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How do I display pipe properties?
Good Afternoon,
First off, I've really enjoyed using Helix and as a new user of WPF and graphical programming, I have found Helix very easy to use as well a aid during my learning process. The work put into this project is much appreciated!
I am currently working on a program where the user can create various elements (pipes, spheres, etc.) by inputting the appropriate inputs and graphically display them in the viewport.
Up to now everything has been pretty straight forward. Where I've been hung up the last several days is how to display the properties of the elements once selected with the mouse. For example, if user creates a pipe and then selects it a window would display the diameter, inner diameter, and Point1/2 coordinates. From what I can tell the BuildingDemo might provide a good example as to how this is accomplished however the PropertyGrid remains blank when I select something.
If anyone could provide some insight or some example code I would be extremely grateful. If you need more information please let me know.
Middle mouse button
jst7 wrote at 2012-03-27 12:57:
Hey,
I'm succesfully catching the doubleclick event from the helixview BUT this event is not triggered when double clicking the middlemousebutton.
Any thoughts on what i could be missing?
p.s. same story when overriding the previewmouseevent!
objo wrote at 2012-04-05 01:35:
I guess this behaviour is caused by the ResetCameraGesture property being set to "MiddleDoubleClick". Try to change it to "None" or some other MouseAction!
jst7 wrote at 2012-04-05 10:05:
No results yet, but thanks for the reply
Bug in CameraController.AddRotateForce(double dx, double dy)
Elemental wrote at 2012-02-19 11:16:
Hello,
the method CameraController.AddRotateForce(double dx, double dy) always works as CameraMode.Inspect.
In my case, I have CameraMode set to WalkAround, which works fine for mouse controls, but keyboard control is wrong in that case.
I changed the method to
public void AddRotateForce(double dx, double dy)
{
if (!this.IsRotationEnabled)
{
return;
}
this.PushCameraSetting();
if (this.CameraMode == CameraMode.WalkAround)
{
this.rotationPoint3D = this.CameraPosition;
}
else
{
this.rotationPoint3D = this.CameraTarget;
}
this.rotationPosition = new Point(this.ActualWidth / 2, this.ActualHeight / 2);
this.rotationSpeed.X += dx * 40;
this.rotationSpeed.Y += dy * 40;
}
which does kind of work, but rotating left/right via keyboard is inverted compared to mouse control.
What is the reason for the inverted controls?
Best Regards
Bernd
btw: Just downloaded the latest source code and changing the CameraMode in CameraControlDemo does not work anymore.
objo wrote at 2012-02-21 20:59:
thanks for the feedback! I have only used the "Inspect" mode recently, it seems like the "Walkaround" mode is not working properly. I added it as issue 9949!
Elemental wrote at 2012-02-22 08:08:
Thank you.
Question about the FPS calculation
Elemental wrote at 2011-12-12 08:10:
I am running the CameraControlDemo and have activated the FPS counter. The FPS stays around 55FPS when I do nothing. When I rotate via mouse, it rises to about 110-120FPS. When I rotate via keyboard, it goes down to about 40FPS.
My question is:
Why do FPS rise when rotating via mouse, but go down when rotating via keyboard?
Best Regards
Bernd
objo wrote at 2011-12-12 20:40:
hi Bernd, the fps counter is counting frames by the CompositionTarget.Rendering event, which should fire at around 60Hz when the model is not too big. I think the mouse events have higher frequency and will force more frequent updates of the model, but I have not investigated how this works. I don't know why it goes down when using the keyboard, could it have something to do with the keyboard repetition rate?
http://msdn.microsoft.com/en-us/library/system.windows.media.compositiontarget.rendering.aspx
Elemental wrote at 2011-12-13 08:33:
The background of my question is that FPS calculation seems to be wrong for larger objects.
When I have objects with like 200 000 triangles, the FPS when rotating via keyboard is like 5 FPS.
The FPS when rotating via mouse is like 80 FPS. The 80 FPS cannot be true, because it does not look smooth anymore.
