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  • 02:15
    zoran55zoki commented #1696
  • 02:15
    zoran55zoki commented #1696
  • 02:14
    zoran55zoki commented #1696
  • Jan 26 21:56
    holance commented #1696
  • Jan 26 21:53
    holance commented #1696
  • Jan 26 00:11
    zoran55zoki commented #1696
  • Jan 25 21:42

    holance on 2.20.2

    Fix environment map getting bla… Merge pull request #1706 from h… (compare)

  • Jan 25 21:42
    holance closed #1706
  • Jan 25 21:25
    holance edited #1706
  • Jan 25 21:25
    holance edited #1706
  • Jan 25 21:21
    holance opened #1706
  • Jan 25 14:52
    zoran55zoki commented #1696
  • Jan 25 12:33
    holance commented #1705
  • Jan 25 12:32
    holance commented #1705
  • Jan 25 08:39
    AnakinCN opened #1705
  • Jan 25 04:39
    holance labeled #1698
  • Jan 25 04:39
    holance labeled #1698
  • Jan 25 04:39
    holance closed #1698
  • Jan 25 04:39
    holance closed #1702
  • Jan 25 04:39
    holance labeled #1702
Lunci
@holance
@atlesg You need a separate model to render your highlighted triangles. Just create a different mesh model and create your geometry you want to highlight on the fly.
Tai Le
@atlesg

@atlesg You need a separate model to render your highlighted triangles. Just create a different mesh model and create your geometry you want to highlight on the fly.

I see, but how can I get the clicked triangle? The only info I can get now is position of Rayhit, normals, and triangle indices. I mean I need to return 3 points of the facet when event MouseDown happens, how can I seize that info? Thank you

Lunci
@holance
you can get your triangle from the triangle indices, right?
@atlesg
Tai Le
@atlesg
you can get your triangle from the triangle indices, right?
At the moment I don't know how to do that :( I have list of vertexes like: 0.151,0.8965,0.861 and indices like: 1 2 3 4 5... 768, but how can I get the triangle? Is there any method to do that or I must write the algorithm myself?
Lunci
@holance
you don't need algorithm
get the vertices position with the triangle indices from your hit test. Basically like p1 = Positions[index1]; p2 = Positions[index2]; p3 = Positions[index3].
Then create a new mesh with these vertices, and create your triangle vertices array with Indices = new Int32Collection(){0, 1, 2};.
@atlesg
Or simply reuse previous mesh Positions and create a Indices = new Int32Collection(){index1, index2, index3};
Tai Le
@atlesg

get the vertices position with the triangle indices from your hit test. Basically like p1 = Positions[index1]; p2 = Positions[index2]; p3 = Positions[index3].

Thank you Sir, let me code this down real quick, get the result and go back to you!

Lunci
@holance
@SnowyWreath Never mind, I created the bug and push out the fix. Should be available in nightly build.
ChengdaGuo
@ChengdaGuo
@holance Thanks a lot! Perfect solution to my issue!
Lunci
@holance
@atlesg You need the triangle indices from the hit
Tai Le
@atlesg

@atlesg You need the triangle indices from the hit

Thank you, I have successfully seized these 3 points. Now it's time to build a triangle mesh :D

Lunci
@holance

@artipo

Hi, I was trying to add a custom ViewCube to my viewport, without sucess.
Following CustomViewCuboDemo I've added a 'ScreenSpacedGroup3D' to my 'Viewport3DX' (The project uses 'HelixToolkit.SharpDX.Core.Wpf').
If I set ScreenSpacedGroup3D's content as in the demo, everything works.
In my attemps I tried to set ScreenSpacedGroup3D's content via nodes systems as in image above.
ViewCubeNode is structured like this:
'GroupNode' containing 3 'LineNode', one for each axis.
Sadly the ViewCube don't appear where it should, but instead in the main scene, with all the other nodes.
Any ideas?

Currently the ScreenSpacedGroup3D only supports one layer of children. I will need to figure out a way to support multiple layers.

