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0

AnaglyphView3D ModelUpDirection

Anonymous 12 years ago 0
This discussion was imported from CodePlex

thecake wrote at 2012-10-12 13:46:

The HelixViewport3D has a ModelUpDirection property, which affects the turning directions of the Camera - the anaglyph view does not have this property.

How can I change the ModelUpDirection of the anaglyph view, that it corresponds with the Cameras UpDirection?

thanks!


objo wrote at 2012-10-14 16:00:

It should be possible to bind the ModelUpDirection of the CameraController inside the AnaglyphView. I added the issue http://helixtoolkit.codeplex.com/workitem/9970

0

If anyone is interested in solving my problem for $

Anonymous 12 years ago 0
This discussion was imported from CodePlex

BogusException wrote at 2014-07-22 19:57:

Experts,

I have tried over the past few weeks to get the Flights Demo (in VB) debugged, but even after writing to @objo privately and other posts here, I have no responses. That's fine... I understand it is only important to me.

So I went to Freelancers.com and posted a project there, with a $50 USD bounty. I don't want anyone here to think I am asking for their time without compensation. Volunteering and helping for free only go so far-I get it. So I am willing to get the help on your terms, by showing my appreciation with cash.

If you are interested, you can see the project here on freelancer.com...

I will choose a winning bidder in the next few hours.

Thanks, everyone!

pat
:)

MODERATORS: This is not a generic solicitation or advertisement. It is a problem specific to my implementing this CodePlex project (Helix 3D Toolkit), and is represented as such on both sites. In addition, this is the first time I've let the community know about opportunities to help for $.

objo wrote at 2014-08-08 12:46:

No problem, I hope you found someone that could solve the problem! I am interested to know how it went - was the problem solved? Sorry, I have very limited free time and cannot involve myself in all discussions at the moment.
0

Calling overridable method in the constructor ?

Anonymous 12 years ago 0
This discussion was imported from CodePlex

SagarDabas wrote at 2013-03-31 08:05:

I am doing little changes in QuadVisual3D by overriding Tessellate. AreaChart is the subclass of QuadVisual3D.
public static readonly DependencyProperty PointsProperty = 
DependencyProperty.Register("PointsList", typeof(Point3DCollection), 
typeof(AreaChart), new UIPropertyMetadata(null,
 GeometryChanged));


 public Point3DCollection PointsList
    {
        get
        { return (Point3DCollection)this.GetValue(PointsProperty); }

        set
        { this.SetValue(PointsProperty, value); }
    }
I am not able to instantiate PointsList property using this code :
<local:AreaChart PointsList="0,0,8 0,-10,11" Extrusion="2" />
I am getting Count as 0 (or null Exception if I don't give a default value in the PropertyMetadata).

It looks like Tessellate method is invoked in the constructor of MeshElement3D class.
Can you please suggest what should I do ?

SagarDabas wrote at 2013-03-31 09:35:

Ok, Got it. I used a temporary list to do the changes rather than directly modifying the property.
And initialized property with default values which is changed when the AreaChart constructor is invoked or it's fields are initialized.

Thanks for the awesome library.
0

HelixToolkit.Wpf.Input

Anonymous 12 years ago updated by anonymous 8 years ago 1
This discussion was imported from CodePlex

bluerobotz wrote at 2013-04-28 10:44:

When I open the ExampleBrowser project. in VS 2012 Express I get the warning "The referenced component 'HelixToolkit.Wpf.Input' could not be found.

When I buid the project I also get the following error:

Error 1 The "PepitaGet.RestorePackagesTask" task could not be loaded from the assembly C:\Users\Brad\Documents\Visual Studio 2012\Helixtoolkit\Source\Examples\ExampleBrowser..\Tools\Pepita\PepitaGet.dll. Could not load file or assembly 'file:///C:\Users\Brad\Documents\Visual Studio 2012\Helixtoolkit\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. C:\Users\Brad\Documents\Visual Studio 2012\Helixtoolkit\Source\Examples\ExampleBrowser\ExampleBrowser.csproj 674 5 ExampleBrowser


Any idea as to how I resolve this.

