Author Topic: 3D Modeler for Icaros  (Read 1899 times)

miker1264

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Re: 3D Modeler for Icaros
« Reply #30 on: June 24, 2019, 07:29:39 AM »
To use the New Image Viewer just copy it along with its icon to a directory.

Double-Click the App Icon each time & a file requester will pop up to open a picture file.

When you are done viewing the file use the Close Gadget. It's small & simple. No menu.

salvatore

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Re: 3D Modeler for Icaros
« Reply #31 on: June 24, 2019, 12:18:35 PM »
Hi Miker ok now I'm trying, great cooperation, you're doing a great job, I have no have words for this :)
« Last Edit: June 24, 2019, 12:26:51 PM by salvatore »
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salvatore

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Re: 3D Modeler for Icaros
« Reply #32 on: June 24, 2019, 01:22:31 PM »
I wanted to ask you a courtesy, but if it is not what we say complicated and that makes you waste a lot of time, since icaros in the next versions will be 64-bit, as soon as you finish everything see if you can make a compiled, but if it is complicated let it go, we hear the first of July with paypal ;)
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miker1264

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Re: 3D Modeler for Icaros
« Reply #33 on: June 24, 2019, 02:26:04 PM »
I'm mostly trying to get RayStorm working on ABIv0 first. Then focus on 64 bit.

The source code is included if anyone wants to compile for 64bit in the meanwhile.

salvatore

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Re: 3D Modeler for Icaros
« Reply #34 on: June 24, 2019, 04:21:59 PM »
exactly ok :)
« Last Edit: June 24, 2019, 06:32:35 PM by salvatore »
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miker1264

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Re: 3D Modeler for Icaros
« Reply #35 on: June 24, 2019, 07:05:27 PM »
The Image Viewer is the first step. There is room for improvement there as well. Although it sets a minimum size there's no maximum size. It doesn't check whether the image is larger than the screen and there's no way to navigate if it is larger.

Maybe we can use Arrow Keys to pan up, down, left and right to see the entire image. In a near future revision maybe I could add Horizontal and Vertical Scroller Gadgets to accomplish that.

miker1264

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Re: 3D Modeler for Icaros
« Reply #36 on: June 24, 2019, 07:07:41 PM »
Although I haven't even started on the Modeler Component for RayStorm, I have begun to think about future enhancements.

Just like AROS has one foot in the past, one foot in the present, and an eye towards the future, we have to think about the present and the future. Wouldn't it be great to use RayStorm 3D Modeling to create and interact with 3D Design Files for 3D Printing?

3D Printing may not be the "kilker app" that attracts people to use Icaros Desktop, but it may be one reason among many reasons.

Also, if isn't already possible, we should make it possible for the Main Window to be Full Screen to make use of large screens.

salvatore

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Re: 3D Modeler for Icaros
« Reply #37 on: June 24, 2019, 08:32:28 PM »
I do not know, I think that new features are well appreciated, you are definitely working in full screen is another thing, better I would say

hi miker
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miker1264

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Re: 3D Modeler for Icaros
« Reply #38 on: June 24, 2019, 09:36:14 PM »
My next objective is to spend the next week or so trying to get the Main Window with all the buttons and Menu Items to appear on screen in Icaros Desktop. It is based on MUI 3.3 and I believe I read some documentation that stated that the AROS implementation of MUI is 3.8 compatible.

salvatore

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Re: 3D Modeler for Icaros
« Reply #39 on: June 24, 2019, 10:20:47 PM »
excellent, yes mui is compatible, I tested the program time ago on os 3.1
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salvatore

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Re: 3D Modeler for Icaros
« Reply #40 on: June 25, 2019, 01:51:34 AM »
horewer there is not the support for printin but maybe the printer 3d support postscript protocol but do not say if work well
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dizzy

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Re: 3D Modeler for Icaros
« Reply #41 on: June 25, 2019, 07:43:20 AM »
The Image Viewer is the first step. There is room for improvement there as well. Although it sets a minimum size there's no maximum size. It doesn't check whether the image is larger than the screen and there's no way to navigate if it is larger.

Maybe we can use Arrow Keys to pan up, down, left and right to see the entire image. In a near future revision maybe I could add Horizontal and Vertical Scroller Gadgets to accomplish that.

There's some input code in the STLView. It also prevents menus to appear when right mb is pressed and uses iirc the mouse wheel. Left mouse button moves things around.

Would be more intuitive to use mouse for moving the picture. There could still be scrollers also.

salvatore

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Re: 3D Modeler for Icaros
« Reply #42 on: June 25, 2019, 09:21:58 AM »
is still very primitive the thing, it takes at least two months of development, to have the program finished, bring patience

hi
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miker1264

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Re: 3D Modeler for Icaros
« Reply #43 on: June 26, 2019, 05:24:48 AM »
The Image Viewer is the first step. There is room for improvement there as well. Although it sets a minimum size there's no maximum size. It doesn't check whether the image is larger than the screen and there's no way to navigate if it is larger.

Maybe we can use Arrow Keys to pan up, down, left and right to see the entire image. In a near future revision maybe I could add Horizontal and Vertical Scroller Gadgets to accomplish that.

There's some input code in the STLView. It also prevents menus to appear when right mb is pressed and uses iirc the mouse wheel. Left mouse button moves things around.

Would be more intuitive to use mouse for moving the picture. There could still be scrollers also.

Yes, using the mouse movement to scroll is a good idea. Using Arrow Keys or Scoller Gadgets is also good. Maybe a combination of all three would be optimum to allow the user to choose.

miker1264

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Re: 3D Modeler for Icaros
« Reply #44 on: June 26, 2019, 05:55:46 AM »
Recently I've been doing some research as far as MUI 3.8 and Zune classes.

I've also been looking into different rendering techniques such as Scan Line vs Ray Tracing and the benefits and drawbacks of each. I had hoped to examine the rendering engine at a later point in the process, but I suppose having a good idea of what is going on in the program up front is good.

It seems that 3D Modeling has a mathematics, a science and a lingo all its own. For example in 2D space a pixel is represented by coordinates x, y. But in 3D space a voxel has x,y,z coordinates. The Octree Method is one of many to divide the 3D scene into triangles (vertices?) that are sent for further processing. Other methods such as "frustum culling" are used to sort and eliminate hidden or obscured triangles from the selection.

There is RayStorm and Lightwave modeling. There is Sculpt 3D and there is POV-Ray modeling. There is also a technique to convert 3D Meshes used in RayStorm and other programs into STL Meshes for 3D Printing. That last part is very interesting.

But as far as RayStorm the part that concerns me is Input and Output. What kind of 3D Meshes are used and what type of pixel data is written to file? Judging by the original file formats, JPG, TGA, PNG, ILBM Deep Images the output is likely just RGB. To get 32bit RGB + alpha requires image post processing in another program to add alpha and alpha blending with the backgroud.

But the Image Viewer is now capable of displaying 24bit or 32bit or anything else. By the end of the week I'll start working on the Main Window with the buttons, child windows and menus for the Modeler Component.

So, as you can see, it's a lot of work. But it's beneficial as well.