Z-Depth sorting problems

Sep 18, 2009 at 7:38 PM

Due to the overall complexity of my project, here is a link to the entire project in a zip file. I appologize for the file size of 5.22Mb (the deployed site is much smaller) 

https://fractrace.dev.java.net/files/documents/6137/143140/ShedDesignerLighting_Copy8_VS_Copy12clean.zip

The Kit3D part of the project is displayed by selecting the "3D Viewer" text at the top of the page when opened in a browser.

Left-click and drag to rotate the view.

The issue comes up when trying to view the shed from the back side. (rotate view 180deg) various polygons dissappear behind each other and the ground plane.

I have verified that my normals are pointing the right way, and all polygons are one-sided only. If you move the view around you can visually verify this

This implementation uses Kit3D with Rafal Chmielewski's lighting modification, but I had the same issue before I converted to his version

If someone can help me solve this depth sorting issue, Kit3D will have another powerful real-life example of it's capabilities!

I will truly appreciate any help you can provide

Don Casteel

Sep 18, 2009 at 7:48 PM

I haven't downloaded the project to look at it, but....

When you rotate, does the object rotate around it's center (the Y-axis I believe)?

Thanks,

Dave Snell

4D Web Design

517 204 3475 (cell phone)

www.4dwebdesign.com

Sep 18, 2009 at 8:00 PM

snelldl,

Thank you for your reply...

The scene rotates both on X and Y axies, allowing the user to look down onto the shed from above as well as from all sides. It's a virtual-trackball type interface, constrained from 0-90 vertically and full 360 horizontally.

Thanks again for your interest

Don

Sep 18, 2009 at 8:54 PM

The reason I was asking was, I was wondering if maybe the viewport passed through the wall when it was rotated to 180.

Thanks,

Dave Snell

4D Web Design

517 204 3475 (cell phone)

www.4dwebdesign.com

Sep 18, 2009 at 9:07 PM

Thanks Dave, 

It's a good thought, but the viewport maintains a distance well back from the rest of the geometry.

Even as the size of the building is increased the viewport is pushed back to keep everything "in-frame"

Best Regards

Don

Sep 18, 2009 at 9:15 PM

OK, I'll download and take a look over the weekend.

Thanks,

Dave Snell

4D Web Design

517 204 3475 (cell phone)

www.4dwebdesign.com

Sep 18, 2009 at 9:35 PM

OK, I couldn't wait.

It looks to me like the base is covering up the building. Have you tried turning that off?

A couple of small suggestions:

On the 3d side, start the viewport a bit tipped so you see the base right away, instead of having it be invisible when you first get there.

On the 2d side, I think you'd have better contrast by switching the gradient of the tools menu. That is, have it be light at the top and darker at the bottom. That we it is opposite of the background and would it easier to see and read the contents. I think.

Thanks,

Dave Snell

4D Web Design

517 204 3475 (cell phone)

www.4dwebdesign.com

Sep 18, 2009 at 10:03 PM

Dave,

Haha... I understand about not being able to wait, and thank you!

It does seem to work ok without the ground plane, but doesn't look as good. I have even tried to set the ZDepthOveride on the ground plane to 10000 even 100000, but no joy there either.

As for the starting 3D viewpoint and 2D tool menu gradient, both suggestions sound good, thank you.

Truth is, I've been focusing so much on functionallity (both 2D and 3D), there are several "look and feel" items that I've left un-addressed.

Thank you so much for your help

Don

 

Sep 18, 2009 at 11:32 PM

Dave,

I've found a work-around...

Instead of a single quad for the ground plane, I'm now using trapezoidal 4 quads creating a picture frame with inner corners at the base corners of the building, leaving the bottom of the building uncovered.

I re-implemented the constraints so the view can't go under the building.

This will work for this project, but doesn't address the root cause of the issue.

Thanks for all of your help.

Don

Sep 19, 2009 at 2:26 AM

Glad you were able to get it to work.

Are you not using triangles to create the surafaces?

Also, I like the look and feel of the UI you've created.

Thanks,

Dave Snell

4D Web Design

517 204 3475 (cell phone)

www.4dwebdesign.com

Sep 19, 2009 at 12:41 PM

Thanks for your comment on the overall UI, I'm pretty happy with it so far.

I had started out with tryangles and had the same issue, but also had a devil of a time getting all the normals facing the right direction. (I have a hard time keeping all the vertices aranged in my head while I figure out the CW-CCW order) I switched to quads as a test and didn't see the need to change back.

On the z-depth issue for Kit3D improvement.....

1.) The quick band-aid would be to figure out why ZDepthOveride doesn't work as expected

2.) I tried figuring out how to force depth sorting on every camera move by setting a "dirty" flag, but saw this was already setup in the Kit3D code, I don't know if it's working corectly.

3.) I believe the root cause of the issue might be sorting the triangles by the "centroid". In my particular scene, it's easy to visualize that the centroid of a wall may be farther from the camera than the centroid of the ground plane. I can't suggest a better way however, without a speed penalty.

