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  • Jun 14 14:53
    holance commented #1585
  • Jun 14 14:52
    holance commented #1585
  • Jun 14 14:31
    eriove commented #1585
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  • Jun 14 09:15
    eriove commented #1585
  • Jun 10 23:44
    holance commented #1599
  • Jun 10 22:56
    zhichangxuexi opened #1599
  • Jun 09 19:12
    holance closed #1596
  • Jun 09 08:25
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  • Jun 08 00:59
    holance commented #1598
  • Jun 07 22:25
    holance commented #1596
  • Jun 07 18:24
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    GeorgeS2019 edited #1598
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    GeorgeS2019 opened #1598
  • Jun 07 11:51
    bouazaoui commented #1596
Jordan Chapman
@Nordaj
might just construct a 3d mesh manually because i dont see any way to disable that. if theres an easier strat im unaware of please lmk
Gravemind2401
@Gravemind2401
is there any way to use compressed vectors in Helix? i mean the direct x vectors like DecN4, DHenN3 etc that are stored in a uint or two shorts
on a similar note, when providing compressed texture data is there any way to disable transparency on a material so it ignores the alpha channel? i have compressed textures but i feel like decompressing them to remove the alpha channel is eating a lot of memory
or does helix decompress them anyway?
im trying to minimize memory usage by keeping things in their compressed state as much as possible
Gravemind2401
@Gravemind2401
@Nordaj if you need to outline things or make markers that point to certain locations, you can get the viewport's RenderContext and it has a GlobalTransform.ViewProjection which can be used to project points from world space to screen space. i used it to project the object bounding box so i could calculate its 2d rect bounds on the viewport. Im not sure about the drawing though, i only did the transforming.
i used it like SharpDX.Vector3.Project({myVector}, 0, 0, context.ActualWidth, context.ActualHeight, 0, 1, context.GlobalTransform.ViewProjection)
Jordan Chapman
@Nordaj
I got the view and projection matrices through a camera object which should be same matrices
Gravemind2401
@Gravemind2401
are you using SharpDX.Vector3.Project? you shouldnt have to manually invert the matrix. also the camera object should also have a reference to the RenderContext
Lunci
@holance
@Nordaj Could you provide an example (like a screenshot) on what you want to achieve?
Are you trying to project a 3D point onto screen space?
Aparejador Motril
@mantunezr_twitter
How can I open contextmenu in Helix Viewport3DX?
DeshpandeJanhavi
@DeshpandeJanhavi

I want to render a 3D plane with texture stored in a bitmap. I tried using setting texture coordinate values to pixel colors I got from bitmap, but the texture is not getting assigned.
var texcoords = new Point[rows, columns]; for int(i=0;i<rows;i++) for(int j=0; j<columns; j++) { Color pixelColor = bitmap.GetPixel(i,j); texcoord[i,j] = new Point(pixelColor.R/255, pixelColor.R/255); } surfaceMeshBuilder.AddRectangularMesh(Points, texcoord);

Is there any other way to achieve this? Or is there any way I can directly render bitmap in a 3D scene?