Thanks

Dave

objo wrote at 2013-04-30 23:12:

Is this in the SharpDX fork? The default fork should not have this problem. The PepitaGet.dll should be in ~\Tools\Pepita
0
Answered

Moving project to GitHub

Anonymous 12 years ago updated by Øystein Bjørke 12 years ago 1
This discussion was imported from CodePlex

objo wrote at 2014-08-26 11:24:

I would like to move this project to GitHub.
  • better issue tracker
  • better handling of pull requests
  • github pages
  • integration with appveyor

Rogad wrote at 2014-08-26 17:45:

Would you be able to keep the topics here ? It's just I have some bookmarked for reference...

BogusException wrote at 2014-08-26 19:39:

@Rogad,

Github is SCM, like Subversion... :)

Go check the site out...

Rogad wrote at 2014-08-26 20:44:

Yeah I now Github, I just was worried all the discussions will be lost...

objo wrote at 2014-08-27 08:37:

I think Stack Overflow can be used for questions on how to use the library: http://stackoverflow.com/questions/tagged/helix-3d-toolkit
The GitHub issues section can be used for discussions regarding bugs and new features.

objo wrote at 2014-08-27 09:35:

The source repository and open issues have been moved
https://github.com/helix-toolkit/helix-toolkit

BogusException wrote at 2014-08-27 21:53:

Oh. my... That is going in hook. line & sinker...

objo wrote at 2014-08-27 23:38:

Yee-haw, here we go! :-)
The worst is that I am planning to do this with all the CodePlex projects I am coordinating...
I have been a happy resident at CodePlex for a while now, but suddenly I figured out that GitHub gives the project a lot of new possibilities...
My only concern is the discussion forum and all the unanswered threads here... But they should still be reachable from the search engines....

BogusException wrote at 2014-08-28 18:04:

I'll bet if you ask, they've probably had someone write a perl script or some such to migrate message archives from places like CodePlex... If they have an API they can share, then it would not be hard to create one...

I'd be really surprised if it hadn't been done already...

I just hope the text editor is better than CodePlex's... That was an area they never fixed... :(



objo wrote at 2014-09-01 07:42:

Yes, it is possible to migrate the messages to a new forum, but I think Stack Overflow is a good alternative since it is already used for Helix Toolkit questions.
I am concerned about distributing the project over too many sites. You see the list at the bottom of the readme file is already quite long...
0

Material/Texture can't be loaded in HelixViewport3D

Anonymous 12 years ago updated by Khaliq Ansari 3 months ago 1
This discussion was imported from CodePlex

charismatubagus wrote at 2013-01-25 07:50:

Hi I am a newbie in HelixToolkit. I would like to load 3D model (.obj and .mtl) into the scene. However, I can only load the object. The material can't be seen.  

This is my code.

 

 

<h:HelixViewport3D Canvas.Left="377" Canvas.Top="253" Name="helixViewport3D1" Margin="195,190,185,12">
     <h:FileModelVisual3D x:Name="model3D" >
                
     </h:FileModelVisual3D>
</h:HelixViewport3D>
string _3DClothPath = (string)Application.Current.FindResource("3DClothes");
model3D.Source = _3DClothPath;
0

Box Selection

Anonymous 12 years ago 0
This discussion was imported from CodePlex

rinaldin wrote at 2013-10-27 13:25:

Hi all,
I'm trying for a long time to implement the box selection on the control using ContainerUIElement3D.

The last step in the box selection is to recognize which 3d objects are included, partially or totally, in the rectangle created with the mouse by the user ove the viewport.
To do this, I wrote the following code:
For Each element As ContainerUIElement3D In HelixViewport3D1.Children
                Dim position = Overlay.GetPosition3D(element)
                Dim position2D = matrix.Transform(position)
                If position2D.X > rectOrig.X And position2D.X < (rectOrig.X + rect.Width) And _
                   position2D.Y > rectOrig.Y And position2D.Y < (rectOrig.Y + rect.Height) Then
                    ' select element
                    Dim element1 = TryCast(sender, ModelUIElement3D)
                    Dim model = TryCast(element1.Model, GeometryModel3D)

                    If model.Material Is Materials.Green Then
                        model.Material = Materials.Yellow ' is selected!
                    ElseIf model.Material Is Materials.Yellow Then ' deselect
                        model.Material = Materials.Green
                    End If

                End If

            Next
but I receive every time an Invalid Cast exception in the first row (for each...); it seems I cannot use the ContainerUIElement3D inside the helixViewport.