Once I get my curent project completed (there's still a long way to go), I may be able to help contribute to Kit3D development, so far It looks like it's going to evolve into a really sweet add-on for Silverlight

Regards

Don

Sep 24, 2009 at 4:50 AM

Hi Don,

Sorry, this post has nothing to do with answering your question. However, I read that you are using the "Kit3D with Rafal Chmielewski's lighting modification". Is it possible that I can have that modified Kit3D source file!?

Your help is much appreciated.

Thanks,

Kyle

Sep 24, 2009 at 12:34 PM

Kyle,

I had asked Rafal for a copy and he was kind enough to share it with me, unfortunatly, there was no agreement that I could distribute it.

As much as I would like to support the Kit3D comunitity, and I am more than happy to share anything I develop, However I can not give away someone else's code without permission.

The best solution would be for the curent Kit3D developers to pursue his permission and integrate his modifications in the mainstream source.

I'm very sorry

Don

Sep 30, 2009 at 9:50 PM

Kyle

You can find the "monkey head" demo source files available at: http://sildev.net/pub/3DHeads.zip

Demo is based on one of the old Kit3D releases extended with quad and light support.

Unfortunately the Kit3D project is in frozen state for community development.

Don, I will look at your issues asap.

Rafal

Oct 1, 2009 at 1:17 AM
Edited Oct 1, 2009 at 1:18 AM

Thanks Rafal,

To both of you, I apologize for the inconvienance, but didn't want to send out the code without permission.

Thanks Rafal for making it available to the communitity.

I've tried a few things to solve the depth buffering issue, but so far haven't found a solution. The issue is definetly determining depth on the centroid of the triangle. If you think about a small triangle parallel to, overlapping and offset in fromt of a larger one, it's center can be beyond the center of the larger triangle, but it should still be visible and drawn last.

Last night I tried taking the average Z-depth of each vertex for each triangle. then sorting on that, but I knew in my head the result would be the same as using the centroids. The funny thing was the results were quite different. While it seemed to work corectly for each model in the scene. The instanced/translated models kept being drawn over everything else, which wasn't happening with the centroid method.

I was doing this in the Viewport3D.trianglesToRender.Sort( ~ ) method, but am now thinking accesing the verteces there may not have the transforms applied? I did it there to avoid adding a new variable to the Triangle class.

After that, I spent a lot of time reading up on depth sorting, and there seems to be no quick-simple solution that doesn't involve scanning the triangles and storing pixel based depth maps which seems expensive.

Anyway, I'd be happy to work on it with you.

Regards

Don

Oct 2, 2009 at 10:23 PM

I've been trying to fix the triangle sorting code in the Viewport3D.Render() method, but keep getting errors on the CompareTo() method for inconsistiant results.

Here's the code change:

                PerspectiveCamera pcam = (PerspectiveCamera) camera;
                Point3D cpoint = pcam.Position;//.ViewToWorldTransform.Transform(cpoint);

                //TODO: Time this to see if we need to make this faster
                //Now reorder all of the face triangles
                trianglesToRender.Sort(delegate(Triangle x, Triangle y)
                    {
                    if (x.ZIndexOverride != y.ZIndexOverride)
                        {
                        return x.ZIndexOverride.CompareTo(y.ZIndexOverride);
                        }
                    else
                        {
                        if (true)//turn the test on and off
                            {
                             /*
                             *  Formula for ray-plane intersection 
                             *  T = [planeNormal.(pointOnPlane - rayOrigin)]/planeNormal.rayDirection;
                             *  pointInPlane = rayOrigin + (rayDirection * T);
                             *
                             *  T = distance along ray from the origin to the intersection
                             *  The code below traces a ray from the camera through the centroid of the first triangle
                             *  and finds the intersection on the plane defined by the second triangle
                             *  then compares the distance from the camera to the first triangle against the distance to the intersection point
                             */

                            Vector3D n = y.Normal;
                            n.Normalize();
                            Vector3D dir = x.Centroid - cpoint;
                            double xLength = dir.Length;
                            dir.Normalize();

                            double num = Vector3D.DotProduct(n, y.Centroid - cpoint);
                            double den = Vector3D.DotProduct(n, dir);
                            if (den == 0.0) return y.ZIndex.CompareTo(x.ZIndex);
                            double t = num / den;
                            return xLength.CompareTo(t);
                            }
                        return y.ZIndex.CompareTo(x.ZIndex);
                        }
                    }


I think the algorythm is correct, but am not sure about the validity of the centroids or normals at this point in the render pipeline.

Whatever it is it isn't working the way it should be

Don

Oct 2, 2009 at 10:51 PM

Another couple of notes to the above...

