我现在使用WPF开发一个三维扫描类的软件,现在我想用一个控件实时的显示扫描回来的三维点云,不知道有没有好的控件或者工具能够解决这个问题。
求各位大神指点!!!
目前知道的SCIChart公司有一个控件,但是是商用版本,不太想用。
WPF自带的Viewer3D,感觉有些复杂,很多东西要自己设置,特别是实时显示这个需要各种优化,目前还没有精力做优化的工作
// 请把代码文本粘贴到下方(请勿用图片代替代码)
在WPF中,我们可以使用Unity3D库来渲染三维点云。以下是一个简单的示例,展示如何使用Unity3D中的Vector3和Vector2类来渲染三维点云:
PointCloudRenderer.cs
,并在这个文件中添加以下代码:```csharp using System.Collections.Generic; using UnityEngine;
public class PointCloudRenderer : MonoBehaviour
{
private List
void Start()
{
points = new List<Vector3>();
for (int i = 0; i < 10000; i++)
{
points.Add(new Vector3(i * cameraWidth, 0, i * cameraHeight));
}
}
void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
Vector2 touchPos = touch.position;
Vector3 touchNormal = touch.normal;
float distance = touchPos.distTo cameraPosition;
float angle = Mathf.Atan2(touchNormal.y, touchNormal.x);
if (distance > 0.1f)
{
Vector3 point = new Vector3(touchPos.x, touchPos.y, touchPos.z);
points.Add(point);
}
}
}
void OnRenderScene(Renderer renderer)
{
// 创建一个渲染器
Camera camera = renderer.mainCamera;
// 设置相机的视野范围
cameraFOV = Mathf.Clamp(cameraFOV, 0, 180);
// 创建一个渲染器缓冲器
RenderBuffer renderBuffer = new RenderBuffer RenderBufferIdentifier("RenderBuffer");
renderBuffer.material = new Material(UnityObjectEncapsulation.DefaultMaterial);
renderBuffer.renderTargetFormat = new RenderTargetFormat.Vector2f(1.0f, 1.0f);
// 创建一个渲染器光遮罩
RenderTexture renderTexture = new RenderTexture RenderTextureIdentifier("RenderTexture");
renderTexture.filterMode = FilterMode.Point;
renderTexture.renderTexture.width = cameraWidth;
renderTexture.renderTexture.height = cameraHeight;
renderTexture.minFilter = new MinFilter(MinFilterMode.Bilinear);
renderTexture.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 渲染三维点云
RenderTexture2D texture = renderBuffer.renderTexture;
Vector3[] vertices = points.ToArray();
float[] texcoords = new float[vertices.Length * 3];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i] = new Vector3(vertices[i].x, vertices[i].y, vertices[i].z);
texcoords[i * 3] = vertices[i].x;
texcoords[i * 3 + 1] = vertices[i].y;
texcoords[i * 3 + 2] = vertices[i].z;
}
Vector2[] texcoords2D = texcoords.ToVector2Array();
Array.Copy(texcoords2D, 0, texture.width * 2, 0, texcoords2D.Length);
Array.Copy(texcoords2D, texcoords2D.Length, texture.height * 2, 0, texcoords2D.Length);
// 创建一个三维纹理
RenderTexture2D meshTexture = new RenderTexture2D();
meshTexture.filterMode = FilterMode.Point;
meshTexture.renderTexture.width = cameraWidth;
meshTexture.renderTexture.height = cameraHeight;
meshTexture.minFilter = new MinFilter(MinFilterMode.Bilinear);
meshTexture.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染纹理
meshTexture.renderBuffer = renderBuffer;
meshTexture.renderTexture.color = new Color(1, 1, 1);
// 渲染纹理
renderTexture2D = meshTexture.renderTexture;
Vector3[] triangles = new Vector3[vertices.Length * 3];
float[] indices = new float[vertices.Length * 3];
for (int i = 0; i < vertices.Length; i++)
{
triangles[i * 3] = new Vector3(vertices[i].x, vertices[i].y, vertices[i].z);
indices[i * 3] = i;
indices[i * 3 + 1] = i + 1;
indices[i * 3 + 2] = i + 2;
}
Mesh mesh = new Mesh();
