Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
  • Mar 31 18:09
    holance closed #1330
  • Mar 31 15:24
    KlaskSkovby commented #1330
  • Mar 31 15:15
    KlaskSkovby commented #1330
  • Mar 31 15:13
    KlaskSkovby commented #1330
  • Mar 31 14:43
    holance commented #1330
  • Mar 31 14:43
    holance commented #1330
  • Mar 31 14:42
    JeremyAnsel commented #1330
  • Mar 31 11:56
    KlaskSkovby commented #1330
  • Mar 31 11:55
    KlaskSkovby commented #1330
  • Mar 31 11:55
    KlaskSkovby commented #1330
  • Mar 31 11:55
    KlaskSkovby commented #1330
  • Mar 31 11:55
    KlaskSkovby commented #1330
  • Mar 31 11:49
    KlaskSkovby commented #1330
  • Mar 31 08:58
    JeremyAnsel commented #1330
  • Mar 31 07:42
    KlaskSkovby commented #1330
  • Mar 31 07:40
    KlaskSkovby commented #1330
  • Mar 30 23:37
    holance labeled #1330
  • Mar 30 23:37
    holance labeled #1330
  • Mar 30 23:37
    holance commented #1330
  • Mar 30 20:57
    KlaskSkovby opened #1330
Lunci
@holance
@borioan Assign Geometry3D.Colors for vertex color, use VertColorMaterial to display vertex color.
You can merge two LineGeometry3D into one.
@mmooremas TextureCoodinates is in MeshGeometry3D.TextureCoordinates
borioan
@borioan

I have the following code:

var LB1 = LineBuilder1.ToLineGeometry3D();
LB1.Colors = new Color4Collection();
var LB1linesCount = LB1.Indices.Count;
while (LB1linesCount-- > 0)
{
LB1.Colors.Add(SharpDX.Color.Yellow);
}

var LB2 = LineBuilder2.ToLineGeometry3D();
LB2.Colors = new Color4Collection();
var LB2linesCount = LB2.Indices.Count;
while (LB2linesCount-- > 0)
{
LB2.Colors.Add(SharpDX.Color.Blue);
}

Both LB1 and LB2 are filled perfectly. How can I merge the LB1 with LB2 ? I try LB1.AssignTo(LB2) but no success

venelin-p-petrov
@venelin-p-petrov
image.png
image.png
Hi! I am having trouble displaying a MeshGeometryModel3D using VertColorMaterial. It looks like the vertices are being rendered only when looking at them from the top. See above images. I am using the SharpDX version in WPF Core 3.0. Any ideas what might be causing the issue.
VidyaPuri
@VidyaPuri
Is there a way to edit\change a SceneNode inside SceneNodeGroupModel3D?
VidyaPuri
@VidyaPuri
Or you just remove the node and add new one? And then MoveNode in the case of Insert?
roievil
@roievil

hello I want to build an ASP.NET website where you can upload your 3D object, the object is then modified by Rhinoceros3D (a toolpath for a robotic arm will be added) and then I want to display the object with the added toolpath in my webpage and download it.
Is there a way to display 3D in a webpage using Helix toolkit and if not do you know some other library that would be an alternative?

