Helix 3d-toolkit Displayed .STL model color change - helix-3d-toolkit

Im making an c# application that display a 3dmodel.stl in a windows form.
I've managed to display it but the default color for the model is blue and i need to change it to anything else, lets say pink/brown (it should look like skin).
I've been 2 days looking for it and reading documentation and examples but i have not found a way to change it.
If someone has worked whit helix and know how (or even if there is a way) to do it i'will thanks him so much for the info.
the code is very simple:
XAML code:
<UserControl x:Class="Ventana.Visor3D"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:helix="http://helix-toolkit.org/wpf"
xmlns:local="clr-namespace:Ventana"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300">
<Grid>
<helix:HelixViewport3D x:Name="viewPort3d" ZoomExtentsWhenLoaded="true" Grid.RowSpan="2" >
<helix:SunLight/>
</helix:HelixViewport3D>
</Grid>
And the C# code:
public partial class Visor3D : UserControl
{
private const string MODEL_PATH = "\\Prueba.STL";
ModelVisual3D device3D;
public Visor3D(){ }
public void Carga() {
InitializeComponent();
device3D = new ModelVisual3D();
device3D.Content = Display3d(MODEL_PATH);
viewPort3d.Children.Add(device3D);
}
private Model3D Display3d(string model)
{
Model3D device = null;
try
{
viewPort3d.RotateGesture = new MouseGesture(MouseAction.LeftClick);
ModelImporter import = new ModelImporter();
device = import.Load(Environment.CurrentDirectory + model);
}
catch (Exception e)
{
MessageBox.Show("Exception Error : " + e.StackTrace);
}
return device;
}
}

I have found the same problem with .obj file with helix toolkit. My solution was to replace the Material of object with new one. Isn't the best solution I guess, but it works on my WPF Project.
// Set your RGB Color on the SolitColorBrush
System.Windows.Media.Media3D.Material mat = MaterialHelper.CreateMaterial(
new SolidColorBrush(Color.FromRgb(255, 255, 255))
//Replace myModel3DGroup by your Model3DGroup of your view....
foreach (System.Windows.Media.Media3D.GeometryModel3D geometryModel in myModel3DGroup.Children)
{
geometryModel.Material = mat;
geometryModel.BackMaterial = mat;
}

Related

How to create a Xamarin Tooltip in code-behind

I am testing using the following example. https://github.com/CrossGeeks/TooltipSample
The sample works fine, it even works with Labels (sample uses buttons, images and boxviews). The issue is in my main App I need to create the tooltips in code behind.
To test how to do it, in the very same solution (from that above example) I created a TestPage and made it my MainPage in App.xaml.cs. The XAML looks like this:
<?xml version="1.0" encoding="utf-8" ?>
<ContentPage
xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
x:Class="ToolTipSample.TestPage">
<ContentPage.Content>
<StackLayout
x:Name="mainLayout"
BackgroundColor="Yellow">
<StackLayout.GestureRecognizers>
<TapGestureRecognizer Tapped="Handle_Tapped"/>
</StackLayout.GestureRecognizers>
</StackLayout>
</ContentPage.Content>
The code-behind looks like this:
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
using ToolTipSample.Effects;
namespace ToolTipSample
{
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class TestPage : ContentPage
{
public TestPage()
{
InitializeComponent();
var actionLabel = new Label
{
Text = "Show Tooltip",
WidthRequest = 150,
VerticalOptions = LayoutOptions.StartAndExpand,
HorizontalOptions = LayoutOptions.Center,
BackgroundColor = Color.Wheat
};
// Add tooltip to action label
TooltipEffect.SetPosition(actionLabel, TooltipPosition.Bottom);
TooltipEffect.SetBackgroundColor(actionLabel, Color.Silver);
TooltipEffect.SetTextColor(actionLabel, Color.Teal);
TooltipEffect.SetText(actionLabel, "This is the tooltip");
TooltipEffect.SetHasTooltip(actionLabel, true);
actionLabel.Effects.Add(Effect.Resolve($"CrossGeeks.{nameof(TooltipEffect)}"));
mainLayout.Children.Add(actionLabel);
}
void Handle_Tapped(object sender, System.EventArgs e)
{
foreach (var c in mainLayout.Children)
{
if (TooltipEffect.GetHasTooltip(c))
{
TooltipEffect.SetHasTooltip(c, false);
TooltipEffect.SetHasTooltip(c, true);
}
}
}
}
}
All other code unchanged.
When I tap the label, the tooltip appears as expected. But when I tap the background it does not disappear (like those created in XAML in the sample).
One other thing. If I tap twice it disappears.
Can anyone see what I am missing?
Thanks.
According to your description and code, you can delete the following line code to achieve your requirement.
actionLabel.Effects.Add(Effect.Resolve($"CrossGeeks.{nameof(TooltipEffect)}"));
You don't need to add effect for control when page load, because this effect will be added when you click this control by these code:
static void OnHasTooltipChanged(BindableObject bindable, object oldValue, object newValue)
{
var view = bindable as View;
if (view == null)
{
return;
}
bool hasTooltip = (bool)newValue;
if (hasTooltip)
{
view.Effects.Add(new ControlTooltipEffect());
}
else
{
var toRemove = view.Effects.FirstOrDefault(e => e is ControlTooltipEffect);
if (toRemove != null)
{
view.Effects.Remove(toRemove);
}
}
}

