Im trying to apply a material to my GeometryModel3D at runtime like so:
var model3D = ShardModelVisual.Content as GeometryModel3D;
var materialGroup = model3D.Material as MaterialGroup;
BitmapImage image;
ResourceLoader.TryLoadImage("pack://application:,,,/AnzSurface;component/path file/img.png", out image, ".png");
var iceBrush = new ImageBrush(image);
var grp = new TransformGroup();
grp.Children.Add(new ScaleTransform(0.25, 0.65, 0.5, 0.5));
grp.Children.Add(new TranslateTransform(0.0, 0.0));
iceBrush.Transform = grp;
var iceMat = new DiffuseMaterial(iceBrush);
materialGroup.Children.Add(iceMat);
Which all works fine, and the material gets added.
What I dont understand is how I can map the users click on the screen to the offsets that need to be applied to the TranslateTransform.
I.e. at the moment, x: -0.25 moves the material backwards along the X axis, but I have NO IDEA how to get that type of a coordinate from the users mouse click...
when I do:
e.MouseDevice.GetPosition(ShardsViewPort3D);
that gives me normal X/Y corrds of the mouse click...
Thanks for any help you can give!
It sounds like you want to slide the material around on your geometry when you click on it. Here's how:
Use hit testing to translate your X/Y coordinates from the mouse click into a RayMeshGeometry3DHitTestResult as described in my earlier answer. This will give you the MeshGeometry3D that was hit, the vertices of the triangle that was hit, and the relative position on that triangle.
Look up each vertex index (VertexIndex1, VertexIndex2, VertexIndex2) in the MeshGeometry3D.TextureCoordinates to get the texture coordinates. This will give you three (u,v) pairs as Point objects. Multiply each the (u,v) pairs by the corresponding weight from the hit test result (VertexWeight1, VertexWeight2, VertexWeight3) and add the pairs together, ie:
uMouse = u1 * VertexWeight1 + u2 * VertexWeight2 + u3 * VertexWeight3
vMouse = v1 * VertexWeight1 + v2 * VertexWeight2 + v3 * VertexWeight3
Now you have a point (uMouse, vMouse) that indicates where on your material your mouse was clicked.
If you want a particular point on your texture to move to exactly where the mouse was clicked, just subtract the (uMouse, vMouse) where the mouse was clicked from the (u,v) coordinate of the location in the material you want to appear under the mouse, and set this as your TranslateTransform. If you want to handle dragging, store the computed (uMouse,vMouse) where the drag started and the transform as of the drag start, then as dragging progresses compute the new transform as:
translate = (uMouse,vMouse) - (uMouseDragStart, vMouseDragStart) + origTranslate
In code you'll write this as Point additions. I spelled it out as (u,v) in this explanation because I thought it was easier to understand if I did so. In actuality the code to compute (uMouse, vMouse) will look more like this:
var uv1 = hit.MeshHit.TextureCoordinates[hit.VertexIndex1];
var uv2 = hit.MeshHit.TextureCoordinates[hit.VertexIndex2];
var uv3 = hit.MeshHit.TextureCoordinates[hit.VertexIndex3];
var uvMouse = new Vector(
uv1.X * hit.VertexWeight1 + uv2.X * hit.VertexWeight2 + uv3.X * hit.VertexWeight3)
uv1.Y * hit.VertexWeight1 + uv2.Y * hit.VertexWeight2 + uv3.Y * hit.VertexWeight3);
and the code to update the transform during a drag will look something like this:
...
var translate = translateAtDragStart + uvMouse - uvMouseAtDragStart;
... = new TranslateTransform(translate.X, translate.Y);
You'll have to adapt this to the exact situation.
Note that your HitTest callback may be called multiple times, starting at the closest mesh and moving back. It may even be called with 2D hits, for example if a 2D object is in front of your Viewport3D. So you'll want to check each hit to see if it is really what you want, for example during dragging you want to keep checking the position on the mesh being dragged even if it is no longer foremost. Return HitTestResultBehavior.Stop from you callback once you have acted on the mesh being dragged.
Related
I created an app to calculate the sizes of a multi-image, in order to use them in the Codename One designer.
As you can see in the screenshot below, my app has a slider and I get the width (in millimeters) of it. The problem is that the value of the selected width is incorrect. I tested the app on two Android devices and the measured lengths are different from the ones reported by the app.
