Just in case:
The above has nothing to do with the viewing transformations pan, rotate, zoom you do to view an object in 3D. The latter is an interactive fast operation which does not change anything in the model and does not need programming, unless you need something special.
Cheers
Search found 20 matches
- Mon Aug 12, 2024 1:34 am
- Forum: DG Kernel discussions
- Topic: Transformations (restored)
- Replies: 1
- Views: 3175
- Mon Aug 12, 2024 1:22 am
- Forum: DG Kernel discussions
- Topic: Transformations (restored)
- Replies: 1
- Views: 3175
Transformations (restored)
Hello all I have been told to repost this thread with changes for the current _DG set of interfaces. Unfortunately, I could not find the original question. It should be useful anyway This post is preliminary. I need to check the code below. It is correct up to the opposite. If it is urgent and somet...
- Wed Aug 07, 2024 1:37 am
- Forum: DG Kernel discussions
- Topic: Animation blog (restored)
- Replies: 2
- Views: 3271
Re: Animation blog (restored)
Good question It does need some attention. Frankly we did not have to do it properly yet as the animations we did were short. You can use keys for example to stop. Inside DoTheAnimationLoop() you could check state of a specified key. Ideally the loop should be on a separate thread. Or run animation ...
- Wed Aug 07, 2024 1:30 am
- Forum: DG Kernel discussions
- Topic: Animation blog (restored)
- Replies: 2
- Views: 3271
Animation blog (restored)
Hello everybody I decided to share thoughts about animation, which are not mentioned in DGK documentation. The traditional way of animating is to setup a timer and process timer events in a OnTimer() handler. We believe now that a better way to do it is to avoid the timer altogether and simply to ru...
- Wed Jul 24, 2024 8:56 am
- Forum: DG Kernel discussions
- Topic: Averaging Normals (recovered thread)
- Replies: 0
- Views: 6450
Averaging Normals (recovered thread)
Hello guys I thought I ought to explain a common mistake with handling meshes. This is mostly common with stl import, but can happen with other formats or for programmatically generated meshes. As you know to render a surface properly any 3D graphical software has to have normals t the surface avail...
- Wed Jul 24, 2024 1:56 am
- Forum: DG Kernel discussions
- Topic: Copy objects
- Replies: 1
- Views: 2912
Re: Copy objects
Hi Cara It is not hard. Have a look at the Selection sample. SelectionForm.OnSelection() > UpdatePageEntities(IList_DG iList) shows handling of object(s) selection by the user. See also: Selection . You need to add something like (C#): IEntity_DG iEntityNew = iEntity.Clone(); IFrame_DG frame = iEnti...
- Tue Jul 16, 2024 1:35 am
- Forum: DG Kernel discussions
- Topic: Displaying 3D curves with linear gradient colors
- Replies: 1
- Views: 2102
Re: Displaying 3D curves with linear gradient colors
Hi Mike
Yes. Have a look at the Lines sample
Regards
Yes. Have a look at the Lines sample
Regards
- Mon Jul 15, 2024 8:50 pm
- Forum: DG Kernel discussions
- Topic: Face from curves (wires)
- Replies: 1
- Views: 2015
Re: Face from curves (wires)
Hello Salman You need to define surface for the face you need. When the wire is flat, the plane is an obvious option. Otherwise, there is no good default. A minimal area surface could be the one, but this might not be the desired one for your application. An easier way to build a solid, is to modify...
- Fri Jul 05, 2024 12:07 am
- Forum: DG Kernel discussions
- Topic: Image art to 3D
- Replies: 1
- Views: 1685
Re: Image art to 3D
Hi Rick
We currently support STL, but not the input formats you are interested in. Our software is good if you need to program an application, which displays and/or manipulates the model.
Regards
We currently support STL, but not the input formats you are interested in. Our software is good if you need to program an application, which displays and/or manipulates the model.
Regards
- Thu Jul 04, 2024 11:24 am
- Forum: DG Kernel discussions
- Topic: Dislaying B-Spline Surface
- Replies: 1
- Views: 1771
Re: Dislaying B-Spline Surface
Hi Mike You need to construct a BRep face and attach your surface to it, then add it to a new BRep geometry as its shape. The geometry can be attached to a new entity, which in turn can be added to the control's model. A shortcut for this is to use code from Face sample: // Your surface IUVSurface_D...