I'm testing the changes with Rafal's Monkey lighting demo

With the above test on I'll get null exceptions for one of the two triangles ( x or y) after some unknown number of iterations  at......  if (x.ZIndexOverride != y.ZIndexOverride)
I do not get this exception with the test off (skipping my changes)

Don

Oct 3, 2009 at 12:41 AM

Don,

Sorry, looks like the Kit3D version I gave you, was not the one you are searching for.

Download the "monkey demo" once more, replace the Kit3D in ShedDesigner with a new one and set "mesh.ZIndexOverride = -1;" in your Ground.cs file.

All should work fine...

Rafal

 

Oct 3, 2009 at 2:34 AM

Rafal,

ZIndexOveride works fine now to forceing the ground to always remain behind the building. (I had already fixed this by changing the geometry, making a cutout in the ground for the building)

However, I'm trying to add door models to the scene which overlay the walls, the doors need to work on any wall, and viewed from any angle, so pushing the walls behind the doors isn't going to work.

What I need to do is fix the depth sorting so small triangles which overlay larger ones are rendered corectly.

With the existing centroid depth sorting method, if a small triangle is in front of a larger one, but positioned beyond the large triangle's centroid with respect to the canera, it's z-index will cause it to be drawn before the large rectangle.

Best Regards

Don

Oct 4, 2009 at 6:09 PM
Edited Oct 4, 2009 at 6:18 PM

To All,

I'm thinking the best way to describe the problem is to show it visually.

I've created a simple new model of 3 planes and add it to the Monkey demo. The planes are axis-aligned centered at the origin, and added to the viewport outside the male/female/monkey head selection.

Add this class to the 3dDemo project:

using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using System.Windows.Media.Imaging;
using Kit3D.Windows.Media.Media3D;
using Kit3D.Windows.Media;

namespace Sildev
    {
    public class CubeLg
        {
        private static GeometryModel3D meCube()
            {
            MeshGeometry3D mesh = new MeshGeometry3D();

            mesh.Positions = new Point3DCollection { 
                new Point3D(0,-1,-1),
                new Point3D(0,1,-1),
                new Point3D(0,1,1),
                new Point3D(0,-1,1),

                new Point3D(-1,0,-1),
                new Point3D(1,0,-1),
                new Point3D(1,0,1),
                new Point3D(-1,0,1),

                new Point3D(-1,-1,0),
                new Point3D(1,-1,0),
                new Point3D(1,1,0),
                new Point3D(-1,1,0)
                };
            mesh.Normals = new Vector3DCollection { };

            mesh.TextureCoordinates = new Kit3D.Windows.Media.PointCollection { };

            mesh.TriangleIndices = new Int32Collection { };

            mesh.QuadIndices = new Int32Collection {0,1,2,3,4,5,6,7,8,9,10,11};

            GeometryModel3D model = new GeometryModel3D();

            model.Geometry = mesh;

            model.Material = new DiffuseMaterial(new Kit3DBrush(new SolidColorBrush(Color.FromArgb(0xFF, 0x99, 0xff, 0x77))));
            model.BackMaterial = new DiffuseMaterial(new Kit3DBrush(new SolidColorBrush(Color.FromArgb(0xFF, 0x33, 0xff, 0x77))));
            Transform3DGroup tg = new Transform3DGroup();
            tg.Children.Add(new TranslateTransform3D(0.000000, 0.000000, 0.000000));
            model.Transform = tg;

            return model;
            }

        internal static ModelVisual3D Model3D()
            {
            ModelVisual3D modelVisual = new ModelVisual3D();
            Model3DGroup modelGroup = new Model3DGroup();
            modelVisual.Content = modelGroup;

            modelGroup.Children.Add(meCube());

            return modelVisual;
            }
        }
    }

Then in the 3dDemo.xaml.cs file add the following code segment as the last line in the "SwitchModel(int index)" method. (this should be somewhere around line 497)

        viewport.Children.Add(CubeLg.Model3D());

Then run the demo and observe the depth sorting issue, you will see that the new planes are either incorrectly drawn in front of or behind the faces of the selected head model as you rotate the sceen around with the mouse.

Occasionally, at certian angles things actually get drawn right, but more often than not it is wrong.

Please let me know what you think.

Don

 

Oct 4, 2009 at 7:06 PM

Sorry people,

If you are testing with the 3DHeads demo (see raffsky's Sept 30th post above)

The issue still exists, but but instead of adding the single line as shown above, in the 3dDemo.xaml.cs class, you will change several items.

