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Under review

How do I display pipe properties?

Mark4965 9 years ago updated by anonymous 5 years ago 3

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.

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Middle mouse button

Anonymous 10 years ago 0
This discussion was imported from CodePlex

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

0

Bug in CameraController.AddRotateForce(double dx, double dy)

Anonymous 10 years ago 0
This discussion was imported from CodePlex

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.

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Question about the FPS calculation

Anonymous 10 years ago 0
This discussion was imported from CodePlex

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?)

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get normal associated to point

Anonymous 10 years ago 0
This discussion was imported from CodePlex

lioneloddo wrote at 2014-03-30 14:07:

I was wondering how it would be possible to get the normal associated to point determined such as in the FlightsDemo. In this demo, a method called "findnearestpoint" is used.
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:

The Viewport3D.FindHits extension method in this library returns HitResults that contains normal vectors!
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kinect integration

Anonymous 10 years ago 0
This discussion was imported from CodePlex

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)



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:

Hi, sorry for the question, but...

Where I could see th SpaceNavigator implementation?

Thanks

objo wrote at 2013-09-29 09:07:

You find the space navigator decorator in the HelixToolkit.Wpf.Input project and an example "Viewport features" in the example browser.
Tip: seach for "spacenavigator" in the solution and you will find all usages.
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Setting material property to a jpeg does not work

Anonymous 10 years ago 0
This discussion was imported from CodePlex

jeeva_sjce wrote at 2013-09-03 06:12:

Hi, I am using the earth demo to wrap a jpg/png image to a pipe3d but it just does not seem to work. I have also tried using the ImageMaterial property within the xaml but it does not work too. Any help will be appreciated.

Thanks,
Jeevan

objo wrote at 2013-09-05 07:56:

Is the pipe including texture coordinates?

jeeva_sjce wrote at 2013-09-06 11:50:

How do we set the texture coordinates?

jeeva_sjce wrote at 2013-09-30 10:20:

I was able to solve this problem by using the 3DToolsTEXT from codeplex api to generate the texture coordinates for a cylinder. One thing that I experienced is larger azimuths the image was distorted. Any particular reason for this?

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. :)
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Loading big 3d file(.3ds)

Anonymous 10 years ago 0
This discussion was imported from CodePlex

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. 

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Modelling

Anonymous 10 years ago 0
This discussion was imported from CodePlex

elkhalafy wrote at 2014-02-22 11:58:

Hello!

Guys,after sharpdx forked, Is there simple project about 3D modelling or editing on primitives ???

thanks, ..
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Remove X Direction Grid Lines

Alex 10 years ago updated by ไอยดา สุรีวงค์ 4 years ago 1
I am using the Helixtoolkit NuGet package in my Visual Studio C# program and it's working well. I am generating a grid with grid = new GridLinesVisual3D(); but I do not want the grid lines that go in the X Direction, I would like to have grid lines in only the Y Direction. I have looked a the GridLinesVisual3D.cs file and I know exactly what needs to be changed, but I don't know how to change it. Because I am loading in the entire package to Visual Studio, I can't see the individual source files in the program to edit them.

So my question is, what is the best way to go about removing the lines in the X direction.

Thanks.