I've loaded a 3d model using Helix toolking like this
modelGroupScull = importer.Load("C:\\Users\\Robert\\Desktop\\a.obj");
GeometryModel3D modelScull = (GeometryModel3D)modelGroupScull.Children[0];
and I also have _3DTools that can draw lines from point-to-point in 3d space. now to draw a wireframe of my GeometryModel3D I guess I have to cycle to its vertexes and add them to ScreenSpaceLines3D.
ScreenSpaceLines3D wireframe = new ScreenSpaceLines3D();
// need to cycle through all vertexes of modelScull as Points, to add them to wireframe
wireframe.Points.Add(new Point3D(1, 2, 3));
wireframe.Color = Colors.LightBlue;
wireframe.Thickness = 3;
Viewport3D1.Children.Add(wireframe);
But... how do I actually get this vertex points?
EDIT:
Thanks for the answer. It did add the points
ScreenSpaceLines3D wireframe = new ScreenSpaceLines3D();
MeshGeometry3D mg3 = (MeshGeometry3D)modelScull.Geometry;
foreach (Point3D point3D in mg3.Positions)
{
wireframe.Points.Add(point3D);
}
wireframe.Color = Colors.LightBlue;
wireframe.Thickness = 1;
Viewport3D1.Children.Add(wireframe);
but the wireframe is messed up )
(source: gyazo.com)
maybe someone knows of other ways to draw wireframes? )
Normally the trigons are drawn with index buffers (to prevent extra rotations of vertices) Take a look at the TriangleIndices:
if you do something like this: (not tested it)
MeshGeometry3D mg3 = (MeshGeometry3D)modelScull.Geometry;
for(int index=0;index<mg3.TriangleIndices.Count; index+=3)
{
ScreenSpaceLines3D wireframe = new ScreenSpaceLines3D();
wireframe.Points.Add(mg3.Positions[mg3.TriangleIndices[index]]);
wireframe.Points.Add(mg3.Positions[mg3.TriangleIndices[index+1]]);
wireframe.Points.Add(mg3.Positions[mg3.TriangleIndices[index+2]]);
wireframe.Points.Add(mg3.Positions[mg3.TriangleIndices[index]]);
wireframe.Color = Colors.LightBlue;
wireframe.Thickness = 1;
Viewport3D1.Children.Add(wireframe);
}
But, this can create some overdraw (2 lines on the same coordinates) and probably very slow. If you put each side into a list and use something like a Distinct on it, it will be better.
The problem with the ScreenSpaceLines3D is that will continue the line, instead of create 1 line (start/end).
If you can manage a algoritm that tries to draw you model with 1 line, it will go faster.
Wireframes are very slow in WPF. (because they are created with trigons)