(You would still add my CubeLg.cs class as shown above)

Here is the entire 3dDemo.xaml.cs class modified to add the planes (additions highlighted in RED):

using System;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Controls;
using Kit3D.Windows.Media;
using Kit3D.Util;
using Kit3D.Windows.Media.Media3D;

namespace Sildev
{
    enum RotatedItem { Camera, Light }
    enum SelectedValues { None, Ambient, Red, Green, Blue }

    public partial class _3DDemo : UserControl
    {
        private Point lastMousePosition;
        private bool dragStart = false;

        private RotatedItem rotatedItem;
        private SelectedValues selectedValue;
        private double delta = 0.03;

        private double camAngleX = 0;
        private double camAngleY = 0;
        private double camDistance = 6;
        private double lightAngleX = 0;
        private double lightAngleY = 0;

        private ModelVisual3D modelVisual = new ModelVisual3D();
        private ModelVisual3D modelVisual2 = new ModelVisual3D();

        private PerspectiveCamera cam;
        private DirectionalLight dlight = null;
        private AmbientLight alight = null;

        public _3DDemo()
        {
            InitializeComponent();

            this.Loaded += new RoutedEventHandler(Page_Loaded);
            this.KeyDown += new KeyEventHandler(_3DDemo_KeyDown);
            this.MouseLeftButtonDown += new MouseButtonEventHandler(_3DDemo_MouseLeftButtonDown);
            this.MouseLeftButtonUp += new MouseButtonEventHandler(_3DDemo_MouseLeftButtonUp);
            this.MouseMove += new MouseEventHandler(_3DDemo_MouseMove);

            this.rotatedItem = RotatedItem.Camera;
            this.selectedValue = SelectedValues.None;
        }

        private void Page_Loaded(object sender, RoutedEventArgs e)
        {
            this.modelVisual = new ModelVisual3D();
            this.modelVisual.Transform = new RotateTransform3D(
                                         new AxisAngleRotation3D(new Vector3D(0, 1, 0), 0),
                                         new Point3D(0, 0, 0));

            this.viewport.Children.Add(modelVisual);
            this.LoadModel();

            this.modelVisual2 = new ModelVisual3D();
            this.modelVisual2.Transform = new RotateTransform3D(
                                         new AxisAngleRotation3D(new Vector3D(0, 1, 0), 0),
                                         new Point3D(0, 0, 0));

            this.viewport.Children.Add(modelVisual2);
            this.LoadModel2();

            this.CreateCameraAndLight();
            this.RotateCamera(10, -10);
        }

        private void LoadModel()
        {
            this.modelVisual = Monkey.Model3D();
            this.viewport.Children.Add(this.modelVisual);
        }

        private void LoadModel2()
            {
            this.modelVisual2 = CubeLg.Model3D();
            this.viewport.Children.Add(this.modelVisual2);
            }

        private void CreateCameraAndLight()
        {
            this.cam = ((PerspectiveCamera)(viewport.Camera));
            this.cam.Changed += new EventHandler(cam_Changed);

            this.alight = new AmbientLight(Color.FromArgb(0xFF, 0x68, 0x68, 0x68));
            this.viewport.Lights.Add(new ModelVisual3D() { Content = alight });

            this.dlight = new DirectionalLight(Colors.White,
                                                 new Vector3D(cam.LookDirection.X,
                                                              cam.LookDirection.Y,
                                                              cam.LookDirection.Z));
            this.viewport.Lights.Add(new ModelVisual3D() { Content = dlight });

            camAngleX = camAngleY = lightAngleX = lightAngleY = 0;
            dlight.Direction = cam.LookDirection;

            this.cam.Position = new Point3D(0, 0, camDistance);
            this.cam.LookDirection = new Vector3D(0, 0, -camDistance);
            this.cam.UpDirection = new Vector3D(0, 1, 0);
        }

        #region Input

        private void _3DDemo_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
        {
            dragStart = true;
            this.CaptureMouse();
            this.lastMousePosition = e.GetPosition(this.viewport);
        }

        private void _3DDemo_MouseMove(object sender, MouseEventArgs e)
        {
            if (dragStart)
            {
                Point p = e.GetPosition(this.viewport);
                double xDiff = lastMousePosition.X - p.X;
                double yDiff = lastMousePosition.Y - p.Y;
                if (xDiff != 0 || yDiff != 0)
                {
                    this.Rotate(xDiff, yDiff);
                }
                lastMousePosition = p;
            }
        }

        private void _3DDemo_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)
        {
            dragStart = false;
        }

        private void _3DDemo_KeyDown(object sender, KeyEventArgs e)
        {
            switch (e.Key)
            {
                case Key.L:
                    lightAngleX = camAngleX;
                    lightAngleY = camAngleY;
                    rotatedItem = RotatedItem.Light;
                    break;
                case Key.C:
                    rotatedItem = RotatedItem.Camera;
                    break;
                case Key.R:
                    this.selectedValue = SelectedValues.Red;
                    break;
                case Key.G:
                    this.selectedValue = SelectedValues.Green;
                    break;
                case Key.B:
                    this.selectedValue = SelectedValues.Blue;
                    break;
                case Key.A:
                    this.selectedValue = SelectedValues.Ambient;
                    break;
                case Key.H:
                    this.helpPanel.Visibility = this.helpPanel.Visibility ==
                                                Visibility.Collapsed ?
                                                Visibility.Visible :
                                                Visibility.Collapsed;
                    break;
                case Key.Up:
                    this.ChangeValues(delta);
                    break;
                case Key.Down:
                    this.ChangeValues(-delta);
                    break;
                default:
                    break;
            }
        }

        private void ChangeValues(double delta)
        {
            switch (this.selectedValue)
            {
                case SelectedValues.None:
                    break;
                case SelectedValues.Ambient:
                    this.SetAmbient(delta);
                    break;
                case SelectedValues.Red:
                    this.SetRed(delta);
                    break;
                case SelectedValues.Green:
                    this.SetGreen(delta);
                    break;
                case SelectedValues.Blue:
                    this.SetBlue(delta);
                    break;
                default:
                    break;
            }
        }