I was just wondering why there is this difference in FPS calculation, but it is not really a problem...
Best Regards
Bernd
objo wrote at 2011-12-13 18:42:
Right, using the CompositionTarget.Rendering event is probably not an accurate method of calculate the frame rate.
Let us know if you find a better way to achieve this! (is there some other event in the WPF3D render loop that could be used?)
get normal associated to point
lioneloddo wrote at 2014-03-30 14:07:
I don't know how this method works, but it would be very useful (at least for me) to know the normal at this point.
Thank you in advance for help.
objo wrote at 2014-04-29 10:37:
Viewport3D.FindHits
extension method in this library returns
HitResults
that contains normal vectors!kinect integration
sandualbu wrote at 2011-12-15 22:36:
This is a really cool project, i like it. I'm thinking about integration with kinect SDK. Wouldn't it be nice to zoom in/out and rotate objects using only hands movement?
objo wrote at 2011-12-19 09:16:
Yes, a demo using the Kinect SDK would be very interesting! Are you only thinking manipulating objects or also manipulating the camera? Which gestures could be used? Do you have links to some good kinect demos of 3D interaction?
sandualbu wrote at 2011-12-19 14:22:
i'm thinking about both..camera and object rotation... you can take a look at kinesis project. it performs zooming/scrolling and chart rotation (not on 3d objects, of course, but the idea can be developed more). Kinesis works with menus, but something which combine several movements can be built for manipulating 3d objects.
you can perform the rotatation operation as a real time rendering, depending on distance / elevation between hands, and not composed from multiple oprations (up/down/right/left), like kinesis is doing.
The most significant aspect i can think now, is to make kinect interaction as a kind of plugin, and not make helix dependent of it.
objo wrote at 2011-12-19 14:35:
Have a look at the SpaceNavigator implementation. Maybe the Kinect implementation can be done in a similar way (I don't think it should be handled as mouse/touch events).
I agree, a Kinect implementation should be in a separate assembly - suggesting the name HelixToolkit.Kinect.
I'll add the kinect sensor to my xmas wish list, so I can test this :)
sandualbu wrote at 2011-12-19 14:49:
is too hard what the space navigator is doing...I mean he wants to construct something....i think you want just to present 3dobjects, not build them with hands. I'm thinking more like what the guy is doing when presenting the universe with kinect (http://www.youtube.com/watch?v=GMZcz_tlGqw)
objo wrote at 2011-12-21 21:50:
Did you see
http://channel9.msdn.com/coding4fun/kinect/Kinect--3D--Fusion4D
http://www.interlab.pcs.poli.usp.br/fusion4d/
sandualbu wrote at 2011-12-22 07:49:
thta's just amazing. The only disadvantage is the red-cyan glasses. But the gestures used are pretty much like what I was thinking about your project. Of course, making the application render on 120hz display and a pair of active glasses will improve a lot the quality of image.
MrNikito wrote at 2013-09-12 17:33:
Where I could see th SpaceNavigator implementation?
Thanks
objo wrote at 2013-09-29 09:07:
Tip: seach for "spacenavigator" in the solution and you will find all usages.
Setting material property to a jpeg does not work
jeeva_sjce wrote at 2013-09-03 06:12:
Thanks,
Jeevan
objo wrote at 2013-09-05 07:56:
jeeva_sjce wrote at 2013-09-06 11:50:
jeeva_sjce wrote at 2013-09-30 10:20:
But, I must say this piece of software is mind blowing with the kind of capabiliites is has on offer! Kudos to you for such a fine job. :)
Loading big 3d file(.3ds)
starcrm wrote at 2012-07-27 14:43:
Hello, After Loading large 3d file(.3ds),when rotational model is too slow, what is a good way to improve?let rotating faster
objo wrote at 2012-08-09 00:53:
Reduce the level-of-detail? Sorry, it is not implemented in this library.
Remove X Direction Grid Lines
So my question is, what is the best way to go about removing the lines in the X direction.
Thanks.
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