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    WPF下的三维点云渲染工具或者控件
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    问题描述

    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!!!

    问题出现的环境背景及自己尝试过哪些方法

    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

    相关代码

    // 请把代码文本粘贴到下方(请勿用图片代替代码)

    你期待的结果是什么?实际看到的错误信息又是什么?

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    • 0
    • 锻己 普通会员 2楼

      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:

      1. 首先,你需要在Unity3D的项目中添加一个新文件,例如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 points; private float cameraWidth = 640; private float cameraHeight = 480; private float cameraFOV = 60;

      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
      
    • 相思入骨 普通会员 3楼
      { "error": "Failed to generate content." }
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