        #endregion

        private void SetRed(double factor)
        {
            int r = ClipColorValue(dlight.Color.R + (int)(255 * factor));

            dlight.Color = Color.FromArgb(255,
                               Convert.ToByte(r),
                               Convert.ToByte(dlight.Color.G),
                               Convert.ToByte(dlight.Color.B));
        }

        private void SetGreen(double factor)
        {
            int g = ClipColorValue(dlight.Color.G + (int)(255 * factor));

            dlight.Color = Color.FromArgb(255,
                               Convert.ToByte(dlight.Color.R),
                               Convert.ToByte(g),
                               Convert.ToByte(dlight.Color.B));
        }

        private void SetBlue(double factor)
        {
            int b = ClipColorValue(dlight.Color.B + (int)(255 * factor));

            dlight.Color = Color.FromArgb(255,
                               Convert.ToByte(dlight.Color.R),
                               Convert.ToByte(dlight.Color.G),
                               Convert.ToByte(b));
        }

        private void SetAmbient(double factor)
        {
            int a = alight.Color.B + (int)(255 * factor);

            //Clip value
            if (a > 255) a = 255;
            else if (a < 0) a = 0;

            alight.Color = Color.FromArgb(255,
                               Convert.ToByte(a),
                               Convert.ToByte(a),
                               Convert.ToByte(a));
        }

        private int ClipColorValue(int value)
        {
            return value > 255 ? 255 : value < 0 ? 0 : value;
        }

        private void cam_Changed(object sender, EventArgs e)
        {
            if (dlight != null)
            {
                dlight.Direction = cam.LookDirection;
            }
        }

        #region Rotation

        private void Rotate(double xDiff, double yDiff)
        {
            if (rotatedItem == RotatedItem.Light)
                RotateLight(xDiff / 3, yDiff / 3);
            else
                RotateCamera(xDiff / 3, yDiff / 3);
        }

        private void RotateLight(double angleX, double angleY)
        {
            lightAngleX -= angleX;
            lightAngleX = this.WrapAngle(lightAngleX);

            lightAngleY -= angleY;
            if (lightAngleY > 90) lightAngleY = 90;
            else if (lightAngleY < -90) lightAngleY = -90;

            double lightAngleRadX = lightAngleX * Math.PI / 180;
            double lightAngleRadY = lightAngleY * Math.PI / 180;

            Vector3D p = new Vector3D();
            if(dlight != null) p = dlight.Direction;

            //X rotation
            p.Y = Math.Sin(lightAngleRadY);
            double x = -Math.Cos(lightAngleRadY);

            //Y rotation
            p.X = x * Math.Sin(lightAngleRadX);
            p.Z = x * Math.Cos(lightAngleRadX);

            if (dlight != null) dlight.Direction = p;
        }

        private void RotateCamera(double angleX, double angleY)
        {
            camAngleX += angleX;
            camAngleX = this.WrapAngle(camAngleX);

            camAngleY += angleY;
            if (camAngleY > 90) camAngleY = 90;
            else if (camAngleY < -90) camAngleY = -90;

            double camAngleRadX = camAngleX * Math.PI / 180;
            double camAngleRadY = camAngleY * Math.PI / 180;

            Point3D mPos = cam.Position;
            Vector3D mView = cam.LookDirection;

            //X rotation
            mPos.Y = -camDistance * Math.Sin(camAngleRadY);
            double x = camDistance * Math.Cos(camAngleRadY);

            //Y rotation
            mPos.X = x * Math.Sin(camAngleRadX);
            mPos.Z = x * Math.Cos(camAngleRadX);

            //We still should look at the same point
            mView.X = -mPos.X;
            mView.Y = -mPos.Y;
            mView.Z = -mPos.Z;
            
            cam.Position = mPos;
            cam.LookDirection = mView;
        }

        private double WrapAngle(double angle)
        {
            return angle > 360 ? angle -= 360 : angle < 0 ? angle += 360 : angle;
        }

        #endregion

    }
}

Oct 4, 2009 at 8:18 PM

Ooops, there was some junky code that I left when preparing the "Monkey demo" code from full 3-heads demo. I've added the new class and uploaded a fresh copy of "monkey demo" code (see link above). Now, all you need is to uncomment one line in Page_Loaded:

Don,

Kit3D does not test for polygon intersection, the only solution is to avoid such cases as in your example.