Can you help?
0

AddExtrudedGeometry

Anonymous 12 years ago updated by ไอยดา สุรีวงค์ 5 years ago 0
This discussion was imported from CodePlex

rinaldin wrote at 2013-10-28 15:52:

Can you provide an example with meshBuilder.AddExtrudedGeometry?
I tried to use it, but with no success. Instead, the ExtrudedVisual3D works fine.

Thanks,
Giovanni

rinaldin wrote at 2013-12-20 20:31:

anyone?

objo wrote at 2014-01-07 22:34:

It is possible this is an obsolete method. (The MeshBuilder needs some refactoring)
Can you use the AddTube method? It can take a general section.

AnotherBor wrote at 2014-01-08 02:15:

Good to know!
Yesterday I wanted to check it out for Rinaldin but even though params were logically correct the mesh was wrong.
All the faces were compressed to a single plane that seemed to be defined by the first pair of points in the section.

objo wrote at 2014-01-08 07:30:

Second thought: it would be good to have the AddExtrudedGeometry method too. I see the intention was to extrude a section between two points which is much simpler than making a tube. I have added an issue: https://helixtoolkit.codeplex.com/workitem/10012
0

Newbie help please

Anonymous 12 years ago 0
This discussion was imported from CodePlex

Lainy wrote at 2013-10-18 23:04:

I've struggled with this most of today, I'm sure its simple.

Just how do I get helix control on my WPF application? I usually use VB but need\want to learn WPF as I want to learn some 3D object manipulation.

I added a helixToolkit.wpf.dll as a reference and expected a control to be available to drop onto my WPF app. But no...?

I have :
Imports System.Text
Imports System.Collections.Generic
Imports System.IO.Ports 'for COM port manipulations
Imports System.Windows.Forms
Imports System.Windows.Forms.FolderBrowserDialog

Imports System.Windows
Imports System.Windows.Media
Imports System.Windows.Media.Media3D
Imports HelixToolkit.Wpf

At the top of my MainWindow.xaml.vb...

Would be really grateful any pointers?

Thanks

DK_danik wrote at 2013-10-22 13:56:

Maybe you must do this one helixtoolkit documentation
0

Visual3D's pinned to the camera

Anonymous 12 years ago 0
This discussion was imported from CodePlex

RobPerkins wrote at 2012-11-08 17:28:

I'm trying to think of a way to add something like a BillboardVisual3D such that its position stays fixed relative to the camera. Ultimately it would have an ArrowVisual3D reaching from the Billboard into the model space itself, pointing at a feature. 

This would mean that as the camera is rotated, panned, zoomed, etc, the control would stay "stuck" to the front of the frustum, as it were. 

If I understand things correctly the camera in Helix3D is the thing doing the moving during panning, rotating, and zooming; no transformations are computed on the model itself. 

How would you approach this?


objo wrote at 2012-11-12 22:15:

Yes, in this library the camera properties are modified, not the world or camera transforms.

You need to update the 3D positions of your visuals each time the camera move. I think you could create a plane at the camera 'target' position, with the camera direction as the normal vector. Then use Viewport3DHelper.GetRay and Ray3D.PlaneIntersection to calculate the 3D positions.


RobPerkins wrote at 2012-11-12 23:05:

Good; that signifies an approach I could take. What if instead of doing that, we simply position the control in the visual tree as a 2D ContentControl atop the viewport, and then extend an ArrowVisual3D from the frustum front to a world coordinate? Would the same ViewPort3DHelper and Ray3D methods be useful, or is there something simpler?

(Yes, I can figure this out on my own, but I thought the discussion here would be beneficial to others.)


objo wrote at 2012-11-13 06:05:

Yes, that should also work - I have tested 2D overlays in the ExampleBrowser/OverlayDemo. The "target" adorner and "zoom by rectangle" features in HelixViewport3D are also 2D overlays.