Displaying an image with Xamarin Forms

Solved: The answer was to update all of the nuget packages and target a newer version of Android. Now images loads as expected. I'm not happy with this as I was using exactly the code that Xamarin provided and targeting newer versions has deprecated some of the items the code relys on. Initial version was Xamarin.Forms v23 and I updated to V25
I have a brand new Xamarin forms project with a simple view in which I'm trying to display an image. I've tried several ways of getting an image to display and I am not having any luck at all.
I'm using <image> and I have also tried FFImageLoader control as well.
<StackLayout Orientation="Vertical">
<ff:CachedImage Source="https://static.pexels.com/photos/104827/cat-pet-animal-domestic-104827.jpeg" WidthRequest="100" HeightRequest="100" />
<Button x:Name="btn" Text="Image" Clicked="Button_Clicked" />
<Frame OutlineColor="Red">
<Image x:Name="StupidImage" Source="{Binding Thumbnail}" Aspect="Fill" HeightRequest="100" WidthRequest="100" />
</Frame>
</StackLayout>
This is the current view. I've also set the Source directly to a value with no result.
I'm able to get a stream for the image. I'm able to read all of the bytes from the stream. I built a debug visualizer to display the bytes as an image. Getting the image from a source is not a problem. Getting the image control(s) to display the image is a problem.
I tried binding with a view model. When that failed, I tried that directly setting the source
StupidImage.Source = ImageSource.FromStream(() => result.Stream);
I also made a copy of the bytes and tried
StupidImage.Source = ImageSource.FromStream(() => new MemoryStream(imageBytes));
I've tried ImageSource.FromFile() and .FromUri. I tried adding an image to the project as a resource. Each try was the same, the resource was read and the bytes were available, but the image control just doesn't display it.
I thought maybe it was a size problem, so I set the size of the control. Nothing. I thought maybe it was a resolution problem, so I used a smaller image. I tried several different images of varying quality.
Then I gave up on the image control and I got the FFImageLoading nuget package and gave it a direct url to an image. Same example that FFImageLoading examples used. Still no image.
I tried the emulator and I tried 2 different physical devices. Same result.
I also tried setting an image on a button using btn.Image = "whatever.jpg" with the same result.
This is the result every time. I'm lost. How do I get images to display?
EDIT:
I did get this to work, but only on the emulator
<Image x:Name="StupidImage" Source="https://static.pexels.com/photos/104827/cat-pet-animal-domestic-104827.jpeg" />
and same for
StupidImage.Source = ImageSource.FromUri(new Uri("https://static.pexels.com/photos/104827/cat-pet-animal-domestic-104827.jpeg"));
EDIT 2 - Clarification
My goal is to allow the user to select a photo from the device and then display a preview of it.
If you want to use images in you app you can load them into your Shared Project, like
Make sure you change the Build Action to Embedded resource
Then in your code
image.Source = ImageSource.FromResource("App5.Images.useravatar.png");
Note the Resource name.
And XAML
<ContentPage.Content>
<StackLayout>
<Image x:Name="image" WidthRequest="50"/>
</StackLayout>
</ContentPage.Content>
Just a few things you can take off the list:
[x] Adding a image from Visual studio :
Right click on the correct folder
select Add >> New File ...
NB: you have to add it with visual studio and not just throw it in the folder. Visual studio needs to know about it
[x] When Adding the image is it in the correct place :
For android: it has to be in
ProjectName.Driod.Resources.drawable folder
For ios: it has to be in
ProjectName.iOS.Resources folder
[x] Naming Convention
Its always best to use .png , all lowercase , no spaces or special char on both android and ios
with ios you normally get 3 images of the same image with the following namting convention
theman.png
theman#2x.png
theman#3x.png
They are all the same image just different sizes
[x] Showing it in xaml :
<StackLayout>
<Image Source="thedog.png" HeightRequest="100" WidthRequest="100" />
</StackLayout>
In your example you used a frame , how about a stacklayout ? a frame has more requirements.
for MVVM you can change Source with the following , dont forget that twoway :)
Source="{Binding Thumbnail, Mode=TwoWay}"
NB This is VERY basic explanations
You can try implementing the CrossMedia Plugin.
Then in your button clicked code section, put the following:
Button_Clicked.Clicked += async (sender, args) =>
{
if ( !CrossMedia.Current.IsPickPhotoSupported )
{
DisplayAlert("Error message here", "More message", "OK");
return;
}
var file = await Plugin.Media.CrossMedia.Current.PickPhotoAsync(new Plugin.Media.Abstractions.PickMediaOptions
{
PhotoSize = Plugin.Media.Abstractions.PhotoSize.Medium
});
if (file == null)
return;
image.Source = ImageSource.FromStream(() =>
{
var stream = file.GetStream();
file.Dispose();
return stream;
});
};