The quick workaround is to divide the big polygons into smaller ones, and clip them to align the monkey

as you did already with the ground.

In the ShedDemo you can set ZIndexOverride for doors and windows greater than the body,

with current shed shape it should be no problems with elements overlapping the walls or roof.

Rafal

 

Oct 4, 2009 at 10:17 PM

Rafal,

Yes I already understood polygomn intersections were not supported, the point of adding the planes was to show that sorting by centroid-distiance from the camera is an issue.  If you follow my example. the sorting is off even when polygons don't intersect one another.

The reason ZIndexOverides aren't working is that the building can have doors and windows on all sides. So unless the door is a simple quad with no shape to it, back-face culling won't keep the front faces from showing through the building.

However if the code I posted October 2nd could be debugged, the sorting would be much more accurate (it will still not support intersecting polygons)

By the way Rafal, I do clearly understand that this is a problem with Kit3D, and not your lighting modification. I am also very appreciateve of your willingness to help solve the issue.

 

Here is a better test model in xaml, there are no intersecting triangles, yet still has the same depth-sorting issues. (If you change the ZIndexOveride on the red cube, you will see the side walls of the far-side "dots" which are not back-facing):

Thanks again

Don

 

<Viewport3D xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
    <Viewport3D.Camera>
        <PerspectiveCamera FarPlaneDistance="100.000000" NearPlaneDistance="0.100000" UpDirection="0,1,0" LookDirection="0,0,-1" Position="0,0,0" FieldOfView="49.134343">
            <PerspectiveCamera.Transform>
                <Transform3DGroup>
                    <RotateTransform3D>
                        <RotateTransform3D.Rotation>
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</Viewport3D>

Oct 5, 2009 at 12:52 PM

Here's a c# version of the above.

You will need to move the camera back a bit:                       3DDemo.xaml.cs>[private double camDistance = 36;]

using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using Kit3D.Windows.Media.Media3D;
using Kit3D.Windows.Media;

namespace Sildev
    {
    public class diceModel
        {

        public diceModel()
            {
            }

        private GeometryModel3D meDice()
            {
            MeshGeometry3D mesh = new MeshGeometry3D();
            mesh.Positions = parsePositions(DicePositions);
             //Normals="0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0"

            //mesh.Normals = parseNormals(DiceNormals);

            //mesh.TextureCoordinates = parseTexCords(DiceTextureCoordinates);

            //mesh.QuadIndices = new Int32Collection { };

            mesh.TriangleIndices = parseTriangleIndices(DiceTriangleIndices);
                //new Int32Collection { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23 };

            GeometryModel3D model = new GeometryModel3D();

            model.Geometry = mesh;

            model.Material = new DiffuseMaterial(new Kit3DBrush(new SolidColorBrush(Color.FromArgb(0xFF, 0xFF, 0x0F, 0x0F))));
            //model.BackMaterial = new DiffuseMaterial(new Kit3DBrush(new SolidColorBrush(Color.FromArgb(0xFF, 0x33, 0xff, 0x77))));
            Transform3DGroup tg = new Transform3DGroup();
            tg.Children.Add(new TranslateTransform3D(0.000000, 0.000000, 0.000000));
            model.Transform = tg;

            return model;
            }

        private GeometryModel3D meDots()
            {
            MeshGeometry3D mesh = new MeshGeometry3D();
            mesh.Positions = parsePositions(DotPositions);
            //mesh.Normals = parseNormals(DotNormals);

            //mesh.TextureCoordinates = parseTexCords(DotTextureCoordinates);

            //mesh.QuadIndices = new Int32Collection { };

            mesh.TriangleIndices = parseTriangleIndices(DotTriangleIndices);
                //new Int32Collection { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23 };

            GeometryModel3D model = new GeometryModel3D();

            model.Geometry = mesh;

            model.Material = new DiffuseMaterial(new Kit3DBrush(new SolidColorBrush(Color.FromArgb(0xFF, 0xFF, 0xFF, 0xFF))));
//            model.BackMaterial = new DiffuseMaterial(new Kit3DBrush(new SolidColorBrush(Color.FromArgb(0xFF, 0x33, 0xff, 0x77))));
            Transform3DGroup tg = new Transform3DGroup();
            tg.Children.Add(new TranslateTransform3D(0.000000, 0.000000, 0.000000));
            model.Transform = tg;

            return model;
            }


        public ModelVisual3D Model3D()
            {
            ModelVisual3D modelVisual = new ModelVisual3D();
            Model3DGroup modelGroup = new Model3DGroup();
            modelVisual.Content = modelGroup;

            modelGroup.Children.Add(meDice());
            modelGroup.Children.Add(meDots());

