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  • 16:35
    mdelanno opened #1405
  • 15:24
    taoyouh opened #1404
  • Sep 21 21:36
    KrabatTilt edited #1403
  • Sep 21 21:36
    KrabatTilt edited #1403
  • Sep 21 21:35
    KrabatTilt opened #1403
  • Sep 21 04:55
    MiroslavJ closed #1399
  • Sep 21 04:55
    MiroslavJ commented #1399
  • Sep 21 04:13
    ChrisonSimtian opened #1402
  • Sep 19 22:30
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  • Sep 19 22:27
    Terminatorder1 edited #1401
  • Sep 19 22:26
    Terminatorder1 opened #1401
  • Sep 19 01:40
    holance commented #1399
  • Sep 18 07:34
    Terminatorder1 closed #1400
  • Sep 18 07:34
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  • Sep 18 06:35
    MiroslavJ commented #1399
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    Terminatorder1 commented #1400
  • Sep 17 19:11
    holance commented #1400
  • Sep 17 19:09
    holance commented #1399
  • Sep 17 12:31
    Terminatorder1 opened #1400
Gravemind2401
@Gravemind2401
and can you customize the camera keybindings outside of the input commands? id like to invert the look rotation and add up/down movement keys but i dont want to interfere with hit testing needing the mouse events
Aparejador Motril
@mantunezr_twitter
How can I combine BatchedMeshGeometryModel3D with CrossSectionMeshGeometryModel3D?
Gravemind2401
@Gravemind2401
@mantunezr_twitter sounds like instead of using a batched mesh you would have to make a separate cross section mesh for each material and just put them into a group model
Aparejador Motril
@mantunezr_twitter
@Gravemind2401 thanks, I'll try.
Aparejador Motril
@mantunezr_twitter
is there any way to raise to 6 planes in CrossSectionMeshGeometryModel3D?
arunimb
@arunimb
I am new to helix toolkit and I have been experimenting with it for about a week. I want to show gridlines in the viewport but the gridline size should be relative to the geometry. Is there anyway to update gridlines at runtime? Thanks
wotnott
@wotnott
I have been stuck for several weeks trying to save an image from HelixViewport3D to a bitmap without user intervention (and ideally off screen, although that isn't essential). It seems to be basically a timing problem ,in that the image is not rendered to screen until code execution completes. Seems like an async? Any ideas? I have asked on StackOverflow - question 63008755 - but no solution forthcoming.
Lunci
@holance
@ChengdaGuo Invert your cutplane normal
@wotnott Helixtoolkit uses wpf composite render thread for rendering, you need to wait for next rendering to finish before saving the viewport to bitmap.
@arunimb You need to generate your guide line yourself by your geometry size
wotnott
@wotnott
@holance Thanks for the info about composite render thread. How do I know when rendering is finished in that thread? Is there an event I can use?
Géraud
@benazet
Hi ! noob here. I struggle getting started with SharpDX on my wpf app. I don't get any result while following the wiki 'getting started' pages. Is there any tutorial around ?
Lunci
@holance
@wotnott I think you can subscribe the composite render event and wait for few cycles
@benazet Try to run examples
ziyike
@ziyike
Hi! @holance I am trying to create a ClippingBox, i.e. 6 planes combined, and only show the meshes inside the box (The similar functionality can be found in SketchUp). However, the CrossSectionMeshGeometryModel3D only allows 4 planes. Any guides on how may I implements this? Thanks in advance!
ChengdaGuo
@ChengdaGuo
@holance thanks, I'll try.
Hello, how to set the window transparent backgroud?
ChengdaGuo
@ChengdaGuo
I creat a window as a child winow. And set the Background="Transparent", BackgroundColor="Transparent" in hx:Viewport3DX. It works fine if I don't bind the EffectsManager like below shows:
image.png
But if I bind the EffectsManager, it doesn't work. The source code like this:
<hx:Viewport3DX
    x:Name="overview"
    Margin="0,2,0,-2"
    Background="Transparent"
    BackgroundColor="Transparent"
    Camera="{Binding ContourViewPortCamera}"
    CameraMode="Inspect"
    EffectsManager="{Binding EffectsManager}"
    FXAALevel="Low"
    IsRotationEnabled="False"
    ShowViewCube="False">
    <hx:AmbientLight3D Color="#333333" />
    <hx:DirectionalLight3D Direction="{Binding Camera.LookDirection}" Color="#D6D6D6" />
    <hx:EnvironmentMap3D IsRendering="False" />
    <hx:PostEffectMeshBorderHighlight EffectName="highlight1" />
    <hx:PointGeometryModel3D Geometry="{Binding ContourLineModel}" Color="Gray">
        <hx:PointGeometryModel3D.Transform>
            <RotateTransform3D>
                <RotateTransform3D.Rotation>
                    <AxisAngleRotation3D Angle="90" Axis="0 1 0" />
                </RotateTransform3D.Rotation>
            </RotateTransform3D>
        </hx:PointGeometryModel3D.Transform>
    </hx:PointGeometryModel3D>
</hx:Viewport3DX>
Mario Lung
@MarioLung
hey is there a chance to get in the meshbuilder a trapezoid element? any knows it?
Lunci
@holance
@ziyike clipping plane requires shader change
@ChengdaGuo Try to disable FXAA, it doesn't support transparent
Lunci
@holance
@ziyike Up to 8 clipping plane is supported by this PR: helix-toolkit/helix-toolkit#1395

