 2.4.0.
My need is to add DirectD2D1 library, but I only have it since 2.4.2. However, when I change Helix3D/SharpDx to either 2.4.2 or 2.5 (latter needs modifications in Helix.SharpDx), only a white page is rendered.
Q1: Is that normal? I am using Windows7.
Q2: Are there plans to update, or is that the reason why it is on old version?
Q3: Else, my problem is that I do not find the D2D1 lib for SharpDx 2.4.0 on the web, could somebody please help or advise.
Thanks a lot in advance,
Helix3D is a great help,
rüdiactivity
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