viewport3d

ViewPort3D: How to create a WPF Object (Cube) with text on it from Code behind

老子叫甜甜 提交于 2020-01-24 13:42:53
问题 I want to draw a set of 3D-Cubes, each Cube should display a name and also should have its own event handler when the cube is selected. Is it possible to implement it using code behind or xaml binding? 回答1: To draw a 3D cube from code behind I would use the Helix3D toolkit CubeVisual3D. However if you want to stick with stock WPF 3D elements it is fairly simple to implement. start here to Learn about Text in 3D enviroments http://www.codeproject.com/Articles/33893/WPF-Creation-of-Text-Labels

ViewPort3D: How to create a WPF Object (Cube) with text on it from Code behind

主宰稳场 提交于 2020-01-24 13:41:33
问题 I want to draw a set of 3D-Cubes, each Cube should display a name and also should have its own event handler when the cube is selected. Is it possible to implement it using code behind or xaml binding? 回答1: To draw a 3D cube from code behind I would use the Helix3D toolkit CubeVisual3D. However if you want to stick with stock WPF 3D elements it is fairly simple to implement. start here to Learn about Text in 3D enviroments http://www.codeproject.com/Articles/33893/WPF-Creation-of-Text-Labels

WPF 3D - Detirmine whether a ModelVisual3D is being clipped inside it's Viewport3D

半腔热情 提交于 2019-12-11 06:19:19
问题 I have a cube rendering inside a Viewport3D and i need to know a way to find out whether ALL of the cube is visible to the user. Edit:Just to be clear,..I'm not talking about clipping because of the near/far plane distance here. I mean the cube is to tall or wide to fit in the cameras field of view. Any help would be massively appreciated! Thanks in advance. 回答1: I can't offer a solution but I can, perhaps, point you in the right direction. What you need to get hold of is the extent of the 2D

Viewport 3D WPF C#

馋奶兔 提交于 2019-12-08 04:32:31
问题 Can you please show how to set and save the background color of the viewport3D. Whenever I save no background is visible only model, I tried the grid but that gets everything in the grid? Any help will do? 回答1: Viewport3D doesn't have a Background property so you need something behind it. your approach using a Grid is right, you might want to use a Border to enforce the use of a single child. <Border Background="Green"> <Viewport3D Width="640.0" Height="480.0" > <ModelVisual3D/> </Viewport3D>

Disable face culling in WPF

馋奶兔 提交于 2019-12-08 04:18:22
I'm starting experimenting with WPF 3D rendering, and one of the first problems I'm facing, is how to disable face culling. I know how to do that in DirectX and OpenGL, but I can't find a way to do that in WPF. Here is my ViewPort markup. The model is generated at runtime, and it's a MeshGeometry3D inside a GeometryModel3D <Viewport3D x:Name="viewport" DockPanel.Dock="Right" Margin="0" > <Viewport3D.Camera> <PerspectiveCamera x:Name="camera" FarPlaneDistance="50" LookDirection="0,0,-10" UpDirection="0,1,0" NearPlaneDistance="0" Position="0,0,5" FieldOfView="45" /> </Viewport3D.Camera>

Disable face culling in WPF

浪子不回头ぞ 提交于 2019-12-08 03:54:18
问题 I'm starting experimenting with WPF 3D rendering, and one of the first problems I'm facing, is how to disable face culling. I know how to do that in DirectX and OpenGL, but I can't find a way to do that in WPF. Here is my ViewPort markup. The model is generated at runtime, and it's a MeshGeometry3D inside a GeometryModel3D <Viewport3D x:Name="viewport" DockPanel.Dock="Right" Margin="0" > <Viewport3D.Camera> <PerspectiveCamera x:Name="camera" FarPlaneDistance="50" LookDirection="0,0,-10"

Viewport3D ModelVisuals3D not visible when inside Canvas

天涯浪子 提交于 2019-12-02 14:32:36
问题 If I put viewport3D inside Canvas my viewport3D is not visible anymore. If I remove Canvas then Viewport3D is visible again. What I'm doing wrong? <Canvas Width="900" Height="524"> <Viewport3D Name="mainViewport" ClipToBounds="True" HitTestVisible="False"> <Viewport3D.Camera> <PerspectiveCamera FarPlaneDistance="3500" LookDirection="0,0,1" UpDirection="0,1,0" NearPlaneDistance="1" Position="0,0,0" FieldOfView="66" /> </Viewport3D.Camera> <ModelVisual3D> <ModelVisual3D.Content> <AmbientLight

Ordering 2d/3d object behind other element

帅比萌擦擦* 提交于 2019-12-02 13:50:24
问题 As you can see in the link, I have two elements: first is image element which is taken from camera (using EmguCV) and the other one is viewport3d which renders 3d object. I also include 2d object (see the rectangle). When I run my program I see this. Yes indeed, the object (hand) will be ordered in front of the image. The question is how to order 2d/3d object behind the hand object? Is it possible to do it using single camera? Just like this one. Thanks in advance for your answers. 回答1: There

Viewport3D ModelVisuals3D not visible when inside Canvas

北城余情 提交于 2019-12-02 07:43:27
If I put viewport3D inside Canvas my viewport3D is not visible anymore. If I remove Canvas then Viewport3D is visible again. What I'm doing wrong? <Canvas Width="900" Height="524"> <Viewport3D Name="mainViewport" ClipToBounds="True" HitTestVisible="False"> <Viewport3D.Camera> <PerspectiveCamera FarPlaneDistance="3500" LookDirection="0,0,1" UpDirection="0,1,0" NearPlaneDistance="1" Position="0,0,0" FieldOfView="66" /> </Viewport3D.Camera> <ModelVisual3D> <ModelVisual3D.Content> <AmbientLight Color="White" /> </ModelVisual3D.Content> </ModelVisual3D> </Viewport3D> </Canvas> I think the

Ordering 2d/3d object behind other element

痴心易碎 提交于 2019-12-02 03:56:43
As you can see in the link , I have two elements: first is image element which is taken from camera (using EmguCV) and the other one is viewport3d which renders 3d object. I also include 2d object (see the rectangle). When I run my program I see this . Yes indeed, the object (hand) will be ordered in front of the image. The question is how to order 2d/3d object behind the hand object? Is it possible to do it using single camera? Just like this one . Thanks in advance for your answers. There are two ways of doing it. Use kinect depth map to find the distance of hand from camera. Do image