You can see the full source code, however the relevant code is the following:
Label value = new Label("Move the cursor on the slider...");
Style thumbStyle = new Style();
thumbStyle.setFont(Font.createSystemFont(Font.FACE_MONOSPACE, Font.STYLE_BOLD, Font.SIZE_LARGE), true);
Slider slider = new Slider();
slider.setMaxValue(1000);
slider.setMinValue(0);
slider.setProgress(20); // Set the starting value
slider.setThumbImage(FontImage.create("|", thumbStyle));
slider.setEditable(true); // to it works as a slider instead of a progress bar
slider.addActionListener(e -> {
Integer valueSelected = slider.getProgress();
Integer sliderWidth = slider.getWidth();
Double inch = sliderWidth.doubleValue() / (slider.getMaxValue() - slider.getMinValue()) * valueSelected / 100.0;
Integer millimeters = Double.valueOf(inch * 25.4).intValue();
value.setText("Value selected: " + millimeters.toString() + " mm");
});
Thank you very much for any help
Millimeter measures aren't accurate. A device can return different values or ratios for the convert method than the value it returns for the density flag.
Unfortunately, Googles test suite to certify a device as "good" doesn't actually cover these things. There isn't much we can do about that.
I have a SCNPlane that I created in the SceneKit editor and I want 1 side of the plane to have a certain image and the other side of the plane to have another image. How do I do that in the Scenekit editor
So far what I've tried to do is adding 2 materials to the plane. I tried adding 2 materials and unchecking double-sided but that doesn't work.
Any help would be appreciated!
Per the SCNPlane docs:
The surface is one-sided. Its surface normal vectors point in the positive z-axis direction of its local coordinate space, so it is only visible from that direction by default. To render both sides of a plane, ether set the isDoubleSided property of its material to true or create two plane geometries and orient them back to back.
That implies a plane has only one material — isDoubleSided is a property of a material, letting that one material render on both sides of a surface, but there's nothing you can do to one material to turn it into two.
If you want a flat surface with two materials, you can arrange two planes back to back as the doc suggests. Make them both children of a containing node and you can then use that to move them together. Or you could perhaps make an SCNBox that's very thin in one dimension.
Very easy to do in 2022.
It's very easy and common to do this, you just add the rear as a child.
To be clear the node (and the rear you add) should both use the single-sided shader.
Obviously, the rear you add points in the other direction!
Do note that they are indeed in "exactly the same place". Sometimes folks new to 3D mesh think the two meshes would need to be "a little apart", not so.
public var rear = SCNNode()
private var theRearPlane = SCNPlane()
private func addRear() {
addChildNode(rear)
rear.eulerAngles = SCNVector3(0, CGFloat.pi, 0)
theRearPlane. ... set width, height etc
theRearPlane.firstMaterial?.isDoubleSided = false
rear.geometry = theRearPlane
rear.geometry?.firstMaterial!.diffuse.contents = .. your rear image/etc
}
So ...
///Double-sided sprite
class SCNTwoSidedNode: SCNNode {
public var rear = SCNNode()
private var thePlane = SCNPlane()
override init() {
super.init()
thePlane. .. set size, etc
thePlane.firstMaterial?.isDoubleSided = false
thePlane.firstMaterial?.transparencyMode = .aOne
geometry = thePlane
addRear()
}
Consuming code can just refer to .rear , for example,
playerNode. ... the drawing of the Druid
playerNode.rear. ... Druid rules and abilities text
enemyNode. ... the drawing of the Mage
enemyNode.rear. ... Mage rules and abilities text
If you want to do this in the visual editor - very easy
It's trivial. Simply add the rear as a child. Rotate the child 180 degrees on Y.
It's that easy.
Make them both single-sided and put anything you want on the front and rear.
Simply move the main one (the front) normally and everything works.
How to get Circle radius in meters
May be this is existing question, but i am not getting proper result. I am trying to create Polygon in postgis with same radius & center getting from openlayers circle.
To get radius in meters I followed this.
Running example link.
var radiusInMeters = circleRadius * ol.proj.METERS_PER_UNIT['m'];
After getting center, radius (in meters) i am trying to generate Polygon(WKT) with postgis (server job) & drawing that feature in map like this.
select st_astext(st_buffer('POINT(79.25887485937808 17.036647682474722 0)'::geography, 365.70644956827164));
But both are not covering same area. Can any body please let me know where i am doing wrong.
Basically my input/output to/from Circle will be in meters only.
ol.geom.Circle might not represent a circle
OpenLayers Circle geometries are defined on the projected plane. This means that they are always circular on the map, but the area covered might not represent an actual circle on earth. The actual shape and size of the area covered by the circle will depend on the projection used.
This could be visualized by Tissot's indicatrix, which shows how circular areas on the globe are transformed when projected onto a plane. Using the projection EPSG:3857, this would look like:
The image is from OpenLayer 3's Tissot example and displays areas that all have a radius of 800 000 meters. If these circles were drawn as ol.geom.Circle with a radius of 800000 (using EPSG:3857), they would all be the same size on the map but the ones closer to the poles would represent a much smaller area of the globe.
This is true for most things with OpenLayers geometries. The radius, length or area of a geometry are all reported in the projected plane.
So if you have an ol.geom.Circle, getting the actual surface radius would depend on the projection and features location. For some projections (such as EPSG:4326), there would not be an accurate answer since the geometry might not even represent a circular area.
