Non Affine Transformation on a MeshGeometry3d Plane by 4 Points (not corner points)












0















Good day everyone,
this is my second question on SO. I hope someone can give me food for thought because I don´t know how to go on / figure it out. I have asked a question on one of my approaches on this already. So you can see I have tried before!
MeshGeometry3D Plane is invisible on certain postions during Quadrilateral Distortion / Non-Affine Transformation



You can also find Code there!
But now for the important part:



My goal is to have a Non-Affine Transformation/quadrilateral distortion in wpf/xaml. I want to do that by using 4 points in the middle of a big plane & I do not want to touch its z-axis and I want to have exact positions of the texture brushes (With an canvas)
Here you can find the transformation I used so far & it uses corner points and works great. (http://www.charlespetzold.com/blog/2007/08/250638.html)



But for my program I need the plane to expand beyond these 4 points and the texture still has to be transformed in the right way.



If possible I dont want to see anything else in the viewport3d than the trasformed plane. This is probably kind of impossible because the plane would need to be nearly infinite. Or is it possible to create something like that? No Orange Background in --> https://i.imgur.com/IyYBQZx.png



I tried creating a checker map(5x5) by connecting new planes to the first one in the same MeshGeometry3D (the first one with the draggable cornerpoints is in the middle. You can see it here: https://i.imgur.com/8Z7yik8.png . Worked fine. the transform is still there. I have one material with one texture and only one coordinate system, but for some sad reason the planes disappear from the viewport3d on some positions (that was the topic of the question linked above). This bug can not happen in the final program. (Nobody answered on the other qeustion so feel free to help me there as well if you can)



I hope someone can give me some food for thoughts or inspiration. If something unclear feel free to ask :)



Critic on my asking technique is also wished.










share|improve this question





























    0















    Good day everyone,
    this is my second question on SO. I hope someone can give me food for thought because I don´t know how to go on / figure it out. I have asked a question on one of my approaches on this already. So you can see I have tried before!
    MeshGeometry3D Plane is invisible on certain postions during Quadrilateral Distortion / Non-Affine Transformation



    You can also find Code there!
    But now for the important part:



    My goal is to have a Non-Affine Transformation/quadrilateral distortion in wpf/xaml. I want to do that by using 4 points in the middle of a big plane & I do not want to touch its z-axis and I want to have exact positions of the texture brushes (With an canvas)
    Here you can find the transformation I used so far & it uses corner points and works great. (http://www.charlespetzold.com/blog/2007/08/250638.html)



    But for my program I need the plane to expand beyond these 4 points and the texture still has to be transformed in the right way.



    If possible I dont want to see anything else in the viewport3d than the trasformed plane. This is probably kind of impossible because the plane would need to be nearly infinite. Or is it possible to create something like that? No Orange Background in --> https://i.imgur.com/IyYBQZx.png



    I tried creating a checker map(5x5) by connecting new planes to the first one in the same MeshGeometry3D (the first one with the draggable cornerpoints is in the middle. You can see it here: https://i.imgur.com/8Z7yik8.png . Worked fine. the transform is still there. I have one material with one texture and only one coordinate system, but for some sad reason the planes disappear from the viewport3d on some positions (that was the topic of the question linked above). This bug can not happen in the final program. (Nobody answered on the other qeustion so feel free to help me there as well if you can)



    I hope someone can give me some food for thoughts or inspiration. If something unclear feel free to ask :)



    Critic on my asking technique is also wished.










    share|improve this question



























      0












      0








      0








      Good day everyone,
      this is my second question on SO. I hope someone can give me food for thought because I don´t know how to go on / figure it out. I have asked a question on one of my approaches on this already. So you can see I have tried before!
      MeshGeometry3D Plane is invisible on certain postions during Quadrilateral Distortion / Non-Affine Transformation



      You can also find Code there!
      But now for the important part:



      My goal is to have a Non-Affine Transformation/quadrilateral distortion in wpf/xaml. I want to do that by using 4 points in the middle of a big plane & I do not want to touch its z-axis and I want to have exact positions of the texture brushes (With an canvas)
      Here you can find the transformation I used so far & it uses corner points and works great. (http://www.charlespetzold.com/blog/2007/08/250638.html)



      But for my program I need the plane to expand beyond these 4 points and the texture still has to be transformed in the right way.



      If possible I dont want to see anything else in the viewport3d than the trasformed plane. This is probably kind of impossible because the plane would need to be nearly infinite. Or is it possible to create something like that? No Orange Background in --> https://i.imgur.com/IyYBQZx.png



      I tried creating a checker map(5x5) by connecting new planes to the first one in the same MeshGeometry3D (the first one with the draggable cornerpoints is in the middle. You can see it here: https://i.imgur.com/8Z7yik8.png . Worked fine. the transform is still there. I have one material with one texture and only one coordinate system, but for some sad reason the planes disappear from the viewport3d on some positions (that was the topic of the question linked above). This bug can not happen in the final program. (Nobody answered on the other qeustion so feel free to help me there as well if you can)



      I hope someone can give me some food for thoughts or inspiration. If something unclear feel free to ask :)



      Critic on my asking technique is also wished.










      share|improve this question
















      Good day everyone,
      this is my second question on SO. I hope someone can give me food for thought because I don´t know how to go on / figure it out. I have asked a question on one of my approaches on this already. So you can see I have tried before!
      MeshGeometry3D Plane is invisible on certain postions during Quadrilateral Distortion / Non-Affine Transformation



      You can also find Code there!
      But now for the important part:



      My goal is to have a Non-Affine Transformation/quadrilateral distortion in wpf/xaml. I want to do that by using 4 points in the middle of a big plane & I do not want to touch its z-axis and I want to have exact positions of the texture brushes (With an canvas)
      Here you can find the transformation I used so far & it uses corner points and works great. (http://www.charlespetzold.com/blog/2007/08/250638.html)



      But for my program I need the plane to expand beyond these 4 points and the texture still has to be transformed in the right way.



      If possible I dont want to see anything else in the viewport3d than the trasformed plane. This is probably kind of impossible because the plane would need to be nearly infinite. Or is it possible to create something like that? No Orange Background in --> https://i.imgur.com/IyYBQZx.png



      I tried creating a checker map(5x5) by connecting new planes to the first one in the same MeshGeometry3D (the first one with the draggable cornerpoints is in the middle. You can see it here: https://i.imgur.com/8Z7yik8.png . Worked fine. the transform is still there. I have one material with one texture and only one coordinate system, but for some sad reason the planes disappear from the viewport3d on some positions (that was the topic of the question linked above). This bug can not happen in the final program. (Nobody answered on the other qeustion so feel free to help me there as well if you can)



      I hope someone can give me some food for thoughts or inspiration. If something unclear feel free to ask :)



      Critic on my asking technique is also wished.







      wpf xaml transformation plane viewport3d






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      edited Mar 7 '18 at 15:14







      Jls

















      asked Mar 7 '18 at 14:29









      JlsJls

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