Once the button is clicked, the gallery/directory will be displayed. You can choose the photo you want. Once you hit OK the image will be displayed in the Image control/tag. I'm not sure if this is the solution you are looking for. Hopes it gets you on the right direction.
This may or may not help I'll add some code, one of the surprising things about Xamarin forms and Android and using a memory stream.. is that the device density multiplier is still applied even if you aren't using a resource(If I am remembering correctly) so I would imagine if you are looking at the ADB interface you will see memory issues which is why you cant display an image... I solved this previously via sampling
The way I solved it was creating a new Image subclass -ResourceImage,
public class ResourceImage :Image
{
public enum SourceTypes{
Database,
File,
Function,
}
private bool _LoadAct = false;
public bool LoadAct { get{
return _LoadAct;
}
set{ _LoadAct = value; OnPropertyChanged ("LoadAct");
}
}
public Func<Stream> Func{ get; set; }
public SourceTypes SourceType{ get; set;}
public string ResName{ get; set;}
public ResourceImage ()
{
}
public ResourceImage (string name)
{
ResName = name;
}
public ResourceImage(Func<Stream> func){
SourceType = SourceTypes.Function;
Func = func;
}
}
then in the Android Renderer : I did the following
public class ResourceImageRenderer : ImageRenderer
{
protected override void OnElementChanged (ElementChangedEventArgs<Image> e)
{
base.OnElementChanged (e);
if (e.OldElement == null)
{
var el = (ResourceImage)Element;
if (el.SourceType == ResourceImage.SourceTypes.Database) {
//Ignore for now
} else if (el.SourceType == ResourceImage.SourceTypes.File) {
using (global::Android.Graphics.BitmapFactory.Options options = new global::Android.Graphics.BitmapFactory.Options ()) {
options.InJustDecodeBounds = false;
options.InSampleSize = 1;//calculateInSampleSize (options, outS.X / 4, outS.Y / 4);
var gd = Context.Resources.GetIdentifier (el.ResName.Split (new char[]{ '.' }) [0], "drawable", Context.PackageName);
using (global::Android.Graphics.Rect rt = new global::Android.Graphics.Rect (0, 0, 0, 0)) {
var bitmap = global::Android.Graphics.BitmapFactory.DecodeResource (Context.Resources, gd, options);//DecodeStream (ms, rt, options);
bitmap.Density = global::Android.Graphics.Bitmap.DensityNone;
Control.SetImageDrawable (new global::Android.Graphics.Drawables.BitmapDrawable (bitmap));
}
}
} else if (el.SourceType == ResourceImage.SourceTypes.Function) {
new Task (() => {
var ms = el.Func();
if(ms == null)return;
global::Android.Graphics.BitmapFactory.Options options = new global::Android.Graphics.BitmapFactory.Options ();
options.InJustDecodeBounds = false;
options.InSampleSize = 2;//calculateInSampleSize (options, outS.X / 4, outS.Y / 4);
ms.Position = 0;
Device.BeginInvokeOnMainThread(()=>{
using (global::Android.Graphics.Rect rt = new global::Android.Graphics.Rect (0, 0, 0, 0)) {
try{
var bitmap = global::Android.Graphics.BitmapFactory.DecodeStream (ms, rt, options);
bitmap.Density = global::Android.Graphics.Bitmap.DensityNone;
Control.SetImageDrawable (new global::Android.Graphics.Drawables.BitmapDrawable (bitmap));
}catch(Exception eee){
}
}
});
}).Start();
}
}
}
Looking back at the code(haven't touched it in years.) there are plenty of places for improvement, I had to add the sampling to solve the same issue , users were selecting images to display in a messaging app and it worked perfectly on iOS just never displayed on Android
This is how I allow a user to select an image and then display it on a page.
I call my image service Select Image method passing in a callback method
await _imageService.SelectImage(ImageSelected);
This is my SelectImage method. There is some permission checking at the start. It uses the Media Plugin to display the gallery and allow the user to select an image.
public async Task SelectImage(Action<MediaFile> imageAction)
{
var allowed = await _permissionService.CheckOrRequestStoragePermission();
if (!allowed) return;
if (!_media.IsPickPhotoSupported)
{
throw new GalleryUnavailableException("Gallery unavailable");
}
var file = await _media.PickPhotoAsync(new PickMediaOptions
{
PhotoSize = PhotoSize.Small,
CompressionQuality = 92
});
imageAction(file);
}
It returns a MediaFile
Here is the Image Selected callback method
private void ImageSelected(MediaFile image)
{
if (image == null)
{
return;
}
ChosenImage = new IncidentImage
{
ImageBytes = image.ToByteArray()
};
}
ChosenImage is a Property in my view model
public IncidentImage ChosenImage {get; set;}
I use PropertyChanged.Fody to trigger property changed notifications but you can also use INotifyPropertyChanged.
And IncidentImage is a class I use to both store and display images
public class IncidentImage
{
[PrimaryKey, AutoIncrement]
public int Id { get; set; }
public int IncidentDetailsId { get; set; }
public byte[] ImageBytes { get; set; }
[Ignore]
public ImageSource ImageSource
{
get
{
ImageSource retval = null;
try
{
if (ImageBytes != null)
{
retval = ImageSource.FromStream(() => new MemoryStream(ImageBytes));
}
}
catch (Exception e)
{
Debug.WriteLine(e);
}
return retval;
}
}
}
And here is the XAML
<Image Source="{Binding ChosenImage.ImageSource}"
Aspect="AspectFit"/>