However, assuming you are using EPSG:3857 and not drawing extremely big circles or very close to the poles, the Circle will be a good representation of a circular area.
ol.proj.METERS_PER_UNIT
ol.proj.METERS_PER_UNIT is just a conversion table between meters and some other units. ol.proj.METERS_PER_UNIT['m'] will always return 1, since the unit 'm' is meters. EPSG:3857 uses meters as units, but as noted they are distorted towards the poles.
Solution (use after reading and understanding the above)
To get the actual on-the-ground radius of an ol.geom.Circle, you must find the distance between the center of the circle and a point on it's edge. This could be done using ol.Sphere:
var center = geometry.getCenter()
var radius = geometry.getRadius()
var edgeCoordinate = [center[0] + radius, center[1]];
var wgs84Sphere = new ol.Sphere(6378137);
var groundRadius = wgs84Sphere.haversineDistance(
ol.proj.transform(center, 'EPSG:3857', 'EPSG:4326'),
ol.proj.transform(edgeCoordinate, 'EPSG:3857', 'EPSG:4326')
);
More options
If you wish to add a geometry representing a circular area on the globe, you should consider using the method used in the Tissot example above. That is, defining a regular polygon with enough points to appear smooth. That would make it transferable between projections, and appears to be what you are doing server side. OpenLayers 3 enables this by ol.geom.Polygon.circular:
var circularPolygon = ol.geom.Polygon.circular(wgs84Sphere, center, radius, 64);
There is also ol.geom.Polygon.fromCircle, which takes an ol.geom.Circle and transforms it into a Polygon representing the same area.
My answer is a complement of the great answer by Alvin.
Imagine you want to draw a circle of a given radius (in meters) around a point feature. In my particular case, a 200m circle around a moving vehicle.
If this circle has a small diameter (< some kilometers), you can ignore earth roudness. Then, you can use the marker "Circle" in the style function of your point feature.
Here is my style function :
private pointStyle(feature: Feature, resolution: number): Array<Style> {
const viewProjection = map.getView().getProjection();
const coordsInViewProjection = (<Point>(feature.getGeometry())).getCoordinates();
const longLat = toLonLat(coordsInViewProjection, viewProjection);
const latitude_rad = longLat[1] * Math.PI / 180.;
const circle = new Style({
image: new CircleStyle({
stroke: new Stroke({color: '#7c8692'});,
radius: this._circleRadius_m / (resolution / viewProjection.getMetersPerUnit() * Math.cos(latitude_rad)),
}),
});
return [circle];
}
The trick is to scale the radius by the latitude cosine. This will "locally" disable the distortion effect we can observe in the Tissot Example.
I have a SphereMesh (inherits from MeshGeneratorBase as part of the Petzold.Media3D.dll) in my WPF 3D Scene. I also have thousands of ScreenSpaceLines3D objects on that sphere. I want to ignore everything in my scene except the SphereMesh and find out the X-Y-Z coordinate of where my mouse ray intersects with the sphere only. Even if there is another object X between the sphere and the mouse, I still want to know where the mouse would hit the sphere, as if object X didn't exist.
I've tried the below code using HitTest, but as I add thousands/millions of other objects in my scene/world, it becomes extremely slow. And the object obstruction issue is another problem I can't resolve.
What do you recommend?
Current code:
Point mousePos = new Point(x, y);
PointHitTestParameters hitParams = new PointHitTestParameters(mousePos);
VisualTreeHelper.HitTest(
viewPort,null,
delegate(HitTestResult hr)
{
RayMeshGeometry3DHitTestResult rayHit = hr as RayMeshGeometry3DHitTestResult;
if(rayHit != null)
{
// Mouse hits something
Console.WriteLine("Point: " + rayHit.PointHit);
}
return HitTestResultBehavior.Continue;
}, hitParams);
Any help?
Thanks.
I'm struggling with the best way of changing the center point of a 3D object (Model3DGroup) in WPF.
I've exported a model from SketchUp and everything is fine, but the centers got off position, causing me trouble in rotating the objects.
Now I need to make some rotations around each object own center and have no idea on how to do it...
Any suggestions would be appreciated.
Thanks
Using Jackson Pope suggestion, I used the code below to get the center point of an object:
var bounds = this.My3DObject.Bounds;
var x = bounds.X + (bounds.SizeX / 2);
var y = bounds.Y + (bounds.SizeY / 2);
var z = bounds.Z + (bounds.SizeZ / 2);
var centerPoint = new Point3D(x, y, z);
Meanwhile I'll try find a better solution to try and move all the points to the desired offset...
To rotate an object around it's centre you need to first translate it so that its centre is at the origin. Then rotate it (and then potentially translate it back to its original position).
Find the minimum and maximum extent of the object, calculate its centre = min + (max-min)/2. Translate by (-centreX, -centreY, -centreZ), rotate and then translate by (centreX, centreY, centreZ).