Sharp3D Forum Rss Feedhttp://www.codeplex.com/Project/ListForums.aspx?ProjectName=Sharp3DSharp3D Forum Rss DescriptionNew Post: Really like it, but is it "ready enough" to use ?http://sharp3d.codeplex.com/Thread/View.aspx?ThreadId=78841<div style="line-height: normal;"><p>Well, I guess the subject says it all.....</p>
<p>This is really what I am looking for, but as it is still in Beta.... and hasn't been touched for a couple of years......</p>
<p> </p></div>sandersTue, 22 Dec 2009 14:27:10 GMTNew Post: Really like it, but is it "ready enough" to use ? 20091222022710PNEW POST: Issue trackerhttp://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=14106<div class="wikidoc">
Hi,<br /> <br />please have a look at the issue tracker. It would be a good thing to know if the issues posted are real issues or not, and the vote system is really a good and simple way to do this job.<br /> <br />Regards,<br />Stenio<br />
</div>stenioTue, 21 Aug 2007 15:04:32 GMTNEW POST: Issue tracker 20070821030432PNEW POST: Vector3DList and similarhttp://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=12939<div class="wikidoc">
Hello,<br /> <br />I was looking at the new sourcecode you've downloaded and I saw that you don't implement <i>item</i>lists anymore.<br />Is this part of the code cleaning process, or has to do with the use of Generics?<br /> <br />Also, I need some help, if you can provide it. I'm trying to define a new Polyline class which is a group of 3D points, each with a Quaternion associated, and some more data. Any sugestions on how to declare this?<br /> <br />Thanks in advance,<br />RSaint<br />
</div>RSaintMon, 23 Jul 2007 22:56:24 GMTNEW POST: Vector3DList and similar 20070723105624PNEW POST: Status?http://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=11656<div class="wikidoc">
Hello Eran,<br /> <br />Any guidelines for the next version? OpenGl integration maybe?<br />I would like to help, even being a c# newbie.<br /> <br />regards,<br />Rui<br />
</div>RSaintFri, 20 Jul 2007 15:29:14 GMTNEW POST: Status? 20070720032914PNEW POST: Status?http://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=11656<div class="wikidoc">
Hello Eran,<br /> <br />Any guidelines for the next version? OpenGl integration maybe?<br />I would like to help, even being a c# newbie.<br /> <br />regards,<br />Rui<br /> <br /> <br /> <br />
</div>RSaintFri, 20 Jul 2007 15:28:51 GMTNEW POST: Status? 20070720032851PNEW POST: Inverting matrices?http://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=12680<div class="wikidoc">
Is there no function that easily inverts a matrix?<br />
</div>legion80Tue, 17 Jul 2007 16:22:08 GMTNEW POST: Inverting matrices? 20070717042208PNEW POST: Status?http://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=11656<div class="wikidoc">
<div class="quote">
<br />legion80 wrote:<br />What is the status of this project? Are improvements or bug fixes being made to the library?<br /> <br />
</div> <br />Hi,<br /> The project was closed but Im reviving it within the next few days.<br /> <br />REgards,<br />Eran<br />
</div>ekampfSun, 01 Jul 2007 22:34:05 GMTNEW POST: Status? 20070701103405PNEW POST: Status?http://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=11656<div class="wikidoc">
What is the status of this project? Are improvements or bug fixes being made to the library?<br />
</div>legion80Thu, 21 Jun 2007 15:45:56 GMTNEW POST: Status? 20070621034556PNEW POST: Sharp3D.Math.Geometry3D.Plane incorrect equation for _const (D)http://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=10407<div class="wikidoc">
I think I found a mistake in two of the overloaded constructors of the Sharp3D.Math.Geometry3D.Plane object. Looks like the sign on the equation of _const is wrong. For a plane the <i>const, D, (where Ax + By + Cz + D = 0) is equal to the negative of the dot product of the normal vector and a point on the plane, i.e. n dot p = -d. The negation is missing in two of the constructors. Check out http://en.wikipedia.org/wiki/Plane</i>(mathematics) for verification and further information on a plane.<br /> <br />The following are corrected constructor overloads:<br /> <br />// multi-line<br /><pre>
/// <summary>
/// Initializes a new instance of the <see cref="Plane"/> class using given normal and a point.
/// </summary>
/// <param name="normal">The plane's normal vector.</param>
/// <param name="point">A point on the plane in 3D space.</param>
public Plane( Vector3F normal, Vector3F point )
{
_normal = normal;
/*
* | A |
* Given the normal n = | B | and p as an (x,y,z) point on the plane, then d is the
* | C |
* dot product, n dot p = -d.
