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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
How to implement the VisualHelper.TraverseModel for loaded model
mateovidro wrote at 2013-03-07 22:32:
I try to use Visualhelper Class to subdivide the model graph of my imported model (.stl).
I try to use the Subdivision project and modify the UpdateModel(), but I get the triangle subdivision but not efect in the loaded model(Visual)
private void Load(string model) {
CurrentModel = ModelImporter.Load(model);
Visual3DHelper.TraverseModel<Model3D>(CurrentModel, ????);
I like the way to smoothing meshes but in code behind, loaded from database. Or any help!!
Thanks
Mesh reduction
pDeac wrote at 2014-08-20 14:49:
Is there any build in support in Helix 3D for reducing the triangles of a mesh geometry ?
Thanks
Paul
objo wrote at 2014-08-22 21:55:
We could add a feature request. Does anyone know how to do this?
Camera Controller - key board input for panning
Tungsten wrote at 2012-04-26 18:26:
Firstly, thank you for the great work.
My question relates to the behavior of the keyboard panning (shift-arrows).
Clicking left causes the camera to move to the right (model moves to the left). I realize this is is just a difference in perspective, however feedback I have received indicates that this is counter-intuitive to them. These folk are video game players in which the more common pan would yield the camera moving in the same direction.
Would it be possible to have an inversion property added? I investigated stealing keyboard events or overriding gestures, but the camera controller is attaching itself to the keydown event directly. The only option I found is to disable panning, however I still need panning to occur via addPanForce (which I invoke directly from an onscreen controller I created).
Thanks.
objo wrote at 2012-04-26 23:07:
I added a LeftRightRotationSensitivity property. Try to set this to -1 to invert the keys.
Tungsten wrote at 2012-04-27 00:17:
Thank you for the quick response.
The LeftRightPanSensitivity and UpDownPanSensivity are exactly what I need, however did you intend to not add the template bindings for all 5 new sensitivity properties (the 2 rotations were added). I am applying the properties to the CameraController directly for now.
objo wrote at 2012-04-27 06:48:
Of course, I had forgotten the 3 last ones. Thank you, fix submitted.
Rotate camera
solcruiser wrote at 2011-12-12 15:03:
Hi,
how can i rotate the camera in per code?
i can't find any methods for that in CameraController.
(or schould i use wpf's RotateTransform3D)
greetz chris
objo wrote at 2011-12-13 18:46:
you can use the "AddRotateForce" method - that's what the keyboard bindings are using.
If you need more custom rotations, I suggest you create a Quaternion and do the rotations on the LookDirection and Camera Position.
You find the camera rotation transformations in the RotateHandler class.
error in deisgner: The type 'HelixToolkit:HelixViewport3D' was not found. Verify that you are not missing an assembly reference and that all referenced assemblies have been built
Noylene wrote at 2013-01-21 14:47:
why do I have this error when opening XAML designer in any example project, or creating my own (adding reference manually or with Nuget, doesn't matter)?
In editor IntelliSense 'knows' namespace HelixToolkit but don't know anything inside it
Beside this, project compiles and runs
VS2010, .Net 4.0
mannest wrote at 2013-01-25 06:47:
I have same problem.
Did you build HelixToolkit.Wpf_NET40 project in x64 platform?
In my case, no problem in x86 platform built.
Anyway, I don't know how to solve that problem in x64 platform.
Noylene wrote at 2013-01-25 07:07:
No, it's x86, WinXP
JohnSourcer wrote at 2013-01-25 07:10:
It's a known problem and doesn't affect the build. There are several reports of this and workarounds/solutions. Most common seems to be issues with 64 bit vs 32 bit builds and dll's.
Help using Meshbuilder to create a line between two spheres
pyrrhicpk1 wrote at 2012-10-15 11:40:
Hi,
I am using the following code to draw a sphere in HelixViewport3D. Now I want to create a 3D line between two spheres. Any suggestions please.
Thanks
var meshBuilder = new MeshBuilder(false, false);
meshBuilder.AddSphere(new Point3D(0, 0, 0), 0.1f, 10, 10);
var mesh = meshBuilder.ToMesh(true);
modelGroup = new Model3DGroup();
var greenMaterial = MaterialHelper.CreateMaterial(Colors.Green);
var insideMaterial = MaterialHelper.CreateMaterial(Colors.Yellow);
mygeometry = new GeometryModel3D();
mygeometry.Material = greenMaterial;
mygeometry.BackMaterial = insideMaterial;
mygeometry.Geometry = mesh;
modelGroup.Children.Add(mygeometry);
myModelVisual3D = new ModelVisual3D();
myModelVisual3D.Content = modelGroup;
myview.Children.Clear();
myview.Children.Add(myModelVisual3D);
objo wrote at 2012-10-16 15:36:
use a cylinder? See MeshBuilder.AddCylinder
To draw a line, try LinesVisual3D.
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