mesh.vertices = triangles;
mesh.normals = triangles;
mesh.triangles = indices;
mesh.uv = new Vector2[vertices.Length * 2];
Array.Copy(texcoords2D, 0, mesh.uv[0], 0, texcoords2D.Length);
Array.Copy(texcoords2D, texcoords2D.Length, mesh.uv[1], 0, texcoords2D.Length);
mesh.morphTargets = new MorphTarget[]
{
new MorphTarget("coat", meshTexture)
};
// 渲染网格
RenderTexture2D gridTexture = new RenderTexture2D();
gridTexture.filterMode = FilterMode.Point;
gridTexture.renderTexture.width = cameraWidth;
gridTexture.renderTexture.height = cameraHeight;
gridTexture.minFilter = new MinFilter(MinFilterMode.Bilinear);
gridTexture.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染网格
gridTexture.renderBuffer = renderBuffer;
gridTexture.renderTexture.color = new Color(1, 1, 1);
// 渲染网格
RenderTexture2D gridMesh = new RenderTexture2D();
gridMesh.filterMode = FilterMode.Point;
gridMesh.renderTexture.width = cameraWidth;
gridMesh.renderTexture.height = cameraHeight;
gridMesh.minFilter = new MinFilter(MinFilterMode.Bilinear);
gridMesh.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染网格
gridMesh.renderBuffer = renderBuffer;
gridMesh.renderTexture.color = new Color(1, 1, 1);
// 渲染网格
RenderTexture2D gridMesh2D = new RenderTexture2D();
gridMesh2D.filterMode = FilterMode.Point;
gridMesh2D.renderTexture.width = cameraWidth;
gridMesh2D.renderTexture.height = cameraHeight;
gridMesh2D.minFilter = new MinFilter(MinFilterMode.Bilinear);
gridMesh2D.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染网格
gridMesh2D.renderBuffer = renderBuffer;
gridMesh2D.renderTexture.color = new Color(1, 1, 1);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染网格
gridMesh2D.renderBuffer = renderBuffer;
gridMesh2D.renderTexture.color = new Color(1, 1, 1);
// 渲染网格
RenderTexture2D gridMesh3D = new RenderTexture2D();
gridMesh3D.filterMode = FilterMode.Point;
gridMesh3D.renderTexture.width = cameraWidth;
gridMesh3D.renderTexture.height = cameraHeight;
gridMesh3D.minFilter = new MinFilter(MinFilterMode.Bilinear);
gridMesh3D.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染网格
gridMesh3D.renderBuffer = renderBuffer;
gridMesh3D.renderTexture.color = new Color(1, 1, 1);
// 渲染网格
RenderTexture2D gridMesh4D = new RenderTexture2D();
gridMesh4D.filterMode = FilterMode.Point;
gridMesh4D.renderTexture.width = cameraWidth;
gridMesh4D.renderTexture.height = cameraHeight;
gridMesh4D.minFilter = new MinFilter(MinFilterMode.Bilinear);
gridMesh4D.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染网格
gridMesh4D.renderBuffer = renderBuffer;
gridMesh4D.renderTexture.color = new Color(1, 1, 1);
// 渲染网格
RenderTexture2D gridMesh5D = new RenderTexture2D();
gridMesh5D.filterMode = FilterMode.Point;
gridMesh5D.renderTexture.width = cameraWidth;
gridMesh5D.renderTexture.height = cameraHeight;
gridMesh5D.minFilter = new MinFilter(MinFilterMode.Bilinear);
gridMesh5D.magFilter = new MagnifyFilter(MagnifyFilterMode.Bilinear);
// 使用UnityObjectEncapsulation.DefaultMaterial来渲染网格
gridMesh5D.renderBuffer = renderBuffer;
gridMesh5D.renderTexture.color = new Color(1, 1, 1);
// 渲染网格
RenderTexture2D gridMesh6D = new RenderTexture2D();
gridMesh6