*/
_const = -Vector3F.DotProduct( normal, point );
}
/// <summary>
/// Initializes a new instance of the <see cref="Plane"/> class using 3 given points.
/// </summary>
/// <param name="p0">A point on the plane in 3D space.</param>
/// <param name="p1">A point on the plane in 3D space.</param>
/// <param name="p2">A point on the plane in 3D space.</param>
public Plane( Vector3F p0, Vector3F p1, Vector3F p2 )
{
_normal = Vector3F.CrossProduct( p1 - p0, p2 - p0 );
_normal.Normalize( );
/*
* | A |
* Given the normal n = | B | and p as an (x,y,z) point on the plane, then d is the
* | C |
* dot product, n dot p = -d.
*/
_const = -Vector3F.DotProduct( _normal, p0 );
}
</pre>
</div>tcreevanThu, 17 May 2007 21:43:33 GMTNEW POST: Sharp3D.Math.Geometry3D.Plane incorrect equation for _const (D) 20070517094333PNEW POST: ToString() issuehttp://www.codeplex.com/Sharp3D/Thread/View.aspx?ThreadId=8947<div class="wikidoc">
In Matrix3F and Matrix4F.cs you have a possible typo<br /> <br />For Matrix 4F this should look like:<br /> public override string ToString()<br /> {<br /> <br /> StringBuilder s = new StringBuilder();<br /> s.Append(String.Format( "|{0}, {1}, {2}, {3}|\n", _m11, _m12, _m13, _m14));<br /> s.Append(String.Format( "|{0}, {1}, {2}, {3}|\n", _m21, _m22, _m23, _m24));<br /> s.Append(String.Format( "|{0}, {1}, {2}, {3}|\n", _m31, _m32, _m33, _m34));<br /> s.Append(String.Format( "|{0}, {1}, {2}, {3}|\n", _m41, _m42, _m43, _m44));<br /> <br /> return s.ToString();<br /> }<br /> <br />----------------- <br />You have {0}, {1}, {3}, {4} in your code :)<br /> <br />Oh and a wonderful lib. Keep on coding, mate.<br />
</div>JadziaSat, 07 Apr 2007 15:23:22 GMTNEW POST: ToString() issue 20070407032322PUser Forum: Plane/Segment intersection problemhttp://www.codeplex.com/Sharp3D/Project/DisplayThread.aspx?ForumId=308&ThreadId=3953&ANCHOR#LastPostHello,
First of all thank you for this beautiful library!
I'm not sure if I'm using the library in the correct way, but with the following code I get wrong results:
if a segment from point A to point B intersects the plane, also the segment from B to A should intersect,
but I get false from the first test.
// z = 0
Plane plane = new Plane(Vector3F.ZAxis, 0);
Vector3F pointA = new Vector3F(0, 0, -1);
Vector3F pointB = new Vector3F(0, 0, 1);
Segment segmentAB = new Segment(pointA, pointB);
Segment segmentBA = new Segment(pointB, pointA);
IntersectionPair intersection = IntersectionMethods.Intersects(segmentAB, plane);
Console.WriteLine(intersection.IntersectionOccurred);
intersection = IntersectionMethods.Intersects(segmentBA, plane);
Console.WriteLine(intersection.IntersectionOccurred);
Many thanks,
Stenio BrunettastenioThu, 25 Jan 2007 17:47:44 GMTUser Forum: Plane/Segment intersection problem 20070125054744PUser Forum: .NET 2.0 version using generics?http://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=2583&ANCHOR#LastPostAny chance there will be a .NET 2.0 version using generics? I would love to see something like _Vector3Base<T> which takes a float or double then using a #if subclass _VectorBase to Vector3. I think having both the float and double versions in a single DLL is a bit of code bloat that could be cleaned up very easily using generics.