Federico Rossi
@artipo
@holance I admit I do not understand what you meant. Anyway I'll try to go without the use of SceneNodes.
Lunci
@holance
@artipo Basically you can't use group node under screen space node.
Federico Rossi
@artipo
Ok, clear enough :D I'll try to use Element3Ds directly on xaml then. Thank you very much!
Federico Rossi
@artipo
@holance Ok, i changed my custom ViewCube setup as in image
2020-11-27_14h49_54.png
2020-11-27_14h51_51.png
My problem now it's that i can't get Mouse3DDown to working. I am missing something? Is it not possible to hitTest a billboard?
Another question, is it possible to change ScreenSpacedGroup3D's default camera? I would like to try an orthogonal camera instead.
Lunci
@holance
@artipo Currently billboard does not support hit test in screen space group yet. Will need some time to implement the hit test for it.
13134423523
@13134423523
Hope to get your answer @ Gravemind2401
@Gravemind2401 You need to tune the depth bias to avoid z fighting.
Hello, I'm using the component process of Gis to load Google maps section of ellipsoid, the different layers of the biopsy, after treatment, the depth of the calculated error problem may cause the depth buffer, through access to information, I found that you can use the logarithmic depth buffer, to adjust the depth to solve this problem, but I did not found in the components of the depth of description, the position of the sources are vec4, but the position of the component is vec3, so what is the component of the depth of the attribute name?
Where is the depth of the model stored?
Federico Rossi
@artipo

@artipo Currently billboard does not support hit test in screen space group yet. Will need some time to implement the hit test for it.

Perfect, thank you for the info!

Timur Kelman
@TymurGubayev
Is there a way to set or measure the size of a SpatialTextItem? I'm trying to make something like a chess board in 3d -- which will be completely flat -- and put a custom text in each tile of the board. The TextDemo gives a general idea how to do that, and I can control the height of the text shapes via TextGroupVisual3D.Height, but I can't figure out how do I control the width too (I'd want the text to scale to best fit a tile).
kthyholdt
@kthyholdt
Is there some way I can subscribe to changes in Visibility for Element3D objects in code behind? Seems a bit complicated with the DependencyProperties.
Lunci
@holance
@kthyholdt There's a Visible Changed event in scene node you can hook up.
SwaroopSomanna
@SwaroopSomanna
Ive added "helix-toolkit-wpf-SharpDX" to my project and I'm trying to use a viewport3DX. I've added lights and camera to my viewport but the viewport is showing a blank black screen. I've not added any effects manager to my Viewport3DX. Is it necessary to add an effects manager to the viewport for the viewport to work and display models? If yes how do I add an effects manager to a viewport 3DX?
SwaroopSomanna
@SwaroopSomanna
Ok so I've added default effects manager as shown below:
SwaroopSomanna
@SwaroopSomanna
And it's still showing blank screen
SwaroopSomanna
@SwaroopSomanna
A blank black screen
SwaroopSomanna
@SwaroopSomanna
Ok now the viewport is working during runtime but in the designer it stays blank black
kthyholdt
@kthyholdt
@holance Nice. Thanks! :)
Tai Le
@atlesg
Hi! Does anyone here have experience with the topic of reducing polygon number? I want to apply it to simplify my model using Helix Toolkit using those algorithms.
Here is a link to a related paper: http://pds26.egloos.com/pds/201402/12/11/gdmag.pdf
Thanks!
SwaroopSomanna
@SwaroopSomanna
Does anyone know how to add a grid bed to the ViewPort3DX?
Lunci
@holance
@artipo I implemented the hit test for billboard in screen space group. Also supports group model inside screen space group. Please try latest nightly build.
ivanpetrus
@ivanpetrus
Hey there, how to create hole in the pipe for example, anyone can help me ?
Tai Le
@atlesg
Hi, what is the unit system in viewport3D, is it mm/cm/m? and can I change the unit of the viewport? Thank you
Lunci
@holance
@atlesg There's no such thing as unit defined in helix toolkit. You need to define the unit yourself and do a transform on your data for helix toolkit to render.
Tai Le
@atlesg

@atlesg There's no such thing as unit defined in helix toolkit. You need to define the unit yourself and do a transform on your data for helix toolkit to render.

Thank you! Now I understand

Shreyasj96
@Shreyasj96
Hi guys, Im new to HelixToolKit and i wanted to know if it was possible to animate an imported object using Helix Toolkit?
Tai Le
@atlesg
Hi guys, Im new to HelixToolKit and i wanted to know if it was possible to animate an imported object using Helix Toolkit?
I don't think it's possible...

Hi, I want to create a coordinate model on MouseDown whenever I click on the model. I already got the Point and Normal Vector from Raycast -> Triangle Facet. I did create Arrow model: Point 0 = position -> Point1 = position + direction |length of arrow|. Howevers, I don't know how to apply that to create a coordinate model CoordinateSystemVisual3D*

I guess we must kinda do some transformation since every created coordinate model is at the orgin 0,0,0

image.png

Lunci
@holance

Hi guys, Im new to HelixToolKit and i wanted to know if it was possible to animate an imported object using Helix Toolkit?

Helixtoolkit sharpdx version supports basic animation.

@atlesg You need to apply a translation transform to move your coordinate model to the location.