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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.

Draw to texture
Basic WPF 3D allows to draw to texture in runtime, using RenderTargetBitmap in material. So, drawing in this bitmap instantly affects on mesh texture.
In Helix Toolkit the visible texture changes only after re-attaching model, or using AttachMaterial() in MaterialGeometryModel3D. But these actions finally use something like this "...DiffuseMap.ToByteArray()", and it totally wastes speed of execution;
Is there some way to overcome this and/or bind Bitmap (or it's pure byte[]) to DiffuseMap?
Or Helix Toolkit have fast method to chenge texture?
Thanks!

I need zoom factor instead of mm
behnam263 wrote at 2014-08-16 07:43:
I need zoom factor is there any built in zoom factor or something which i can use?
there is some explanation about zoom factor and zoom in mm in this link:
http://chrisjones.id.au/FOV/fovtext.htm
objo wrote at 2014-08-18 13:22:
I have added the feature in the issue tracker: https://helixtoolkit.codeplex.com/workitem/10068
behnam263 wrote at 2014-08-20 18:00:

cutting mesh
edui wrote at 2013-03-05 07:20:
I'm very new in wpf and helix3d.
I have a 3d mesh model. The center of model positioned at Point3D(0,0,0). I want to cut the mesh which all vertices in positif Y axis.
foreach (GeometryModel3D gm in mg.Children)
{
MeshGeometry3D mesh = (MeshGeometry3D)gm.Geometry;
Point3DCollection positions = mesh.Positions;
Vector3DCollection normals = mesh.Normals;
Int32Collection indices = mesh.TriangleIndices;
Point3DCollection newPositions = new Point3DCollection() ;
Vector3DCollection newNormals = new Vector3DCollection();
Int32Collection newIndices = new Int32Collection();
int c = 0;
foreach (Point3D p in positions)
{
if (p.Y >= 0)
{
newPositions.Add(p);
newNormals.Add(normals.ElementAt(c)); //I'm not sure in this line
newIndices.Add(indices.ElementAt(c));
}
c++;
}
GeometryModel3D gd = new GeometryModel3D();
MeshGeometry3D g = new MeshGeometry3D();
g.Positions = newPositions;
g.Normals = newNormals;
g.TriangleIndices = newIndices;
gd.Geometry = g;
gd.Material = MaterialHelper.CreateMaterial(Colors.Aquamarine);
nm.Children.Add(gd);
nm.Transform = new TranslateTransform3D(new Vector3D(d.Bounds.X, d.Bounds.Y, d.Bounds.Z)); //translate to another positioned
}
ModelVisual3D v = new ModelVisual3D();
v.Content = nm;
But i got the broken mesh. Any suggestions/ideas ? Best Regards;
DM
edui wrote at 2013-03-21 10:29:
I found the solution.
var n = new Vector3D(0,0.2,1);
var p = new Point3D(0, 0.5, 0);
var geo = MeshGeometryHelper.Cut(mesh, p, n);
var m = new GeometryModel3D(geo, gm.Material);
m.BackMaterial = Materials.Red;
var mv = new ModelVisual3D();
mv.Content = m;
view1.Children.Add(mv);
But i've another problem. When I added the manipulator (CombinedManipulator) to the ModelVisual3D object.
After rotating the mesh, I want to cut the mesh. But the cut direction still follow the mesh direction, not the viewport direction.
Any idea?
edui wrote at 2013-03-25 08:45:
to precisely cut the mesh, i need to convert the model coordinate to global coordinate.
Regards;
DM

Move all adorners during a Manipulator
gmgunderground wrote at 2014-05-16 12:02:
My translator is
translateManipulatorX.TargetTransform = mv.Content.Transform;
translateManipulatorX.UnBind();
translateManipulatorX.Bind(mv);
translateManipulatorX.Length = Math.Max(mv.Content.Bounds.SizeX, Math.Max(mv.Content.Bounds.SizeY, mv.Content.Bounds.SizeZ)) * 1.2;
translateManipulatorX.Offset = new Vector3D(mv.Content.Bounds.X + mv.Content.Bounds.SizeX, mv.Content.Bounds.Y + mv.Content.Bounds.SizeY / 2, mv.Content.Bounds.Z + mv.Content.Bounds.SizeZ / 2);
translateManipulatorX.Visibility = System.Windows.Visibility.Visible;
If I remove offset all is working, but adorners are not correctly centeredBest regards

How to create a thick cone
chinh_nguyen wrote at 2013-01-09 13:27:
Hi, how can I create a thick cone using the library, if I use the AddCone method without cap, it is too thin that in some angle, the cone disappear.
chinh_nguyen wrote at 2013-01-10 08:45:
Hi all, I achieved the disappear problem by setting BackMaterial properties. It is not a thick cone yet but solve my problem.
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