            return modelVisual;
            }
        private Point3DCollection parsePositions(string s)
            {
            Point3DCollection ptcol = new Point3DCollection();
            string[] values = s.Split((" ").ToCharArray());
            for (int v = 0; v < values.Length; v += 3)
                {
                ptcol.Add(new Point3D(
                        Double.Parse(values[v]), 
                        Double.Parse(values[v + 1]), 
                        Double.Parse(values[v + 2])
                        )
                    );
                }
            return ptcol;
            }

        private Vector3DCollection parseNormals(string s)
            {
            Vector3DCollection ptcol = new Vector3DCollection();
            string[] values = s.Split((" ").ToCharArray());
            for (int v = 0; v < values.Length; v += 3)
                {
                ptcol.Add(new Vector3D(Double.Parse(values[v]), Double.Parse(values[v + 1]), Double.Parse(values[v + 2])));
                }
            return ptcol;
            }

        private Kit3D.Windows.Media.PointCollection parseTexCords(string s)
            {
            Kit3D.Windows.Media.PointCollection tcords = new Kit3D.Windows.Media.PointCollection();
            string[] values = s.Split((" ").ToCharArray());
            for (int v = 0; v < values.Length; v += 2)
                {
                tcords.Add(new Point(Double.Parse(values[v]), Double.Parse(values[v + 1])));
                }
            return tcords;
            }

        private Int32Collection parseTriangleIndices(string s)
            {
            Int32Collection tindices = new Int32Collection();
            string[] values = s.Split((" ").ToCharArray());
            for (int v = 0; v < values.Length; v++)
                {
                tindices.Add(int.Parse(values[v]));
                }
            return tindices;
            }


        private string DicePositions = "-3.15 -3.15 -3.15 3.15 -3.15 -3.15 3.15 -3.15 3.15 -3.15 -3.15 3.15 -3.15 -3.15 3.15 3.15 -3.15 3.15 3.15 3.15 3.15 -3.15 3.15 3.15 -3.15 3.15 3.15 3.15 3.15 3.15 3.15 3.15 -3.15 -3.15 3.15 -3.15 3.15 -3.15 -3.15 -3.15 -3.15 -3.15 -3.15 3.15 -3.15 3.15 3.15 -3.15 3.15 -3.15 -3.15 3.15 3.15 -3.15 3.15 3.15 3.15 3.15 -3.15 3.15 -3.15 3.15 -3.15 -3.15 -3.15 -3.15 -3.15 -3.15 3.15 -3.15 3.15 3.15";
        private string DiceNormals = "0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0";
        private string DiceTextureCoordinates = "0.375 0.0 0.625 0.0 0.625 0.25 0.375 0.25 0.375 0.25 0.625 0.25 0.625 0.5 0.375 0.5 0.375 0.5 0.625 0.5 0.625 0.75 0.375 0.75 0.625 1.0 0.375 1.0 0.375 0.75 0.625 0.75 0.625 0.0 0.875 0.0 0.875 0.25 0.625 0.25 0.125 0.0 0.375 0.0 0.375 0.25 0.125 0.25";
        private string DiceTriangleIndices = "0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23";