Hi, I am studying the demo "CrossSectionDemo". Like the screenshot shows, enable cut Plane, the Car mesh is clipped by the plane. How can I show the clipped mesh?

Change cutting operation property.

Lunci
@holance
@mantunezr_twitter we raised the total number of cutting planes to 8 planes
ziyike
@ziyike
@holance Thanks! I will try it out!
Gravemind2401
@Gravemind2401
I can make a transform matrix from yaw/pitch/roll using SharpDX.Matrix.RotationYawPitchRoll() but how do i decompose it back again? i dont see any SharpDX or Helix methods to convert a matrix or quaternion into yaw/pitch/roll or euler angles
i did find some code online to do it but its not working for rotations in certain ranges
Greg Meess
@gregmeess
Is there a way to keep manipulators at constant size? See example from non-helix-toolkit software (Meshmixer) here:
gif
Lunci
@holance
@gregmeess Are you using SharpDX version?
1 reply
Lunci
@holance
I believe the TransforManipulator3D is constant size
2 replies
@gregmeess
VergilXD
@VergilXD
Hi, I am new in Helix SharpDX, I have loaded a stl file, it shows correctly in the Viewport3DX when I zoom in like the scrrenshot shows, but when I Zoom out it show black spots.
image.png
image.png
Can you tell me if it is a problem with the stl file or I am missing some camera configuration?
Mikael Silvén
@silven
Looking at the Custom Shader example @ github. Why is it so gosh darn overly complicated to just set a custom shader on something?
Lunci
@holance
@VergilXD seems to be z fighting, try to reduce the camera far field distance
Lunci
@holance
@silven Well, when we develop helix toolkit, we tried to follow the mvvm pattern to expose commonly used shader parameters through c# variables and dependency properties. This limits the shader management design. In other game engines, since they provides their own editor, and compile the project into a package. Shader can be optimized during compile step. But helix toolkit doesn't provide such editor.
Maybe there's other good ways to simplify custom shader usage, but we don't have a big community to support this project, and all of us just maintain the project at our spare time. We don't really have a lot of resources to improve the custom shader implementation.
Mikael Silvén
@silven
@holance Didn't mean to lash out. I understand this isn't a high profile project. And the things it does do well I really appreciate. :)
I'm just coming from a background I'm used to having objects knowing about their own shaders. I realize this doesn't play too well with multiple render passes and post processing effects and so on. I just don't get all the different "Managers" and "Cores" and "Nodes".
Lunci
@holance
@silven Core is responsible for how to render object, node is to construct the scene, manager is to manage all the graphics resources.
Chris Hill
@robotron2084
Hello! I'm looking to see if there are some examples for using blend shapes and skeletal animation in helix-toolkit with WPF. Is it possible to do these things with Helix?
Lunci
@holance
@robotron2084 Skeleton is available in helix toolkit Sharp dx version
Chris Hill
@robotron2084
Thanks @holance . I've checked out the Bone Skin Demo and that seems to work, looking into its performance today. I take it that there is no blend shape support?
Chris Hill
@robotron2084
Well, it looks like Assimp won't even import a model that has blend shapes, so i'm guessing that's a no.
Tai Le
@atlesg
Hello is there any book to study Helix Toolkit / 3D Game Design in general to understand this topic thoroughly, I find that Helix Toolkit is super hard to understand since there are tons of definitions, objects and I do not know the what to use when programming :(