TechAspirant
@TechAspirant
How can I load 3DS file using HelixToolkit.Wpf.SharpDX.Assimp ?
void110916
@void110916
Hi, I'm a beginner developer. I'm using HelixViewport3D in wpf. I have some problem when using this tool:
  1. How to transmit or rotate model each frame?
  2. Is HelixViewport3D using GPU or I have to change HelixViewport3D into Viewport3DX?
Lunci
@holance
@void110916 You can do animation or manually update the transform in each frame using wpf composition target. Helix toolkit viewport is using GPU for mesh rendering. But lines and points are updated by CPU. If you need to render a lot of lines and points, you may want to use helix toolkit sharpdx version.
void110916
@void110916
@holance Did you mean HelixToolkit.Wpf.SharpDX, HelixToolkit.SharpDX.Assimp, HelixToolkit.SharpDX.Core or HelixToolkit.SharpDX.Core.Wpf ?
Lunci
@holance
@void110916 Depends on which dot net platform you are going to use.
void110916
@void110916
image.png
I'm using WPF .NET Framework 4.8 DLL and link it with WinForm element host. Whitch sharpDX is recommended to use?
Lunci
@holance
@void110916 HelixToolkit.Wpf.SharpDX
HelixToolkit.SharpDX.Assimp
void110916
@void110916
Got it. Thanks a lot.
david33-a11
@david33-a11
Hi, how can I draw a point cloud in a HelixViewport3D to show the structure of the points?
Do you Know any tutorial or examples?
I'm new with helix-toolkit, and I'm trying to do an interface with a 3D representation of a point cloud
Lunci
@holance
@david33-a11 Use HelixToolkit SharpDX version with PointGeometryModel3D to render point cloud.
david33-a11
@david33-a11
okay, thanks
and do you know any tutorial?
DeshpandeJanhavi
@DeshpandeJanhavi
hello, how do i know bounds of volumeTextureModel3D?
created the volume model using: volModel = new VolumeTextureModel3D();
DeshpandeJanhavi
@DeshpandeJanhavi
volModel.VolumeMaterial = volMaterial
aronbardsley
@aronbardsley
Hi All - I am using Helix Viewport3DX. I am using the EnvironmentMap3D property to specify an environment which my model can use to reflect the environment. But I want the background behind the model to be transparent. Is this possible?
Lunci
@holance
@DeshpandeJanhavi Volume bound is always 1x1x1 cube
@aronbardsley Environment map is a static image. Not sure why you want to reflect environment but not rendering the environment map.
Andrii Petruk
@Barbedx
image.png
Hi guys, there are some built in tool for draw a curved pipe by specified angle?
Like something in right side
1 reply
Jimmy Li
@ljmljz
Hi, Is it possible to clone a SceneNodeGroupModel3D object?
void110916
@void110916
Hi, I add a ModelVisual3D to my Helix Viewport3D, and this ModelVisual3D contains some model3Ds. But when I change the transform of these model3Ds, the final ModelVisual3D doesn't change. Is there any steps that can refresh the ModelVisual3D ?
Kim Kulling
@kimkulling
hi
Dimoniums
@Dimoniums
Hello, I'm using Helix SharpDX to display a collection of PointGeometryModel3D. I am attempting to use the built in "MouseDown3D="HelixView_MouseDown3D" to do hit testing, and can't seem to be able to select points. This approach works well for MeshGeometryModel3D and LineGeometryModel3D. Any advice?
Dimoniums
@Dimoniums
helix-toolkit/helix-toolkit#1416 Seems this issue existed before, but I don't see that it was corrected.
Lunci
@holance
@Dimoniums How many points in each of the PointGeometryModel3D in your case?
The issue only happens when there is only one point in PointGeometryModel3D.
Dimoniums
@Dimoniums

All points are in one ObservableCollection which is added to the view through a template

<DataTemplate x:Key="Point3DTemplate">
<hx:PointGeometryModel3D Geometry="{Binding Geometry}" Color="{Binding Color}" Size="{Binding Size}" Tag="{Binding Tag}" IsHitTestVisible="{Binding IsHitTestVisible}" FixedSize="True"/>
</DataTemplate>
<hx:ItemsModel3D ItemTemplate="{StaticResource Point3DTemplate}" ItemsSource="{Binding HelixPoints}"/>

Wait, If i understand correctly. When adding points to the list there should only be 1 point object which holds all point positions?
Lunci
@holance
@Dimoniums It's prefer to aggregate points into few point models for performance reason. It is better for gpu to just draw a lot of points in one pass than to draw points one at a time.
Dimoniums
@Dimoniums
I was doing one at a time to take advantage of the .Tag property. That way I can use hit test to find related data object. Now using .Indecies for same purpose. Hit test working.
Titibo26
@Titibo26

Hi everyone, I have a list of double[] representing points for some calculation. for now i'm adding points into the view by creating a point with corresponding coordinate and updating the geometry.
Now i need to remove some of theses points [using sharpDX]. Is there a way to link my double[] list to points of the geometry so when i remove a double[] from the list, it'll be removed from the geometry (and the view) ?

For now, when i have a point to remove, i'm iterating though all the geometry to find the corresponding point, and i feel like it's an uggly way to do.
Thank you

Lunci
@holance
@Titibo26 I believe you should only use single geometry to represents all the points. After updating your list of double[], simply re-generate the point geometry and assign to the point model.