How to convert Image to ImageSource Xamarin.Form

Hey I have image generated in ZXingBarcodeImageView I want to convert that to ImageSource so I can bind the Image in xaml, How to achieve this, Good Day and Thank you
public class GenerateCode: IGenerateCode
{
ZXingBarcodeImageView barcode;
public ImageSource GenerateQr(string code)
{
barcode = new ZXingBarcodeImageView
{
HorizontalOptions = LayoutOptions.FillAndExpand,
VerticalOptions = LayoutOptions.FillAndExpand,
};
barcode.BarcodeFormat = ZXing.BarcodeFormat.QR_CODE;
barcode.BarcodeOptions.Width = 100;
barcode.BarcodeOptions.Height = 100;
barcode.BarcodeOptions.Margin = 10;
barcode.BarcodeValue = code;
return barcode; error as barcode is an image
}
}
<Image Source={Binding imgSource} />
I presume that you are using a platform specific component to generate images. This component either stores the generated image into the filesystem or returns a binary representation in memory.
To convert a file into an ImageSource, you would use ImageSource.FromFile(). To convert a stream, use ImageSource.FromStream().
You can find the APIs here and some great documentation there.
In your case above, the BindingContext (whether that's a page or a ViewModel does not matter) will have to expose a public property of type ImageSource and returns the converted image using either of the methods above.
The class ZXingBarcodeImageView doesn't expose an ImageSource property because it's meant to be used instead of Image. You can place it either in XAML or C#.
For example:
XAML:
<!-- this goes in your root node -->
<!-- xmlns:zxing="clr-namespace:ZXing.Net.Mobile.Forms;assembly=ZXing.Net.Mobile.Forms" -->
<zxing:ZXingBarcodeImageView BarcodeValue="{Binding Code}" BarcodeFormat="QR_CODE" BarcodeOptions="{Binding Options}" />
C# backend:
protected override void OnAppearing()
{
BindingContext = new
{
Code = code;
Options = new EncodingOptions()
{
Width = 100,
Height = 100,
Margin = 10,
}
};
}