        private string DotPositions = "1.314943 3.215217 1.314943 2.685057 3.215217 1.314943 2.685057 3.215217 2.685057 1.314943 3.215217 2.685057 1.314943 3.215217 2.685057 2.685057 3.215217 2.685057 2.685057 3.284783 2.685057 1.314943 3.284783 2.685057 1.314943 3.284783 2.685057 2.685057 3.284783 2.685057 2.685057 3.284783 1.314943 1.314943 3.284783 1.314943 2.685057 3.215217 1.314943 1.314943 3.215217 1.314943 1.314943 3.284783 1.314943 2.685057 3.284783 1.314943 2.685057 3.215217 1.314943 2.685057 3.284783 1.314943 2.685057 3.284783 2.685057 2.685057 3.215217 2.685057 1.314943 3.284783 1.314943 1.314943 3.215217 1.314943 1.314943 3.215217 2.685057 1.314943 3.284783 2.685057 -0.685057 3.215217 -0.685057 0.685057 3.215217 -0.685057 0.685057 3.215217 0.685057 -0.685057 3.215217 0.685057 -0.685057 3.215217 0.685057 0.685057 3.215217 0.685057 0.685057 3.284783 0.685057 -0.685057 3.284783 0.685057 -0.685057 3.284783 0.685057 0.685057 3.284783 0.685057 0.685057 3.284783 -0.685057 -0.685057 3.284783 -0.685057 -0.685057 3.284783 -0.685057 0.685057 3.284783 -0.685057 0.685057 3.215217 -0.685057 -0.685057 3.215217 -0.685057 0.685057 3.215217 -0.685057 0.685057 3.284783 -0.685057 0.685057 3.284783 0.685057 0.685057 3.215217 0.685057 -0.685057 3.284783 -0.685057 -0.685057 3.215217 -0.685057 -0.685057 3.215217 0.685057 -0.685057 3.284783 0.685057 -2.685057 3.215217 -2.685057 -1.314943 3.215217 -2.685057 -1.314943 3.215217 -1.314943 -2.685057 3.215217 -1.314943 -2.685057 3.215217 -1.314943 -1.314943 3.215217 -1.314943 -1.314943 3.284783 -1.314943 -2.685057 3.284783 -1.314943 -2.685057 3.284783 -1.314943 -1.314943 3.284783 -1.314943 -1.314943 3.284783 -2.685057 -2.685057 3.284783 -2.685057 -2.685057 3.284783 -2.685057 -1.314943 3.284783 -2.685057 -1.314943 3.215217 -2.685057 -2.685057 3.215217 -2.685057 -1.314943 3.215217 -2.685057 -1.314943 3.284783 -2.685057 -1.314943 3.284783 -1.314943 -1.314943 3.215217 -1.314943 -2.685057 3.284783 -2.685057 -2.685057 3.215217 -2.685057 -2.685057 3.215217 -1.314943 -2.685057 3.284783 -1.314943 1.314943 -3.284783 1.314943 2.685057 -3.284783 1.314943 2.685057 -3.284783 2.685057 1.314943 -3.284783 2.685057 1.314943 -3.284783 2.685057 2.685057 -3.284783 2.685057 2.685057 -3.215217 2.685057 1.314943 -3.215217 2.685057 1.314943 -3.215217 2.685057 2.685057 -3.215217 2.685057 2.685057 -3.215217 1.314943 1.314943 -3.215217 1.314943 1.314943 -3.215217 1.314943 2.685057 -3.215217 1.314943 2.685057 -3.284783 1.314943 1.314943 -3.284783 1.314943 2.685057 -3.284783 1.314943 2.685057 -3.215217 1.314943 2.685057 -3.215217 2.685057 2.685057 -3.284783 2.685057 1.314943 -3.215217 1.314943 1.314943 -3.284783 1.314943 1.314943 -3.284783 2.685057 1.314943 -3.215217 2.685057 -2.685057 -3.284783 1.314943 -1.314943 -3.284783 1.314943 -1.314943 -3.284783 2.685057 -2.685057 -3.284783 2.685057 -2.685057 -3.284783 2.685057 -1.314943 -3.284783 2.685057 -1.314943 -3.215217 2.685057 -2.685057 -3.215217 2.685057 -2.685057 -3.215217 2.685057 -1.314943 -3.215217 2.685057 -1.314943 -3.215217 1.314943 -2.685057 -3.215217 1.314943 -2.685057 -3.215217 1.314943 -1.314943 -3.215217 1.314943 -1.314943 -3.284783 1.314943 -2.685057 -3.284783 1.314943 -1.314943 -3.284783 1.314943 -1.314943 -3.215217 1.314943 -1.314943 -3.215217 2.685057 -1.314943 -3.284783 2.685057 -2.685057 -3.215217 1.314943 -2.685057 -3.284783 1.314943 -2.685057 -3.284783 2.685057 -2.685057 -3.215217 2.685057 -2.685057 -3.284783 -2.685057 -1.314943 -3.284783 -2.685057 -1.314943 -3.284783 -1.314943 -2.685057 -3.284783 -1.314943 -2.685057 -3.284783 -1.314943 -1.314943 -3.284783 -1.314943 -1.314943 -3.215217 -1.314943 -2.685057 -3.215217 -1.314943 -2.685057 -3.215217 -1.314943 -1.314943 -3.215217 -1.314943 -1.314943 -3.215217 -2.685057 -2.685057 -3.215217 -2.685057 -2.685057 -3.215217 -2.685057 -1.314943 -3.215217 -2.685057 -1.314943 -3.284783 -2.685057 -2.685057 -3.284783 -2.685057 -1.314943 -3.284783 -2.685057 -1.314943 -3.215217 -2.685057 -1.314943 -3.215217 -1.314943 -1.314943 -3.284783 -1.314943 -2.685057 -3.215217 -2.685057 -2.685057 -3.284783 -2.685057 -2.685057 -3.284783 -1.314943 -2.685057 -3.215217 -1.314943 1.314943 -3.284783 -2.685057 2.685057 -3.284783 -2.685057 2.685057 -3.284783 -1.314943 1.314943 -3.284783 -1.314943 1.314943 -3.284783 -1.314943 2.685057 -3.284783 -1.314943 2.685057 -3.215217 -1.314943 1.314943 -3.215217 -1.314943 1.314943 -3.215217 -1.314943 2.685057 -3.215217 -1.314943 2.685057 -3.215217 -2.685057 1.314943 -3.215217 -2.685057 1.314943 -3.215217 -2.685057 2.685057 -3.215217 -2.685057 2.685057 -3.284783 -2.685057 1.314943 -3.284783 -2.685057 2.685057 -3.284783 -2.685057 " +
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