Are there any plans for a .NET 2.0 version using generics? If not, would you mind if I edited my version for my project to use .NET 2.0 features? I won't distribute the code (unless you want it) outside of my code package (meaning, I won't go and re-release your library with my changes).TeganMon, 27 Nov 2006 22:42:41 GMTUser Forum: .NET 2.0 version using generics? 20061127104241PUser Forum: RE: AxisAlignedBox.ComputeVertices erorhttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=1825There was a little error in the computevertices function in the source code
Index of the vertices is 0 to 7
I leave the author correct this
Bye
gaxer01Fri, 13 Oct 2006 10:25:08 GMTUser Forum: RE: AxisAlignedBox.ComputeVertices eror 20061013102508AUser Forum: AxisAlignedBox.ComputeVertices erorhttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=1825Hi all
I have an error when I want to get the vertices with ComputeVertices, index out of range
Mycode
Dim v1 As New sharp3D.Math.Core.Vector3f(1,1,1)
Dim v2 As New sharp3D.Math.Core.Vector3f(3,3,3)
Dim V3() as sharp3D.Math.Core.Vector3F
Dim MyBox As New sharp3D.Math.Geometry3d.AxisAlignedBox(V1,V2)
V3 = MyBox.ComputeVertices
Thanks gaxer01Fri, 13 Oct 2006 09:30:29 GMTUser Forum: AxisAlignedBox.ComputeVertices eror 20061013093029ADeveloper Forum: Polyhedronhttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=306&ThreadId=1195I was wondering if it was a good idea to implement a polyhedron class in Sharp3D? Such a class could be of great use for physics-simulation.
I've already stumbled upon a physicsengine written in C# with a polyhedron class, but it greately depends on DirectX's classes. I've already tried to convert the project so it uses Sharp3D classes, but I'm not really good at matrix-calculations (especially with the methods of DirectX) so I havn't been able to entirely convert the project.
You can find the physicsengine project here:
http://www-cs-students.stanford.edu/~eparker/files/PhysicsEngine/
(All credits go to E. Parker)FrozenCowSat, 02 Sep 2006 08:57:40 GMTDeveloper Forum: Polyhedron 20060902085740AUser Forum: RE: Sharp3D's Plane differs from DirectX's Planehttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=574This is a matter of convention when calculating the constant in the following line on the Place class constructor:
_const = Vector3F.DotProduct(normal, point);
DirectX probably does Vector3F.DotProduct(point, normal); and that’s why the minus.
So, the math isn’t incorrect, it’s a simple matter of defining the equation. Sharp3D defines a place as (N dot Q)+D = 0.
When converting to DirectX you have to change the sign.
The difference might also be a result of the fact that DirectX use row vector as opposed to column vector like “real” mathematicians use (that’s why when converting a Matrix from Sharp3D to DirectX you have to transpose it).
ekampfSat, 19 Aug 2006 20:34:59 GMTUser Forum: RE: Sharp3D's Plane differs from DirectX's Plane 20060819083459PUser Forum: RE: Nice libraryhttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=469Thanks :)
I'd be happy if you send me screenshots once you have something working...ekampfSat, 19 Aug 2006 20:30:01 GMTUser Forum: RE: Nice library 20060819083001PUser Forum: RE: missing kampf.snkhttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=567Hi,
You can simply sign the library with your own key or not sign it at all.
Regards,
Eran KampfekampfSat, 19 Aug 2006 20:28:15 GMTUser Forum: RE: missing kampf.snk 20060819082815PUser Forum: Exampleshttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=908Can anyone provide some samples on how to use this great lib ??
Cheers :)pawelFri, 18 Aug 2006 20:54:02 GMTUser Forum: Examples 20060818085402PUser Forum: Sharp3D's Plane differs from DirectX's Planehttp://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=Sharp3D&ForumId=308&ThreadId=574I have made a test like following:
DirectX.Vector3 dxpoint = new Microsoft.DirectX.Vector3(52, 34, 78);
DirectX.Vector3 dxnormal = new Microsoft.DirectX.Vector3(23, 12, 65);
Sharp3D.Math.Core.Vector3F dnpoint = new Sharp3D.Math.Core.Vector3F(52, 34, 78);
Sharp3D.Math.Core.Vector3F dnnormal = new Sharp3D.Math.Core.Vector3F(23, 12, 65);
DirectX.Plane dxplane = Microsoft.DirectX.Plane.FromPointNormal(dxpoint, dxnormal);
Sharp3D.Math.Geometry3D.Plane dnplane = new Sharp3D.Math.Geometry3D.Plane(dnpoint, dnnormal);
Console.WriteLine("DirectX: " + dxplane.A + ", " + dxplane.B + ", " + dxplane.C + ", " + dxplane.D);
Console.WriteLine("Sharp3D: " + dnplane.Normal.X + ", " + dnplane.Normal.Y + ", " + dnplane.Normal.Z + ", " + dnplane.Constant);
The result:
DirectX: 23, 12, 65, -6674
Sharp3D: 52, 34, 78, 6674
Why is the Constant (D) of the DirectX plane negative and the Constant of the Sharp3D Plane not? Is DirectX's plane wrong or is it the Sharp3D's plane that is wrong?FrozenCowTue, 01 Aug 2006 13:00:03 GMTUser Forum: Sharp3D's Plane differs from DirectX's Plane 20060801010003P