Input validation on Windows store app

In a windows store App using MVVM I have a TextBox with two way binding that should only allow numeric values. What is the proper procedure using MVVM to simply ignore when a non numeric key is pressed?
The value being changed of the INotifyPropertyChanged only triggers when the textbox loses focus. I basically want instant validation for my Properties. I can't find a proper simple example of this.
Why not create an attached property to contain this behavior? Something like this:
public class TextBoxHelper
{
public static bool GetRestrictToNumerical(DependencyObject obj)
{
return (bool)obj.GetValue(RestrictToNumericalProperty);
}
public static void SetRestrictToNumerical(DependencyObject obj, bool value)
{
obj.SetValue(RestrictToNumericalProperty, value);
}
public static readonly DependencyProperty RestrictToNumericalProperty =
DependencyProperty.RegisterAttached("RestrictToNumerical", typeof(bool), typeof(TextBoxHelper), new PropertyMetadata(false, onRestrictToNumericalChanged));
private static void onRestrictToNumericalChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
var tb = d as TextBox;
if (tb == null)
return;
if ((bool)e.NewValue)
tb.KeyDown += tb_KeyDown;
else
tb.KeyDown -= tb_KeyDown;
}
static void tb_KeyDown(object sender, Windows.UI.Xaml.Input.KeyRoutedEventArgs e)
{
e.Handled = e.Key < VirtualKey.Number0 || e.Key > VirtualKey.Number9;
}
}
You'd use it in your XAML like this:
<Page
x:Class="App4.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:App4"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
<Grid Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
<TextBox VerticalAlignment="Center" local:TextBoxHelper.RestrictToNumerical="True" InputScope="Number" />
</Grid>
</Page>
This, in my opinion, is a clean MVVM approach for all input validations that you might be required to do. It's probably overkill for your simple question, but it's good for more sophisticated validations.

How to fill a rectangle with an image that is coming from a bound listbox on event fire in WP7

i want to create a greeting card maker app for WP7, when a user double taps an image from a listbox, I want that selected image to fill a rectangle on the same page.
Im passing 50 images into the list box like this:
public GCM()
{
InitializeComponent();
var articles = new List<Article>();
for (byte i = 1; i <= 20; i++)
{
Article article = new Article() { Name = "name"+i, ImagePath = "Assets/Images/Backgrounds/"+i+".jpg" };
articles.Add(article);
}
listBox1.DataContext = articles;
}
and its working fine, now heres an xml snippet:
<Rectangle Fill="#FFF4F4F5" Margin="28,24,30,148" Stroke="Black" Name="rect1" />
................(more code here).........................
<ListBox.ItemTemplate>
<DataTemplate>
<StackPanel Margin="10" >
<Image Name="bgs" Source="{Binding ImagePath}" Height="90" Width="90" DoubleTap="Load_BG" />
</StackPanel>
</DataTemplate>
</ListBox.ItemTemplate>
how can i fill the rectangle with the tapped image? this code (below) sets the string null everytime, no matter which image i select, although to my knowledge each has a different name and it should give different names for different images. I will use the name of the image to fill the rectangle. What am i doing wrong?
private void Load_BG(object sender, System.Windows.Input.GestureEventArgs e)
{
string abc = sender.GetType().Name;
}
Please excuse me if the solution is obvious..this is my first app ever. Thank you!
sender parameter should contains the control that triggered the event, in this case Image control. Try to cast it to Image type, then you can get the information you needed from Source property :
private void Load_BG(object sender, System.Windows.Input.GestureEventArgs e)
{
Image img = (Image)sender;
//do something with img.Source here
}
so heres the solution, it works now :)
private void listBox1_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
var img = listBox1.SelectedItem as Article;
ImageBrush imgBrush = new ImageBrush();
imgBrush.ImageSource = new BitmapImage(new Uri(img.ImagePath, UriKind.RelativeOrAbsolute));
rect1.Fill = imgBrush;
}

Resources