I currently have a WinForms C# application. I have a .txt file with GPS coordinates of some points (borders of buildings, roads etc.), and using Graphics.FillPolygon method in System.Drawing I am drawing these on a Panel. However, I got an idea that for what I am trying to do (it basically is a 2D game), a Unity 2D project would be more suitable and easy to use (mainly because of easier view handling using the cameras). However, I don't know how to do this drawing in it. I just need to somehow get these coordinates drawn in Unity, but I don't know how to do it.
Note: I already have some minor expirience with 3D in Unity, but I am a total newbie to 2D.
Thanks
There is no GDI/canvas implementation built into Unity. Drawing these in rastered 2D would be quite hard in Unity (basically putpixel level, or finding some third party library).
You have an alternative, though - you can draw these shapes in 3D, ignoring the third dimension. You have a few methods for this:
Line renderers - this one will be the easiest, but forget about anything else than just drawing the outline, no fill etc.
Make your own mesh - This will let you use the geometry with your scene. It's an retained mode API (you init your geometry once)
Use the GL namespace - This will be only rendered on the screen, no interaction with the scene. It's an immidiate mode API (draw everything on every frame)
Related
I am building an app for the HoloLens gen 1 device using Unity 2018.3.13f and MRTK V2 RC1. I got a simple AR design with 2 text objects and 1 rawimage object. After building the project and deploying it to the HoloLens the AR objects ends up behind the spatial mesh (you know all those spatial triangles), but I want all the objects to be in front of the wall.
How do I accomplish this?
The canvas is set to be on the main camera
I have the original settings for the DefaultMixedRealityconfiguraitonProfile if there is something there that needs to be changed.
This is how it looks through the hololens with the app when it does not show the mesh of the wall (sorry for the bad quality)
and this is how it looks when it falls behind the mesh
Do I need to add some mesh renderer or something on the MainCamera to make this possible?
Any help is appreciated, thanks!
I don't believe that the MRTKv2 as of 2019/5/9 has code that will auto-ensure that a specific object is positioned in between the camera and other arbitrary meshes and colliders (i.e. the spatial awareness is one such mesh, though you could imagine just having an arbitrary box or plane in the scene that would occlude that object, in which case, maybe you'd want your "in between" object to stay in between both those two types of potentially occluding things).
There used to be a script in the HTK called Tagalong.cs that would do something like this by doing raycasts from the camera to collidable object:
https://github.com/microsoft/MixedRealityToolkit-Unity/blob/htk_release/Assets/HoloToolkit/Utilities/Scripts/Tagalong.cs
This single large script I think got broken up into smaller scripts (i.e. specific behaviors in the solvers here:)
https://github.com/microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Utilities/Solvers
However, from what I can tell, the specific interaction of "keep things automatically between the camera and whatever collidable object" wasn't preserved. Someone else can correct me here if I'm wrong, it looks like this wasn't a behavior that got preserved in V2.
Going forward, there are a couple of possibilities:
1) Probably file an issue on Github here (https://github.com/microsoft/MixedRealityToolkit-Unity/issues) to request this feature be ported over.
2) Use the code in Tagalong.cs to add your own solver that would accomplish this (i.e. the code looks to be all there, there's just some work needed to get done to reorder it to handle what you want)
If you use a sprite renderer, set order in layer (into 0 or -1).
If you use a mesh renderer, try to deactivate dynamic occluded.
Try to change the hierarchy of the sorting layers under Edit-> Project Settings -> Sorting Layers
This is not really language-specific (although I am most comfortable in C#). I am basically trying to create an application that would display basic 2D graphics over an OpenGL application (specifically FlightGear). There would be no need to have mouse-interaction (e.g. clicks) with the overlay - it would be for informational purposes only.
What is the simplest way of going about this?
If I understand your question correctly, you just have to render your scene and after that you can change your camera transformation to a parallel projection, with the size of your viewport. You can now render simple rectangles with your 2D graphics as textures on it.
Im developing a game like "bubble-bobble". So far I have done physics and collision detection.
Now I want to make my Hero (Rectangle Sprite) animated. I would be glad if someone could explain simple scripting for simple animated characters or some nice links for animation.
The XNA Documentation includes an entire article on Animating a Sprite. The basic technique is to use an AnimatedTexture class, which is included within the Animated sprite sample code.
The high level idea is that you load a texture into memory using a graphics API. Since you're using C#, this is most likely done through XNA.
This texture you have loaded contains each frame of animation that is required, and may span across multiple textures. When you go and render your 'sprite' object, you pass the XNA API the texture you want to use, and a source rectangle coordinates that surround the specific frame of animation you want within that texture.
It's up to you to manage this process. I create tools that assemble these source rectangles and stores meta data about each specific animation each sprite has; like which rectangles, and the duration of each frame, etc.
I'm planning to draw these shapes in WPF. It's for an educational software.
What idea's do you have in how to implement these cubes and views?
I was planning at the beginning starting using canvas and draw, but I guess it will be become eternal. So I supposed if exists some library to help me drawing them?
The ability to draw 3D shapes (such as cubes) and render them from different angles is built right into WPF. From the look of your cubes, you're going to want an orthographic camera, rather than a perspective camera, because the lines composing your cubes are parallel.
You might also find the Petzold.Media3D library helpful, because it has objects like cubes built in (you don't have to write your own algorithms to build them).
Finally, you might this primer helpful in getting started with WPF 3D.
Once you have some idea of how to use 3D, it will just be a matter of putting cubes in your scene at the proper locations and positioning the cameras properly for viewing the cubes. You will probably want to keep reusing the same four camera positions: one for the "3D view", and one each for the top, side, and front views.
This should be a lot less work than trying to draw the cubes using 2D.
I would like to do something like this: a rotating cube on a form. I don't want to use any external library or dll, just pure .NET 3.5 (without directx). And a cube build with lines only. Could you please tell me how to do this?
I don't want to use external libraries because I don't need > 100 MB library to do this thing right? I want only to animate a rotating cube made with lines.
This is how you go about making a Cube in GDI+
C# 3D Drawing with GDI+ Euler Rotation
http://www.vcskicks.com/3d-graphics-improved.html
C# 3D-Drawing Cube with Shading
http://www.vcskicks.com/3d_gdiplus_drawing.html
Study assignment? This can be done with some simple 3D maths. You just need to understand the basics of matrix algebra, 3D transformations, and 3D->2D view transformation. The DirectX tutorial covers this, but you can google for it and you'll get plenty of other tutorials.
Added: Just to clarify - I'm not suggesting to use DirectX or anything. You can do this with standard System.Drawing tools. You just need to understand the math, and that's explained in the DirectX tutorials.
You might try using WPF and the 3D Tools source code released by the WPF team.
3DTools
Assuming you are using WPF for your GUI:
Make an animated PNG of the cube using a graphics program.
Use the APNG WPF Control to insert the image into your GUI.
This will yield a small assembly size and transparent background if needed.
You need a way to represent 3d points. There is no ready struct for that in .NET unless you use directx or WPF.
Then with a standard euler rotation matrix applied to the points you get the transformed points. If you only do rotations you can get away with 3x3 matrix, but if you want translation you better use 4x4 matrices and homogenous points.
After this you need a way to project those 3d points to the 2d canvas. Depending whether you are using perspective or orthographic projection the projection matrix will look a bit different.
Look into WPF in general, it will help you do this with a few measly lines of code. You can also host a WPF window in Forms.
http://msdn.microsoft.com/en-us/library/aa970268.aspx