Thank you,

Olivier

Kevin Grems
@kgrems
I need to add a rotated cube/box to my meshbuilder. What would be the best way to go about this?
Lunci
@holance
@venelin-p-petrov Did you set Cull Mode = BackFace?
@kgrems Do a transform.
@VidyaPuri SceneNodeGroupModel3D.AddNode/RemoveNode/TransferNode ?
VidyaPuri
@VidyaPuri
@holance yeah thats how i am using it right now, but was just asking if thats the way to go.. thank you
Katara98
@Katara98
Hi! How i can add black opaque outline to mesh? I tried to use PostEffectMeshOutlineBlur and PostEffectMeshBorderHighlight, but it doesn't work
tmanuel
@nyke07
Hello everone, anyone knows how can I attach the camera rotation only on the xy plane?
Michael Kirschner
@mjkkirschner
Hello all, - I'm looking at the custom shader demo and in the vertex stage it appears to pass some data from c# to the VParams field on the modelStruct which looks like a big struct of data passed to the shaders - so far so good. How do I go about adding a new entry to this struct which will be passed to the shader. Is that possible? Let's say I needed to send more data then is possible with VParams and BParams.
@nyke07 - I'm not sure I understand - but if rotation is locked in one plane, then won't the only axis free to rotate around by Z axis, so on property change of the camera, reset rotation to (0,0,Z) ?
Lunci
@holance
@mjkkirschner It is difficult to extend the existing struct. If you can reuse the variables, it would be easier. Otherwise you may want to create your own constant buffer and handles it in a custom material variable.
If you change existing struct, you need to change in helixtoolkit source code as well, since the source code is using same struct.
Michael Kirschner
@mjkkirschner
Thanks @holance, There don't happen to be any samples creating a custom material are there? If not and - I figure it out, I will try to make one.
Lunci
@holance
@mjkkirschner If you want to add your own constant buffer into mesh core, you can refer to https://github.com/helix-toolkit/helix-toolkit/blob/develop/Source/HelixToolkit.SharpDX.Shared/Core/CrossSectionMeshRenderCore.cs.
If you want to create your own material, refer to material variables. At some point we need to re-implement underlying rendering engine to provide easier way to customize shaders.
messy
@messyprogrames
is it possible to use the TransformManipulator3D with LineGeometryModel3D objects? i modified some settings in the ManipulatorDemo but trying to move the lines just breaks the manipulator
messy
@messyprogrames
also is a there a way to find the intersections between two 3D lines?
Mikael Silvén
@silven
There seem to have been many changes to volumetric rendering in 2.11. There is no longer a scaleFactor for example. Is there a decent writeup on the changes somewhere?
Mikael Silvén
@silven
Cuz it absolutely broke my application :D
Lunci
@holance
@silven What's the issue you are facing?
We change volume rendering to support mesh rendering inside volume cube.
Mikael Silvén
@silven
@holance I think I've got issues with the "camera inside volume" change, I need to zoom out before I see my volumes. If I twist and turn the camera I see only parts of it, as if the near plane was wrongly configured. Then there's a bunch of visual artifacts around the edges of the volume that's new. Lastly, the volume is not isometric anymore, and goes way outside the bounds I had envisioned for it.
Lunci
@holance
@silven Do you have a sample I can test?
Mikael Silvén
@silven
@holance Sorry, I don't/can't :(
mmooremas
@mmooremas
Is there an easy way to get the current zoom value on the HelixViewport3D when the mouse scroll wheel is used?
Christophe Pied
@PChristophe

Observation, as mentioned by a few colleagues, Viewport3DX doesn't seem to let us defining the camera controller VS the Viewport3D like as shown bellow:
<local:CameraController x:Name="CameraControl1" Camera="{Binding Camera, ElementName=thisControl}" CameraRotationMode="{Binding CameraRotationMode, ElementName=thisControl}" Viewport="{Binding ElementName=View1}"> <local:CameraController.InputBindings> <MouseBinding Gesture="RightClick" Command="{x:Static local:CameraController.RotateCommand}"/> <MouseBinding Gesture="Shift+RightClick" Command="{x:Static local:CameraController.PanCommand}"/> ... </local:CameraController.InputBindings> </local:CameraController>
In the case of the Viewport3DX, the CameraController is private and instianciated in the constructor. Is there a way I missed to get this code working on Viewport3D?..
If someone wonders why I want to do that, I need to build custom camera behaviors like tracking (position and/or rotation) of a moving object while keeping the camera's behaviors (arcball & pan).

Any hint is welcome :)

Or is there a way to make a camera and its commands relative to a custom transformation? This doesn't look like a supported feature sadly.
Tai Le
@atlesg
Hi! Is there away to import a STL/STEP model and get the normal vector information of the triangular facet which the mouse hovers above?
messy
@messyprogrames
i'm trying to add a PostEffectMeshBorderHighlight to a mesh upon selection but it's really thin and white despite specifying a color. is it a lighting issue? in addition to the color problem, is there a way to make the border thicker?
Lunci
@holance
@PChristophe You can use HelixToolkit.SharpDX.Core to use your own camera controller. Since the camera controller properties are tightly coupled with the viewport 3dx properties, I don't see a good reason to allow user defined camera controller at this point.
Lunci
@holance
@atlesg You need to hookup the mouse move event and doing Viewport3DX.FindHits inside the event.
@messyprogrames You can try to adjust NumberOfBlurPass/ScaleX/ScaleY properties. Color should work too. Could you provide a code on how you setup the color?
Tai Le
@atlesg
@holance Thank you, I will try it!
Minsung
@nbright
Hi, How can I do Instancing for Group?
Lunci
@holance
@nbright You can't do instance for group. you can assign same instancing matrices for individual mesh model in group manually.
Strypper Vandel Jason
@Strypper
image.png
I ran into this issue when I'm trying to build the UWP Example
Strypper Vandel Jason
@Strypper
Cannot deserialize XBF metadata property list as 'ItemsSource' was not found in type 'HelixToolkit.UWP.ItemsModel3D'
Strypper Vandel Jason
@Strypper
@holance
messy
@messyprogrames
@holance thanks! now that it's not so thin, it looks like the Color property is working :) i have a new problem with applying a material to mesh geometry, what am i doing wrong? https://github.com/messyprogrames/helixMeshMaterialEx
borioan
@borioan
I'm using FileLoadDemo from WPF.SharpDX examples to load a stl file and try to fit the model inside the screen. How can I use ZoomExtents() as I don't have any reference to helix:HelixViewport3D declared in my XAML? Thank you!