How can I design an application that contains a card that can be flipped and have content on both side?
The card is something like a post card which has images on 1 side and then the messages on another side. It should be able to be rotated smoothly as well.
The download site has moved around and there doesn't seem to be a documentation page for it anymore, but I think the Bag of Tricks still includes a FlipTile3D control that lets you define both sides of a tile, and lets you flip it over like a playing card.
If you want content on two sides, I recommend Josh Smith's ContentControl3D:
Introducing ContentControl3D
It does exactly what you want and includes a variety of configurable 3D transition effects.
There is also a detailed CodeProject article on the control:
Rotating WPF Content in 3D Space
Rotating from one content to another is a basic WPF/silverlight skill.
Here is a link to a blog post that shows how to rotate to display a cube. If you wanted to show only two faces, rotate 180 degrees instead of 90.
http://oldschooldotnet.blogspot.com/2009/11/how-to-create-your-own-silverlight-cube.html
just have a look at this post
http://www.interact-sw.co.uk/iangblog/2007/05/17/wpf-flippable-3D-list
You need to create the card as a 3d panel with the necessary controls on each side. I would recommend referencing this control as a starting point:
http://flipcontrol.codeplex.com/releases/view/22358
Related
Sometimes a Unity project has data that demands more than ordinary inspector fields and we want to create more sophisticated tools to edit the data. For example, here's a blog post about creating a node editor: Creating a Node Based Editor in Unity
It's useful to be able to create node editors, but that project draws nothing but boxes and lines and curves using the tools in GUI and Handles, which is fine for what it is, but what if we need to draw something not supplied by Handles?
For example, if we want to draw an elaborate mesh to represent some data that we want to be able to edit, it seems not ideal to render each individual polygon of the mesh using Handles.DrawAAConvexPolygon(...). Shouldn't we instead have a way to more directly send the mesh to be rendered? Or is DrawAAConvexPolygon exactly what we should be doing?
Is the GL class the appropriate approach when wanting to draw arbitrary meshes in an editor control? It is certainly capable of drawing, but is it bad practice? In particular, the GL.Viewport(Rect) method seems to work very strangely within a GUI. One cannot simply give it a GUI Rect and thereby have a viewport in the same place we'd have a GUI control if we gave it that same Rect. We need to calculate the Rect that will put the viewport in the appropriate place, and even then we have to determine the coordinate system within the viewport. Based on the documentation for Viewport(Rect) one might expect the viewport to be (0, 0) to (Screen.width, Screen.height), but it does not always work out that way exactly, and it all gives the impression that GL is not designed to be used within Editor GUI. The documentation for GL.Viewport has it used in an OnPostRender method, so is it misguided to try to use GL in other places?
If we should not be using the GL class, then what is the technique for drawing within custom Editor controls?
You may wanna look at Unity Graph view if you want to make a Node Based Editor in Unity.
It use UXML and USS with is close to HTML and CSS.
Making it pretty easy to customise as you wanted.
Unity Video on UXML and USS: Customize the Unity Editor with UIElements!
https://www.youtube.com/watch?v=CZ39btQ0XlE&t=98s
Here are 3 Github you can download and look at.
https://github.com/rygo6/GTLogicGraph
https://github.com/rygo6/GraphViewExample
This one is made by me.
https://github.com/KasperGameDev/Dialogue-Editor-Tutorial/tree/Dialogue-Prototype-Bonus
I am new to C# programming and I am following the Kinect For Windows SDK from Channel9msdn and Microsoft Kinect Toolkit examples. My question is how do I obtain and display the joint angles for each joint?
Also, how do I display the coordinates of the joints?
I want to have these displayed when I am running the skeletal tracking.
Thanks in advance for any help.
A quick internet search...
How to calculate an angle from three points?
For displaying the text, you can either draw it directly to the display canvas or create one (or more) TextBlocks that you update the value of. I would probably suggest the TextBlocks, simply because they would be easier to work with.
Information on how to work with TextBlocks can be found in the MSDN development documentation, and all around.
What I am looking to do in my Windows Forms application (or even WPF). Is to dynamically render an image of a tube, or cylinder (with a 3d look or having some sort of depth for a better visual experience), setting the length and hieght and so on, (also need rulers and such to zoom in and out). But then allow the user to enter some text, which will then be placed on that tube or cylinder, for display purposes, able to scale the text size, to create a visual representation of what it would look like IRL.
Any ideas on where I can start, or some examples I can build off of? This vector type display is new to me, so any help would be appreciated.
This article looked interesting. I would imagine you could tweak it to do what you were after.
http://kindohm.com/technical/WPF3DTutorial.htm
Also I googled "WPF 3D drawing".
If you have the choice WPF is better suited for graphics than WinForms out of the box. Though a good programmer can make WinForms do similar.
Hello
I saw that there are some laptops with 3D support. I know that they use polarization for each eye. How can I write a program in C# that shows a simple 3D object in such system? I don't want to show a 3D object in a 2 D medium (Perspective view), but showing a 3D object similar to what you can see in a 3D film using a 3D glass.
Any suggestion for further study is highly appreciated.
Regards
What you need to do is display two images one for each eye. Each image is a perspective view but taken from two slightly different viewpoints - about the distance of your eyes apart.
When viewed through polarising or more likely LCD Shutter glasses you get the illusion of 3D objects.
In this case each eye's view is presented on the screen alternately and a signal is sent to the glasses to become clear or opaque so that the correct image is seen in each eye.
For a passive system you have to use two projectors for the left and right eye images and make sure that they are perfectly aligned so the images overlap correctly. If you get it wrong you won't get a very good 3D effect.
In both cases you need to create two views of your model and render each one for each frame you display. I used to work in this area and a while back wrote a blog post which included an overview on how we did stereo systems.
I think that you need to program directly using OpenGL or Direct3D. For the screen to display the polarized views necessary to achieve the 3D effect, the graphics card will need to know what it has to display. See here for some ideas.
Can someone point me to a C# open source implementaion with a simple image animations.
e.g. I feed the input image to animator, and the animation code produces a few dozen of images which if displayed sequentially looks like animation.
I am not something extremely fancy - a simple DirectX filter like animations would do.
You would be look for a sprite then? Microsoft has tutorials on this including:
http://msevents.microsoft.com/cui/WebCastEventDetails.aspx?culture=en-US&EventID=1032273446&CountryCode=US
and general graphics in C# here:
http://www.microsoft.com/events/series/msdnvisualcsharp.aspx?tab=webcasts
Hmmm... I'm not sure if this is what you want, but I've have created a library called Transitions that lets you animate most properties of UI controls easily. You could use it to move the position of pictures, transition between pictures or grow and shrink pictures. But I'm not sure that this is exactly the effects you're after? Anyway, if it's any help, my library is here:
http://code.google.com/p/dot-net-transitions/